This player can take another turn after his current turn is finished, starting with his phase 3 (skipping phases, 0, 1, and 2). This card is placed in the Void after its successful use. If canceled, it goes to the discard pile. (def/5)
Copyrights:
TSR
Wizards of the Coast
For a battle intensive deck, this is a great card. This extra turn may not be a full turn, but it allows extra phase three powers and spells (this also may be good if used in a Mulmaster deck that has phase 3 and 4 spells).
Giving you another phase 3, 4, and 5 can be very useful, but the best reason to do that is if you draw more cards in those phases (thus not having a chance to play those cards into play). Phase 3 will only matter for those extra cards, or for preparing for your next battle.
Battle decks obviously get the most use, as it allows you to take advantage of an opponent you just beat to attack while they are down, or work your way through a tough surprise defense. The best kind of deck to use it with is a psionic power intensive deck with a Highmaster Illithios (21/DU-chase), so that you can get another card from the power that can be played in your new phase 3.
Only one other card lets you have more than one battle per turn; Out of Phase (54/IQ), which works well with this power. Other cards that combos well with this card is the Orb of Delight (68/IQ) and the Ghost Crystal (168/4th), both of which let you get back allies in phase 3, to battle again. Similar cards would work well also.