You see, if you cast a spell that sets up an effect that happens "at end of turn" once you've past the start of the end-of-turn step, you can keep the results of that spell around until the next end-of-turn step
Until next time, take care
As TCGs' fan base grew, it became necessary to send cards by mail
The best thing about this one is it gets around Indestructible by making the permanents owners sacrifice them
Frank Karsten from ChannelFireball has already figured out a 1-turn kill combo with Steam-Kin that goes like this: Mountain Simian Spirit Guide Runaway Steam-Kin 3x Pact of the Titan Goblin Bushwhacker / Reckless Bushwhacker Deal 20 damage If this proves to be that good, then Steam-Kin will jump in price as quickly as it can kill your opponents
If you were playing fair, there was no way you could compete with that if the deck pulled it off and many games were won simply due to a willingness to play a card this powerful, allowing such decks to win long games they would otherwise be lost in