Technically, even something like Goblin Chieftain 's ability has a duration. I have no idea how to phrase this effect so that it works sensibly. Using Staying Power as an example (it's the best we have)...
End the turn. The player whose turn was ended takes an extra turn after this one, starting with the first phase skipped in the last turn (For example, if _____ was played during the precombat main phase, the new turn would begin with the combat phase).
Sometimes I imagine what Cisnero's life must be like. I imagine cargo pants - every pocket stuffed with coins. I imagine him (I almost said "him or her" but then I decided his gender with through the randomization of a small metal disk) - I imagine him, shopping, purchasing food, choosing which spot to park in, all through this meticulous flipping process. I imagine him asking a girl out, taking her to have a drink or whatever and then asking if she wants to play this fun game. When she responds "Sure." he removes a single quarter from one of his jingling pockets. Then proceeds to flip it repeatedly while she calls it - until she is able to make up an excuse to leave. Will he respond to this post? Only if the Chaotic Gods of Copper and Nickel deem it so. Someday many years from now, in the Dystopian future world, I'll ride my Billy Idol Unicycle past a bedraggled slumbub - He'll be clad in armor made all of the (now worthless) coins of yesterdecade. He'll grin a shiny grin at me as he flips another coin - and I'll know who it was. How could I not?
You know, I'm not certain that the card as originally worded doesn't work. Goblin Chieftain 's static ability (and most other static abilities) does not have a duration. The ability goes away because it stops existing, not because it turned off.
Since it's a one-shot effect itself, all effects from static abilities on permanents will apply again as soon as it resolves. This would end all "until..." effects, clone effects, and some more.
@theis: Abilities don't have a duration, so they can't be ended.