Clockspinning

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral (TSP) Common

Combos Browse all

Clockspinning

Instant

Buyback (3) (You may pay an additional (3) as you play this spell. If you do, put this card into your hand as it resolves.)

Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.

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Clockspinning Discussion

Waffle3114 on Kraken the Ice

5 hours ago

KingLard with Fate Transfer you are moving all the counters, but its to another creature and Clockspinning can help Quest for Ula's Temple get going if you are behind. Fate would still be good to remove all of the ice counters at once tho.

KingLard on Kraken the Ice

8 hours ago

You might want to replace Clockspinning with Fate Transfer for instant results

pawnstorm on Suspended Emergence

1 week ago

Dichotomancy can work well with Elder Deep-Fiend and with the counter manipulation in the deck (Jhoira's Timebug, Clockspinning) can go off quite suddenly to break a stalled-out board. That being said, there might be something better for the spot.

MindAblaze on Quest Deck

1 month ago

My first impulse is to work on your distribution, or find ways to manipulate your top deck. I love me some Quest for Ula's Temple, however it can really suck when you don’t curve properly and the 15% of your deck that is 8 or 9 mana gets stuck in your hand. With Clockspinning you only have 23 cards that can put counters on the Quest and you have to have them come up in the right order.

I’ve found stuff like Sigiled Starfish to be useful. You could try Riverwise Augur too, setting up your top deck is helpful. What format is this for?

RedmundR2 on Magic: The RPG (Level Up/Proliferate)

2 months ago

Merlin_Darkrimson_Voidmystic Clockspinning could be a decent card with all of the level-up cards with level-up costs of 2 or more, but this deck only runs level-up creatures that have a level-up cost of or , so this card doesn't accomplish much. And even if I was using the higher level-up cost creatures, i'd probably rather use Training Grounds instead of using an entire card slot just to get one counter on a permanent. Thanks for the suggestion though.

Merlin_Darkrimson_Voidmystic on Magic: The RPG (Level Up/Proliferate)

2 months ago

Clockspinning

1 mana for a quick level or 4 mana for a level and a redo.

Backinthefrey on Jori's school of ctrl+c and X

2 months ago

Here are my personal recommendations (with help from n8dm) for cards to add and cut from the deck. Let me know if you have any questions about cuts or recommendations.

Let's start with permanents:

  • First off, I'd recomment Cast Through Time, very fun especially with Swarm Intelligence.
  • Talrand, Sky Summoner provides aerial blockers and an alternate win condition in case you can't burn out your opponent.
  • Mizzix of the Izmagnus and Baral, Chief of Compliance are great for cost reduction of spells.
  • Nivix Guildmage is a great copy engine.
  • Guttersnipe helps with burning out your opponent.
  • Mnemonic Wall and Archaeomancer help get back your good spells.
  • The Mirari Conjecture does the same thing as the two above, but it's a saga.
  • Metallurgic Summonings helps with getting out chump blockers.
  • Jaya Ballard is a really great addition to the deck.
  • Finally, Precognition Field is good card filtering.
  • Now for instants and sorceries:

  • I would recommend Crush of Tentacles, as it's the perfect boardwipe for the deck.
  • I'm gonna recommend the burn spell Jaya's Immolating Inferno, it's a personal favorite.
  • Snap is great for double casting to trigger Jori En, Ruin Diver.
  • Scour from Existence, Rapid Hybridization, and Chaos Warp are great instant speed removal.
  • Pull from Tomorrow is an amazing card draw spell that fits the X cost theme.
  • Lastly, Beacon of Tomorrows allows for some easy infinite turns if you draw your whole deck (doable:Pull from Tomorrow copied a few times).
  • Now to recommend some cards to cut:

  • Brutal Expulsion is too expensive for a pretty weak effect, it's essentially an expensive version of a weaker Remand + Shock combo.
  • I would like to question your addition of Clockspinning, as it can really only be applied to 3-4 targets.
  • Fall of the Titans is not the greatest of burn spells. It might seem good, but you'll never be able to cast it at full potential, as playing it for its surge cost does require you to spend mana on another spell.
  • I'd recommend you cut Magma Spray, there's much better removal out there.
  • Refuse isn't that great because you have to get it into your graveyard to take advantage of its aftermath effects, that paired with the fact that its initial effect is pretty weak.
  • Turn is also rather weak in this format.
  • Aphetto Alchemist and Fatestitcher have very limited application here, it seems as if you run them just to support Echo Mage and Pyromancer's Goggles.
  • Pyromancer's Assault is too weak , too much of an investment without enough of a payout.
  • Honden of Infinite Rage and Honden of Seeing Winds could be cut as the floor is too low and the ceiling isn't high enough, you're only running two of them.
  • Touch of the Void is pretty much a sorcery speed 3 drop bolt.
  • Teleportal can be cut seeing as you don't have many creatures that you'll be attacking with. The two you do have, Hypersonic Dragon and Sphinx of the Final Word already have flying.
  • Serpentine Spike is way too expensive. It is indeed a 3 for one, but that's at best for 7 mana. I'd recommend you just use a red boardwipe along the lines of Blasphemous Act.
  • Recoup doesn't do a whole lot, and it's debatably bad.
  • Processor Assault should be cut and replaced with Flame Slash. Flame Slash is half the mana for one less damage, and there's no additional cost.
  • Master the Way - I'm sorry, but that's just not a good card.
  • It'd be a good idea to replace Hanweir Battlements with Reliquary Tower, as Hanweir Battlements is really just a haste enabler here.
  • Crumble to Dust is not a really great card in a singleton format, and it can be replaced with Pillage.
  • Total suggestions: 24 Total suggested cuts: 18 ; As an extra side question, what's the purpose of all the exile?

    KongMing on Soul-Blade

    3 months ago

    It seems like Oath of Gideon fits the mold for this deck well. Gets you tokens and one turn closer to ult-ing your Walkers (except Trials Gideon, who can ult immediately).

    Thrummingbird and Inexorable Tide can also help you reach your ults faster through Proliferate. Also, Clockspinning, for the lulz.

    The Chain Veil is pretty standard in superfriends decks. If you can fuel the mana intensity, you can go off that much faster.

    Perhaps include some Planeswalkers who make their own blockers, too? Elspeth, Knight-Errant, Elspeth, Sun's Champion, liliana, death's majesty, and Sorin, Lord of Innistrad are all examples of what I mean.

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