Telling Time

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

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Set Rarity
Modern Masters 2015 Edition Common
Tenth Edition Uncommon
Ravnica: City of Guilds Uncommon

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Telling Time

Instant

Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.

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Telling Time Discussion

VraskaTheCursed on Modern Miracles

8 hours ago

also, https://www.mtggoldfish.com/articles/14-amonkhet-brews-by-kenji-tsumura-kenjiwayfinder has an interesting modern miracles deck - but it's bant and uses Nissa, Steward of Elements. you may want to check that out. Telling Time is pretty freaking good in this, i didn't know about it until reading that decklist

Memphismaymagic5 on U/W Control

1 week ago

With only 19 lands, you are never able to play cards like Medomai the Ageless and Angel of Serenity. U/W control plays about 24 lands in general, while having a lot of cheaper creatures and spells than you play at the moment. I would drop all cards above 5 mana in general, because cards above 5 mana rarely see play in the modern format, except if you can cheat them in or if they have effects that allow for a cheaper casting like Tasigur, the Golden Fang and Bedlam Reveler.

I can see that there are already very good card suggestions mentioned above. You really want to focus on the removal/counter/draw spells that U/W decks have to offer like JararoNatsu said.

ej133 on Jeskai Tax Collectors

2 weeks ago

Hi there!

Well, I'm a Jeskai fan too. These colors are awesome, even though the manabase is extremely expensive.

Your deck is a rough draft, so I'll try to give you some ideas. I'll try to keep it budget, because you mentioned it in the description. The best jeskai deck nowadays is Jeskai Nahiri, but this is far busted in finantial terms.

So, my tips are:

  1. Invest a little in your lands. Running a three color deck is very painful if you only have basic lands. Battlefield Forge and Shivan Reef can be a start, since they're not so expensive. If you really wanna go for it, get some fetch lands (Flooded Strand is the cheapest one in Jeskai Colors) and shock lands (jeskai ones are Sacred Foundry // Steam Vents // Hallowed Fountain). This is a bigger investment, but you can use them in other decks some day.

  2. Define a strategy. I said that your deck is a rough draft, because you don't have a clear win condition. The main thing you gotta keep in mind when building a deck is how you're going to win. Even if you're playing control. And, even more important, after defining your win-con you need to make sure it's consistent. Planning to beatdown with a Figure of Destiny in format with Fatal Push and Path to Exile is very questionable. Lurk around and see other strategies in jeskai colors. Inspire yourself or use someone else's idea, that's not necessarily wrong. Personally, I really like going with Geist of Saint Traft or Thing in the Ice  Flip.

  3. Understand how each card connects to each other. This is one of the hardest things. For instance, if you're playing a control build with a lot of instants and cards to deal with your opponents threats and do a late game beatdown, Bedlam Reveler does a very good use of your graveyard and also draws you 3 cards to keep your hand fueled. Or else, if you wanna build board presence and push your enemies back Elspeth, Sun's Champion or Captain of the Watch can generate you extra tokens to push it. Right now you have some cards that don't really bind together, like Stormscape Familiar.

  4. Use blue. Blue is one of the most interesting colors in Magic: The Gathering. It gives you interactions and, most important, card advantage. Read some articles about tempo, it might clear up your mind. But, basically, what I mean here is: if you access to blue, you can handle threats in the early game with counterspells like Mana Leak, Spell Snare, Spell Pierce and Negate (and even Dispel maybe) or generate card advantage with instant speed draw engines like Peek, Think Twice or Telling Time. You don't really need to worry doing anything in your turn, you can just let your opponents fall into thinking you're not prepared for their threats. And, even if you can't counter everything, blue gives you awesome cards like Vapor Snag and Cryptic Command (this one is expensive, but whatever). So, trust in blue magic. Not creatures, blue creatures are bad. Blue magic.

I hope I lead into some critical thinking about your deck. It's not meant to make you unsatisfied with this, but to get you to a higher place in deckbuilding. If you want to discuss more about jeskai decks feel free to add me or to take a look at my lists. I'm always happy to help new players improve.

See ya!

Traveler247 on Flicker Makes Them Scoop

2 weeks ago

Hey! First off, I re-read my comment, and I think I sounded rude, so I want to apologize for that. I was falling asleep writing my last comment and wasn't really able to accurately gauge the tone of my writing.

Second off, I want to address a few over-arching aspects of constructing a flicker deck. There are two general design elements I want to bring up that change the direction of the deck: how many counterspells, if any, do you want to run; and how focused are you going to be on infinite combos. Your deck, right now, does not have a single way to directly interact with anything on the stack, which includes counterspells. You also have what I would consider a moderate focus on infinite combos. Finally, I would say that your deck has a budget. Nothing too prohibitive, but I don't see Survival of the Fittest, Gilded Drake, or Palinchron in there. I play a counterspell heavy, combo intensive, lower curved, and less budget restrictive bant flicker deck. That is the direction my suggestions will take your deck, so if that is not the direction you want to go, take my suggestions with a grain or five of salt.

Third, in my experience this deck's weaknesses are: surviving the early game, Torpor Orb and Hushwing Gryff, Competitive Combo/Control or Stax decks, and board wipes (unless you have adequate recursion, and then opponents having graveyard hate is problematic). I am going to specifically address how cards help combat each of these weaknesses except the competitive decks. You lose to those. That's fine, this isn't the archetype to take to that table.

Now, you asked about the "multiple weaker cards" that I mentioned. I honestly don't have much for you that I can just point to and say is weak in the deck. It's a solid build. Here are the few cards I am comfortable saying have stronger options within budget: Telling Time, Oblivion Ring, Wash Out, Foresee, and Displacement Wave.


Ok, let's get into a bit more meat now and break down your deck.

ETB abusers in the deck:

Venser, the Sojourner - I found that this was basically the same as Conjurer's Closet except that it had the potential to ultimate (which usually wins), but every time I played venser it died, and I suspect it's the same for you. As a flicker engine, both this and Conjurer's Closet were too slow for me. Yeah, they give you a bit each turn, but I always found that I needed more upfront impact.

Panharmonicon - I have never played with this card. I built bant flicker about a year before Roon was released, and I haven't played EDH for over a year. This card seems ridiculously powerful to me, but I have no experience with it.

Deadeye Navigator - Obviously amazing.

Cloudstone Curio - I have never played with this card either. It always seemed a bit slow to me, but it's obviously a combo piece in your deck.

Devastation Tide - I want to compare this directly to Evacuation. This hits more targets, but is at sorcery speed. If you add more instant speed shenanigans, Evacuation gets insane and is clearly better. Otherwise, this card is a solid option.

Displacement Wave - I have never played with this card. It seems like a worse Devastation Tide, which to me seems like a worse Evacuation. Again, I just want more instants.

ETB abusers not in the deck:

Parallax Wave - This card is one of my favorites. It can be Fog, Rescue, Eerie Interlude, or a bit of each. It's amazing early because it can stop most attackers for one or two turns, and it's amazing late because it can flicker five guys. Seriously, if you haven't messed with this, do so.

Portcullis - This card is also one of my favorites. Locks down the early game extremely effectively, and every creature you put under it triggers both when you play it and when it returns. The goal of ETB decks is to get to the late game. This is a one card train to get there.

Evacuation - I like instant speed, as you've probably noticed. Hence this. You get a ton of value by re-using all of your ETBs and it sets everyone else back.

Phantasmal Image - Combo piece with Palinchron, tutorable with Survival of the Fittest, does wonders with Birthing Pod, and is all around pretty amazing. The utility of this skittish two drop is astounding.

Reveillark - This guy literally grabs two for one, has multiple infinite combos, and does some crazy stuff with Survival of the Fittest and Birthing Pod.

Karmic Guide - When you just play this, it's mediocre. But it has so many absolutely busted interactions with Reveillark, Birthing Pod, and Survival of the Fittest that a deck with those cards can abuse this to a ridiculous extent.

Birthing Pod - Woah baby. One of the best ETB engines I have ever played with. This card simply ends the game if left unanswered for a few turns in the right deck. And I think most decks are the right deck. If you don't believe, just try it.

Ephara, God of the Polis - I see that this was one of the cards you've tested and found underwhelming. I think that this card gets much stronger with a more developed control plan. If you add counterspells, I would suggest revisiting this card.

Momentary Blink - Cloudshift like effects are at best OK. They can save a creature, they can re-use an ETB effect in a pinch, and in general they have some good utility. Most of the time they simply aren't worth playing because the effect gained for it costing a card is not worth it. I think this card is just because you can do it twice. It does cost a lot of mana, but it really gives you a lot of options. Again, this card is stronger with a more control oriented deck.

Overall, I think your deck would be faster, more inevitable, and have a stronger late game with more of the abusers I mentioned above. As far as ETB targets, yours are pretty strong. Palinchron is incredible, but a bit pricey these days. That card was around $6 back when I bought it. Anyway, I want to address the cards I mentioned that you said you'd already tested.

Angel of Finality - In my opinion, this card is not as good in your deck because of Aluren. Stonecloaker is probably a better option. Also, Stonecloaker was too slow in my meta. Most of the time, there were numerous threatening cards in several graveyards that I wanted to deal with, and exiling cards one at a time simply wasn't effective enough.

Woodfall Primus - I suggested this only because it's a powerful creature and you seem to be open to playing cards with high mana costs. I haven't tested it much, i cut it from my deck very early because the cost was too high.

Archaeomancer - This is a lot better with more and better instants/sorceries. Time Warp, Eladamri's Call, Ghostway, Eerie Interlude, Ghostly Flicker, counterspells.

Acidic Slime - This is a versatile answer to a lot of problems. It's one of the lowest mana cost answers to lands that need to be dealt with, which were prevalent in my meta.

I think, overall, that your deck would be stronger with more instants, less sorceries, adding some counterspells, and adding more engines to abuse your ETB effects. Right now, most of your abuse of ETB creatures is centered around returning them to your hand and re-casting them. That takes a lot of mana, and is slower than it could be. Anyway, I could keep going, but basically I think you should build my deck! Haha, stuff it full of counterspells and combos, and spend another $400. Just kidding, don't do that. Not only is that just what I enjoy, but my opinion is based on my understanding of a complicated deck with numerous powerful options that has had a card banned and a few new powerhouses added since I last played it.

Again, it's a fun archetype, and I like your take on it! Hopefully some of these ideas will be relevant to the direction you're going, and I hope it comes out well!

blackice1399 on Quest for Thermo Guttersnipe

2 weeks ago

Yay, this deck is modern legal. Everything you have in there is good, unless you're playing legacy, which is super expensive and your friends probably aren't playing. To improve the deck, you could add better dual-lands. Lands that enter tapped aren't usually very good. Try Spirebluff Canal Steam Vents or Shivan Reef. As far as main deck goes contingency plan isn't very good, and quest for the pure flames isn't very good either, but it is still workable, I wouldn't say contingency plan is. Try Anticipate or Telling Time instead.

lithium142 on Control/Mill

3 weeks ago

awesome dude! this deck looks seriously solid now! Jace is slow, but he seems decent. if Jace, the Mind Sculptor was legal, that'd be the way to go, lol. anyway, i'd keep it at one. try and gauge for yourself how your games go with him. if you find that when you get him in hand, you're playing him and winning games off the back of doing so, then put in a second one.

The risk is that you may find you get him in hand and either cant cast him, or doing so doesnt help you much. if that's the case, swap him. but again, only you can reliably gauge that.

One thing I realized that i thought you might want to know. Anticipate is typically a solid replacement for Serum Visions. Unfortunately for you, we're also looking for ways of triggering Sphinx's Tutelage, and Anticipate doesn't actually draw you a card, and so will not trigger Sphinx's Tutelage. Telling Time is the same problem, and all the other cantrips that would work are too expensive in mana cost to be worth running. mm17 just hit, so Serum Visions is super cheap right now. if you can, I'd advise picking em up.

Overall though, this deck looks really fun to play right now =)

Branihelion on Watery Tron

3 weeks ago

So Telling Time doesn't really serve the purpose I want that slot for. I'm usually stuck putting a card I don't need on top and having a dead draw. Instead, with Anticipate, I can put two on the bottom and only take what I need. Very rarely do you encounter a situation where 2 of the 3 cards are must haves in your hand in order to win.

Vathlo on The Illusion of Control

4 weeks ago

If you're not going for a mill plan, I would drop the mill plan entirely. Also,Jace's Mindseeker is too high for your manabase. I would cut the Chronozoa and Jace's Mindseeker for 4x Phantasmal Bear. Telling Time should really be a Serum Visions since it's the same thing for one less. Or even Sleight of Hand.Also you should replace your counterspells with some number of Spell Pierce and/or Mana Leak if you really think you need that many.

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