Temporal Isolation

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Time Spiral (TSP) Common

Combos Browse all

Temporal Isolation

Enchantment — Aura

Flash (You may play this spell any time you could play an instant.)

Enchant creature

Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.)

Prevent all damage that would be dealt by enchanted creature.

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Temporal Isolation Discussion

HurricaneZach on Enchanted Blade

2 months ago

I like Temporal Isolation a lot. Ive been experimenting with the Borderposts as well to increase the chance of having a multicolor permanent that doesnt die to creature removal. I just cant settle on a number. Any suggestions?

EpicDermis on Enchanting the Enchanter

3 months ago

This is Bean.

Budget Suggestions:

More expensive options, or later upgrades to the deck:

Landonius on Enchanted Blade

3 months ago

There's also Temporal Isolation if instant speed is important. I noticed this deck and it looks super unique and fun! Might give it a try.

willspower3 on New Age - Spirits & Auras

8 months ago

Hey, thought I would give my 2 cents since I've been playing a similar concept. This decklist seems to be built for going aggro. Unfortunately, Spirits doesn't do aggro as well as most other modern aggro decks. Spirits does best in a tempo shell, and Tallowisp aids this strategy. One way I found to buy time and become especially problematic for creature based aggro decks is to include and lean on Kami of False Hope and Gift of Immortality (probably a few Rattlechains and perhaps a Selfless Spirit )which you can get down turn 3-4 for nearly unlimited fogs to set up the Drogskol Captain lock or Geist of Saint Traft. Also, you can make Steel of the Godhead a 1 of comfortably, perhaps replacing it with Oppressive Rays which in a typical game of modern acts very much like removal.

What you are looking for is ideal turn sequences. For example if you get a T2 Tallowisp, your turn 3 can be a 1 or 2 drop and fetch up Temporal Isolation or Oppressive Rays to kill your opponent's tempo. Alternatively, you can throw down a big 3 drop and fetch Steel of the Godhead or Angelic Destiny to beat down if there are no imminent threats on board.

casmiel on New Age - Spirits & Auras

9 months ago

Thanks for the feedback! Running out of auras is rarely ever a problem for me, mostly because Tallowisp has a huge target on its back and gets removed quickly in most cases. If it remains unchecked though, tutoring up 5 Auras is usually enough to win the game if I can stick a Geist of Saint Traft or have either Rattlechains or Drogskol Captain available for protection. If 5 Auras don't win me the game then I don't think 7-8 will. You have to strike some sort of balance with your auras in a Tallowisp deck, you want a variety of auras to tutor for but not enough of them to draw them by yourself too often. I feel that 5-6 auras should be the sweet spot, but I might be wrong.

I could see myself running Call to the Kindred if I'm expecting long and drawn out games as you need ~2 turns to make it worth the 4 Mana to cast it, while it does nothing on the turn I play it. Sunken Hope however can't be tutored up by Tallowisp, does nothing the turn it comes into play and costs 5 Mana. I curve out at 3 already, so this effect is unfortunately too slow for the deck, even though some synergy is there.

Prison Term looks pretty decent, I haven't paid that one enough attention I think. I can see myself running a Term over the Temporal Isolation in some cases. The effect is more potent, the downside being no Flash and a tougher mana cost. I'll definitely try that out, so thanks!

I would like to run more costly auras and creatures, but Modern being Modern right now, I have to keep it as low to the ground as possible in order to compete with the fast meta decks.

Draw_Wurm on The Art of War

1 year ago

True Believer, and Taurean Mauler (help you benefit from opponents trying to break your defense). Rune-Tail, Kitsune Ascendant.

Commander Eesha. Monster with your equipment.

Prison Term, Spiritual Asylum and Temporal Isolation may be on theme.

Crib Swap for removal?

patro_junior on Don't Touch my Spirits (Turn 5 Win)

1 year ago

Hey Javaz!

Lately I don't have much time to play but I tested the deck against a GW hatebears.Need more testing, but the sugestion worked! It was 3-2 for me.

Locked down the game at certain point against three Baneslayer Angel with two Spirit Link and one Temporal Isolation. At the end of game 3 I had a Azorius Herald that end the game as a 102/101 and finished with one attack.

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