Temporal Isolation

Legality

Format Legality
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
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

soulwarden11 on Lyra enchantress?

2 months ago

facepalm I supposed I should have expected my snark to bring Karmic Justice right back to me, eh? haha Give enough snark, you'll eventually get it back! XD Touche!

Running Auras with Sram and Spiritdancer would definitely help since you'd be able to trigger Mesa Enchantress as well since all Auras are Enchantments; and it looks like you've found most of the powerhouse Auras.

If you're looking for more lockdown Auras, I've always liked Prison Term, Suppression Bonds and Faith's Fetters since they take them out of combat AND turn off their activated abilities (plus the latter two can hit things other than creatures).

Buffing Auras Holy Mantle and Angelic Destiny or other anti-combat Auras like Pacifism, Guard Duty, Temporal Isolation, Journey to Nowhere can also be niche, but useful in the right meta.

Sigarda's Aid can help your Auras gain Flash. While Authority of the Consuls gains you life and slows down opponent's using creatures (especially hasty ones). Path of Bravery can also be an Anthem effect and gains you life.

Open the Armory and Three Dreams are useful for finding Auras in your deck.

Vesosoft on Bystander Mode Activate

3 months ago

Oh, and definitely going to replace my Curse of Chains and Temporal Isolation.

HurricaneZach on Enchanted Blade

11 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

1 year ago

This is Bean.

Budget Suggestions:

More expensive options, or later upgrades to the deck:

Landonius on Enchanted Blade

1 year 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

1 year 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

1 year 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.

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