Time of Need

Legality

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

Printings View all

Set Rarity
Champions of Kamigawa (CHK) Uncommon

Combos Browse all

Time of Need

Sorcery

Search your library for a legendary creature card, reveal it, and put it into your hand. Then shuffle your library.

Time of Need Discussion

Wolfpig on Super sick commander deck

1 month ago

Eladamri's Call and Time of Need might have a home here. Nice deck.

Lacixodarap on Eggs Combo Platter

2 months ago

OLucas, in the case of protection from graveyard hate, I have Noxious Revival , which let's me draw the targeted card by either a cantrip or the following turn's draw step.

Time of Need seems rather interesting.

I'd probably prefer Unearth because it only costs one mana.

And I'm trying to see how competitive this deck can be, so I'm not planning on adding any janky combos.

OLucas on Eggs Combo Platter

2 months ago

You should try to add in Conjurer's Bauble since it cantrips and can protect your cards from Surgical Extraction .

You might need Time of Need to get Emry, Lurker of the Loch more consistently.

If you manage to self mill more Postmortem Lunge and Unearth serve as aditional ways of getting your creatures to the battlefield.

Also consider Thousand-Year Elixir for "haste". Additionaly, while not being competitive, you can have Thousand-Year Elixir + Teshar, Ancestor's Apostle +2x Emry, Lurker of the Loch for infinite self-mill followed by reviving Laboratory Maniac

kamarupa on Dragon-Steam

3 months ago

I strongly suggest you drop at least one color, add significantly more ramp, 2 more lands, and significantly more disruption. If you want to go for something unique, drop Red and focus on pairing Green with either Black or Blue. If you want something more competitive as well as having the broadest options overall, R/G is the way to go.

Top ramp spells to consider: Utopia Sprawl , Birds of Paradise , Arbor Elf , Fertile Ground , Dragonmaster Outcast , Sarkhan, Fireblood , Savage Ventmaw .

Top disruption spells to consider: Heroic Intervention , Beast Within , Lightning Bolt , Fog , Return to Nature , Steel Hellkite .

About Disruption and Sideboard stuff: Assassin's Trophy is awesome, if you go G/B, you should run a full set for sure, and that in addition to at least 4 other disruption spells. Consider you current sideboard - you've got an arsenal in there, but only 2 non-creature/non-land slots open for swaps, meaning you'll have to drop creatures to sub in cards that probably should have been in the mainboard in the first place. As a general rule of thumb, you want to sideboard in/out disruption for disruption, creature for creature. That's because creatures with niche abilities are usually only good in some match-ups. The same thing is true with disruption - for example, Geth's Verdict is great against Bogle/Aura decks that run only a few, usually hexproof creatures. But in general, something more direct like Doomblade is more useful. So a deck might mainboard Doomblade and swap it out in some matchups.

Other stuff to consider: the more ramp you add, the faster quicker you'll get to top-decking. So draw card or tutoring will be helpful. You've currently got quite a few Legendary creatures, so perhaps Time of Need would be good here. Harmonize is among the best draw-to-CMC deals out there, and with sufficient ramp, will be easily cast-able. A planeswalker like Garruk, Caller of Beasts could be possible, too.

Here's some concrete numbers on what I'm suggesting: 24 Lands (no more than 2 colors), 20 Creatures, 4-8 of which are mana dorks. 4 Removal spells. 4 additional disruption spells (more removal, or protection, or fog, etc). 4-8 additional ramp spells (Search for Tomorrow, Utopia Sprawl, etc) (total of 12 ramp spells). If slots are still open, 4 additional synergy spells - Planeswalkers, draw card, utilities (like Quest for Renewal , Unearth , Mass Hysteria , Impact Tremors , etc.) Target AVG CMC: 3 or less. (3 is quite high!)

Probably the easiest way to move forward here is to pick 1-2 creatures you really want to build around, and start with them. Add ramp and draw/tutor. Then consider all the most likely threats and find spells that disrupt that stuff. You'll have at least 60 cards after adding land.

A note on the "Competitive Meter" - that thing is completely unreliable. It's just looking at how many cards you have that are included in at least one Teir 1 deck. To illustrate this, I created, 100% Competitive, 100% Loser, which includes only lands that produce the wrong color mana so it's impossible to cast anything. Yet the meter says 100%. So you should really just disregard it completely.

kamarupa on Simic Hydra Combo Stuff.

3 months ago

Well, they're both Legendary, which can lead to dead cards. So I think it's best to run 1-2x off each, and then supplement them with Time of Need . That way you have the chance to get 1 of each down. That said, if you want to run Hydras that don't have any X costs, then Gargos is better.

kamarupa on Simic Hydra Combo Stuff.

3 months ago

I'd say probably no to Freed from the Real unless you want to add Voyaging Satyr and/or Kiora's Follower and also Fertile Ground and/or Weirding Wood / Dawn's Reflection / Market Festival - that is, Arbor Elf its good on it's own and Utopia Sprawl is good on its own, but Freed from the Real needs both to useful at all.

Simic Ascendancy is kind of a funny spell here, given that your Hydras can probably swing for the kill. So I think you could drop some of them. Would you even want to put more than one onto the battlefield?

If you add Rosheen Meanderer, than I'd suggest cutting both Kalonian Hydra and Managorger Hydra. You could then consider adding in a few Time of Need .

Honestly, I'd say there are a lot of routes you could go with this and I don't know that any are better than the next. It just depends on what you really want to do. So perhaps the question is: Do you want to win with Simic Ascendancy or with Hydra brute force? The answer to that question should help guide your choices. And playtesting a few different versions will help a lot too. Ultimately, I don't think Hydra tribal or Simic Ascendancy are particularly strong wincons. I find that pretty disappointing, as both have a strong allure. I really want to see a deck using either or both, but I've yet to build anything I'd consider worth getting in paper. The issues I perceive are lack of speed and consistency. You can check out my Simic Ascendancy deck here: Nuclear Proliferation and my Hydra Tribal here: HYDRAtion Maybe there's something in one of those decks that will strike your fancy.

kamarupa on Hydraponic

4 months ago

I suggest adding substantial mana-ramp, namely Utopia Sprawl and Fertile Ground . (Growth Spiral doesn't cut it) Other ramp spells: Weirding Wood , Dawn's Reflection , Market Festival , Verdant Haven , Arbor Elf , Birds of Paradise , Llanowar Elves , Elvish Mystic , Incubation Druid , Elvish Archdruid , Noble Hierarch - In this case, I strongly favor strictly Enchantment ramping over creatures - dedicate your ramp to ramping and keep your creatures aggro.

Inspiring Call seems pretty good here, provided you have the mana to cast it.

Rosheen Meanderer seems like a great partner for Gargos. Time of Need will get you either.

I suggest cutting Bioshift and Growth Spiral. They're just not as versatile/consistent as other options. I also suggest cutting Bioessence Hydra and all the Planeswalkers. Bioessence Hydra necessitates all the PWs, so unless that's specifically your goal, it seems like it's unfocusing the deck. Just play as many Hydras as quickly as you can.

I don't find the aforementioned RG Hydras worth adding R as a third color. I do think Hydroid Krasis is worth keeping U.

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Time of Need occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%