Time of Need

Time of Need

Sorcery

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

Browse Alters View at Gatherer

Trade

Have (1) Azdranax
Want (0)

Printings View all

Set Rarity
Champions of Kamigawa (CHK) Uncommon

Combos Browse all

Legality

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

Time of Need occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Time of Need Discussion

Joe_Ken_ on Marath, Will of the WIld EDH

1 month ago

I use Pir, Imaginative Rascal and Ivy Lane Denizen in my Marath deck as a extra copies of Hardened scales to attempt to go infinite with Marath and Mana echoes

I’ve also wanted to test out Heliod, Sun-Crowned in my version for some damage output.

A tutor I also find useful is Time of Need to get either purphoros or put out from my deck.

Icbrgr on Defensible Space

2 months ago

I think Time of Need can really help this +1

Wolfpig on Super sick commander deck

4 months ago

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

Lacixodarap on Eggs Combo Platter

5 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

5 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

5 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.

6 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.

Load more