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
Custom 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

TheBloopKing on Kethis and his (super)friends

1 day ago

LadyZ I'd still run Time of Need even in a superfriends deck. You can still search for Captain Sisay or Dragonlord Dromoka . I'll admit that its a bit lackluster in this deck

LadyZ on Kethis and his (super)friends

1 day ago

If you still want planeswalker tutoring, I'd replace Deploy the Gatewatch with Ignite the Beacon . 2 less mana, you still net two planeswalkers, and instant speed. Ajani Unyielding has an incredibly useful ultimate.

I'm really not sure what Gods' Eye, Gate to the Reikai is doing in your deck tbh. I don't think Kaya's Ghostform does enough to be played over other cards, same with Oath of Kaya . I personally would cut Kaya, Orzhov Usurper too. I promise I don't hate Kaya as a character! but Kaya, Ghost Assassin is the better of the two imo

Also, TheBloopKing suggested Time of Need . It's a great card for fetching legendary creatures, but that's all it will get. So I wouldn't run it

TheBloopKing on Kethis and his (super)friends

1 day ago

remove Vraska, Swarm's Eminence . This card does nothing for your game. It only puts counters on the tokens it creates and you need to proliferate for you to use it a 3rd time.

Teyo, the Shieldmage is better off as a The Wanderer . In my superfriends, Teyo always stayed in my hand, and its 0/3 walls only chumped and did nothing against trample creatures. The Wanderer atleast makes damage spells redundant, and offers removal.

Kaya, Bane of the Dead is a answer to hexproof and indestructibles.

Grateful Apparition is terrible against any flyer. It is going to be removed, and often is a wasted 2 mana. Its only ever good if you get it off at turn 2, and in commander, thats not exactly likely.

Primevals' Glorious Rebirth and Seasons Past

Deploy the Gatewatch is better off a Harmonize . I've done the math and it more consistently whiffs than hits 2. Call the Gatewatch and Time of Need atleast fetch for the specific walker you need.

Bolas's Citadel is a must play in this deck. Sure you lose life, but it gives you a extra slot to your hand that you can cast for free. This card puts you so far ahead, the life lost is just a mere flaw

Evolution Sage needs to be in the deck if you are running superfriends

and finally. You NEED spot removal. Absolutely need it if you are going to win games in a superfriends shell. You need to be able to answer the creatures that possess a threat to your walkers.

The_Epic_Dog on Legend of Legendary Legends

1 day ago

The Ur-Dragon 's ability is strong, but it seems hard to get sisay up to 9 power to tutor him out.

Both of your Sisay's are already tutoring out legends, so Time of Need seems unnecessary.

Thassa, God of the Sea and Selvala, Explorer Returned both seem weak, but I've never seen either of them in play and could be wrong.

Not a cut, but I missed that you were running Wilderness Reclamation . I'd replace it with Seedborn Muse as you have only one endstep but each of your three opponents have an untap step.

Veitanah on Elf Commander

1 week ago

Suggestions

  • CREATURES - I've already told you this, but due to the nature of your deck and simply due to the sheer amount of elves at your disposal, I'd suggest ~35 creatures to put in your deck, although there are more good elves out there that aren't currently in your deck (such as Skyshroud Poacher ), a non-elf creature that has great synergy in your deck is Protean Hulk .

  • Wild Pair , this card is GREAT in a tribal deck, nonetheless a mono-green Elf deck. As once this card is on the battlefield anytime you cast an elf you'll search your deck for another and put it directly on the battlefield; this works for all your elves except for the following four elves Druid of the Cowl , Sylvan Advocate , Talara's Battalion , Steel Leaf Champion ).

  • An alternative to Wild Pair, or another great enchantment to have, is Hibernation's End as it does what Wild Pair does but better as it guarantees a creature on your field every turn that it's on the field.

  • Creature Tutor, another good card that'll help you search for your good/big creatures is Time of Need and Eldritch Evolution .

Possible cards to get rid of:

  • Warped Landscape , Evolving Wilds , and Terramorphic Expanse these cards are, despite their commander staple nature, entirely unnecessary as you're mono-green and every land you have minus one is a forest. Ideally, in my opinion, you want 33 lands in your deck.

  • Presence of Gond , as it's only creatures one elf, and your better off attacking with the tapped elf (or tapping one of your mana dorks for mana) due to your commander

  • Ramp Spells - You have six ramp spells, and as such I've removed two based on personal preferences: Explosive Vegetation and Cultivate

  • Desert Twister , this spell is too high of a cost for it's simple removal, and while mono-green doesn't have much creature removal, creature removal in green is your own creatures.

  • Prism Ring , this artifact is also necessary as it more so helps early game and while it works well in tandem with your commander, in an average game it'll gain you 10-15 life on your own. And while it's a nice artifact, and a cheap one at that, it doesn't progress you towards any sort of tactic or strategy towards winning.

Potential Replacements

dingusdingo on Gyre Fire

2 weeks ago

I used to have a similar deck back in the day that ran Arbor Elf with Wild Growth and Utopia Sprawl to ramp the mana instead. Here are some takeaways I've learned from decks like this

  1. You need an engine card to untap your mana producers. Early Harvest for lands matter, Vitalize is a really great choice for creature related strategies.

  2. You want big value mana producers. Marwyn is a great choice for ramping extra mana, but also check out Priest of Titania and Elvish Archdruid .

  3. Card draw helps to stabilize. Harmonize is a neat choice for mostly green. So is Regal Force or Rishkar's Expertise

I like that this deck has beatdown as a backup plan. Maybe consider a slot or two for some artifact/enchantment removal. Marwyn is legendary, so running tutor cards could help free slots while adding utility. Primal Command is a nice toolbox card, and easily castable with all that ramp. Time of Need is cheaper but more limited. Also I don't know how many of these are standard legal :-)

dingusdingo on Reki, Kamigawa doing its best

2 weeks ago

Alrighty roo, let's spend 10 minutes fixing your deck

Thoughts

Aluren + Cloudstone Curio + any 2 legends 3 CMC or below = draw your deck.

Don't run Reap . It depends on opponents board state to function, meaning it is unreliable.

You are running Snow-Covered Forest but don't have Mouth of Ronom slotted. Low opportunity cost land that allows mono G to have a targeted creature nuke.

Add Prismatic Vista for increased deckthinning.

There are a whole host of other legendary cards you can be running that are 3 CMC or less. Replace any combat oriented or random buff artifacts/creature (most of the 2/3/4 CMC legendary artifacts, and also Skyship Weatherlight) with some of the following

Voltaic Key works with Paradox Engine and Sensei's Divining Top to draw deck. You already slot the other two. Key also lets you ramp or get value from other artifacts.

Inventors' Fair opens many winning lines from many board states, usually by fetching Paradox. Expedition Map lets you get to Inventors' Fair more often.

You should really up creature tutor density, and add some value targets. Eldritch Evolution Chord of Calling Finale of Devastation Natural Order Time of Need Woodland Bellower Summoner's Pact Uncage the Menagerie Weird Harvest

Adding in value creatures that can be grabbed from tutors gives you a far greater chance to escape from nasty artifacts/enchantments Caustic Caterpillar Reclamation Sage Manglehorn

Burgeoning Mirri's Guile Earthcraft and Oath of Nissa have far less value here than you think. I would cut them all, except possibly Earthcraft due to how well it works with Paradox engine. You should add Squirrel Nest as an alternate wincon if you keep it.

Why are you running Strip Mine ? You run no other stax pieces and no land recursion.

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Time of Need occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%