Time Sieve


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Alara Reborn (ARB) Rare

Combos Browse all

Time Sieve


, Sacrifice five artifacts: Take an extra turn after this one.

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Time Sieve Discussion

NV_1980 on Heavy Metal Bears

1 day ago


This deck is friggin' awesome! I feel like such an idiot for never having put any attention into this commander-combo. Lots of the suggestions I would make have already been made, but here are a few more:

  • Jester's Cap; this is one of the funniest control-artifacts ever created. Most new players have never heard about this card but once they have, they will dread it forever. This card has the ability to effectively remove a deck's win-conditions. In an artifact-recursion deck like yours, it becomes even crazier.
  • Time Sieve; bit expensive, I know, but it just fits in so well with your deck it's hard to ignore.
  • Nature's Will; also not that cheap to obtain, but in this deck an almost guaranteed untap of all your lands and tap of opposing lands after every attack you make.
  • Vraska the Unseen; if you can manage to have her and Sidar survive for a single turn after you've summoned Vraska, it's basically game-over for up to three opponents at a time.

Have great fun building and playing this; it rocks!

Many regards,


PlattBonnay on Tymna + Kraum (Thopter Sword)

2 days ago

JoltsOfEnergy - the combo piece youre missing is Time Sieve. In combination with Thopter Foundry and Sword of the Meek you can take all the turns. But often making 5+ thopters a turn while countering things that would blow up the foundry is good enough to win midrange mirrors.

Funkydiscogod on Help for new deck (Pia's ...

1 week ago

Pia's Revolution could be an amusing card, but I don't think it'll ever be that great.

If you put in into a control deck, then the effect is likely irrelevant: it's not a game-ending threat, and it has no immediate effect on the board state.

If you put it into an aggressive deck, the question becomes a little more complicated. The opponent would need to guess the impact each card would have on the game. This becomes more difficult, but not impossible. Assuming the opponent plays perfectly, that means Pia's Revolution effectively adds between 0 and 3 damage to every other artifact you play (if they hit the graveyard, and Modern has many exile effects). This is not unreasonable, and would likely be the best use of this card.

The Pia's Revolution can stack, with multiples making the opponent take 6, 9 or 12 damage or else you get the card back. I think it could fit into an affinity shell, since it is best friends with Arcbound Ravager. It could even be some amusing hate against the opponent's sideboard.

If you are running a combo, and taking the damage interrupts the combo, then they'll always pay. If taking the damage doesn't interrupt the combo, then Pia's Revolution is doing nothing. A few examples:

And all of these are the opponent's choice about what happens, unless you somehow activate Mindslaver during their turn when they're already mindslaved.

Pabs4444 on Vela's toys bring her pleasure and you pain

2 weeks ago

I figured it had to do with Time Sieve. Cool deck. I'd recommend a Whir of Invention just to add a bit of consistency. Also, Thassa, God of the Sea seems like an auto include in a deck that wants unblockable. Just a suggestion.

hungry000 on Well Oiled Clock

2 weeks ago

Actually I just realized you don't even need to have Time Sieve exiled under a Prototype Portal, you just need to be able to make at least 5 Voltaic Keys every turn to go infinite.

hungry000 on Well Oiled Clock

2 weeks ago

Sweet deck, have you considered playing Time Sieve to help seal the game more efficiently/with less chance of getting disrupted once you get going with your keys? If you had enough keys and mana (you'd need a lot, though from what I could tell by your video it's not impossible to achieve it) you could take infinite turns by imprinting it on a Prototype Portal.

Also, Semblance Anvil may be helpful for getting your higher-cost artifacts out as it seems like you need a Palladium Myr to survive to start comboing quickly and that isn't always very likely with all the removal in modern.

ejikazuma on Breya, Ghost in the Shell OVER 65 INFINITE COMBOS

1 month ago

Made some edits to my personal version of the deck at: Breya, Combo Bae. Here are my thoughts, I'd be interested to hear some feedback from you guys.

OUT: Grand Architect, Thopter Assembly, Boros Signet, Dispatch, Vandalblast

IN: Myr Battlesphere, Mycosynth Lattice, Vedalken Orrery, Hurkyl's Recall, Toxic Deluge

So I learned that Grand Architect doesn't allow you to tap Breya, Etherium Shaper's Tokens to pay the cost of Nim Deathmantle's return ability. This is because Deathmantle's ability is triggered and not activated, and knowing this really dropped his value in the deck IMO. I looked the deck over and since he also doesn't work with Rings of Brighthearth either, his main functionality in the deck is just making Breya's tokens better with the +1/+1 and tap for some mana. It only really helps you play your artifact spells though, which are generally low costed anyway save for a few exceptions. I suppose he does still have value with the signets but in the end I chose to drop him for Vedalken Orrery. While it doesn't combo with anything, having all of our spells at instant speed seems a little better... honestly this place seems flexible still though if something better comes along.

I dropped Thopter Assembly for Myr Battlesphere because battlesphere gives you the creatures when you cast it, you don't have to pass through an upkeep to get your 5 artifacts. Also, if you have Nim Deathmantle and the you can just take turns with Time Sieve right away. Plus Myr Battlesphere combo's with Krark-Clan Ironworks/Ashnod's Altar + Nim Deathmantle for ETB Triggers and Mana. It just seems 100% better than Thopter Assembly

Boros Signet seemed like an easy drop since and are our least used colors. Also, now that Grand Architect is gone I have no reason not to run Mycosynth Lattice again since it still combos perfectly with all the colorless we make and Saheeli Rai.

Dispatch out, I've never liked the card tbh and I wanted a good blanket removal spell so Toxic Deluge seemed like an easy include.

Last but not least, I dropped Vandalblast since I've also never really liked it. The interaction with Mycosynth Lattice is the only thing that made it good imo and at that point for to overload it at sorcery speed felt gross. In it's place I opted for Hurkyl's Recall because the slap in the face play is still there with lattice and it's at instant speed for ! Also much like Cyclonic Rift we can grab it with Muddle the Mixture if we suspect someone is ready to go off and Mycosynth Lattice is already in play.

Hope you guys like these suggestions. I feel like they are pretty decent ideas... but I'd love to hear what you all think.

geojedi on Reyhan / Silas - Tiny Partner

1 month ago

I think that Trinket Mage has a lot going for it and could really help pull your win cons. It can pull Ballista and Hangarback. I would also recommend Vampiric Tutor as a way of getting anything whatsoever needed to close out the game.

Since you are looking at low cmc artifact graveyard retrieval, consider Lotus Petal for repeat ramp. Other good mana producers needed for this are Mana Crypt and Metalworker as a way of ramping to get the rest of the pieces of your win con into your hand.

Additionally, there is an alternative win con that you could do through extra turns using any sac outlet, Hangarback Walker and at least 5 +1/+1 counters on it and Time Sieve (not too hard to do if built for the ramp into it).

Academy Ruins and Tolaria West are some goodies in the Lands Department.

Last one I can think of is Sensei's Divining Top, which helps with getting your top deck set (The countertop combo - (Using Counterbalance with Sensei's Divining Top) could also work as a good way of shutting down most things that your opponents are throwing onto the field.

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