Time Stretch


Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Tenth Edition Rare
Odyssey Rare

Combos Browse all

Time Stretch


Target player takes two extra turns after this one.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 2%

1.26 TIX $1.42 Foil


Recent Decks

Load more

Time Stretch Discussion

Gammer001 on Mizzix

2 hours ago

I also have a WIP competitive mizzix deck and was hoping to pick your brain a little bit.

I noticed you kept your curve down rather low with very few exceptions such as things that are mitigated elsewise like Treasure Cruise and Time Spiral. As well as the instant win that is Enter the Infinite. I was wondering what your logic was behind that.

I was also wondering if you've considered cards like Time Warp or Expropriate. The former is essentially a free experience counter early-mid game, and late game it's a way to untap your lands. It also synergizes with things like Past in Flames or even Mystic Retrieval in a pinch, as well as Enter the Infinite if you don't have the availability to win on the spot. Say perhaps you have 2 colored 0 drop ramps left, but not enough for the Laboratory Maniac. Use the two colored to cast Time Warp and win next turn. I also have Time Stretch in my list since it can function as a better Time Warp if the game manages to go very long. The latter mentioned Expropriate is a rather hefty drop, but when it resolves it is always a game winner in group play for me (the looks on people's faces at a turn 5 expropriate is also a bonus.) It usually gives you all the time you need to either tutor up, or draw into a tutor. If not, you've stolen your opponent's ramps or maybe even commanders, slowing them down considerably, as well as potentially giving you more mana to work with.

I also noticed a lack of Firemind's Foresight. Again, a high drop, but in some ways better than Intuition. Also being at instant speed so an easy way to get your combo right before the turn you go off, it doesn't require you fetching your pieces with Mystic Retrieval on the turn you go off, saving you colored mana, which I find a problem with going off on turn 4. On top of that, it gives you an outlet for your infinite mana which I find can be a problem. In case you were unaware, the play is making the 3-drop reiterate, 2-drop reality spasm, and 1-drop brainstorm. If your brainstorm is out of reach, High Tide or even Mystical Tutor are good calls. The former being obviously good, the latter letting you get a different outlet if you happen to be able to cast the FF with a blue to spare.

Have you thought about Pull from Tomorrow? It's almost an objective upgrade from Braingeyser being at instant speed. Discarding one card is not a big deal at all. Especially if you're going for that Laboratory Maniac win, discarding one out of 20 cards is fine. I'm not a huge fan of Braingeyser in general since it's done on your turn. There are strategies to do with that, but the instant speed option right before your turn is really nice.

Why the Future Sight? It's a very high drop that isn't mitigated by Mizzix and I don't see how it's worth a slot in the deck. I would suggest Mystic Remora instead. In a group game it very quickly becomes an Ancestral Recall.

This one's kinda mundane, but Thought Vessel instead of Chromatic Lantern is what I'd go with. It's basically a lower drop + inf hand size vs. color fixing. My problem with a 3 drop ramp is the fact that it doesn't help you cast Mizzix faster. The way I see it, once Mizzix resolves, it's merely two turns before you win the game, provided you have a decent hand. I'd rather have that one turn early Mizzix than color fixing. While I'm talking about ramp, Lotus Petal? Yet another way to get a turn earlier Mizzix.

I assume Temporal Fissure is for a little control, as well as Chaos Warp. I prefer Capsize for the reusability, plus I don't need to get Storm up first. Capsize also synergizes with extra turns spells like Expropriate. If you get those turns but no card advantage due to sheer bad luck, you can at least make your opponent's lives misery until you do get that card advantage. It also works as a crappy Temporal Fissure in a pinch.

I've also considered using a Scroll Rack, I just haven't gotten around to testing it. I was wondering if you have tried/considered one.

For counters, I never understand the lack of love for Counterflux. For only one more mana, it's a consistant tempo-stopper. Also Fuel for the Cause I find to be good. With at least two expirience, it's just a counterspell+.

Hope this comment wasn't too much of a read, I'm just rather passionate about Mizzix as a commander and I'm always looking to improve and learn.

Perpetual on Do you Miz me?

3 days ago

Insurrection is a one-card win con. Two if you count the counterspell you may need to counter the guy who counters Insurrection.

Time Stretch doesn't have that raw power, but that does not make it unworthy of inclusion.

I would be more likely to ditch Treasure Cruise for Jace's Ingenuity.

theindigoeffect on Do you Miz me?

4 days ago

How do you feel about the inclusion of Time Stretch and Insurrection in the current build?

Geralf_Cecani on Take What You Can, and Give Nothing Back!

2 weeks ago

I was recently working on a Skithiryx, the Blight Dragon deck (because I can't be bothered counting all the way to 21 lol) and have thus got a list of budget artifacts that you may want to consider: Sword of the Chosen, Kusari-Gama, Tenza, Godo's Maul, Ring of Xathrid, Lashwrithe, Argentum Armor, Grappling Hook, Prowler's Helm, Trailblazer's Boots, and the good old Masterwork of Ingenuity.

Your commander has semi-unblockable, so some aren't as useful as they are for Skittles; and alot of them have huge CMC + equip costs (Argentum Armor lol) but they're at least worth a try.

You have a formidable mana base, but with a commander with 6 CMC, you may want to through in a few more mana rocks: Crypt Ghast and Magus of the Coffers are expensive but bloody amazing, especially with stuff like Blanket of Night.

Another thing you may want to consider is recursion. Your commander is very expensive, so cheating him out for cheap would be beneficial to your deck. There are some amazing recursion spells, such as Animate Dead. Thirdly, card advantage is king in EDH (shortly after land removal and infect BWAHAHAHAHA ahem) so just through in some Sign in Blood or something.

Lastly (sorry for the immensely long post, I can get carried away): Eldrazi processors. When you cast a spell with Wrexy, I gets exiled and you can't do it again, even if it's amazing. But with the addition of a Blight Herder (which is effectively a 2 mana 4/5) or something and you can cast your enemy's Time Stretch over and over again! Might i suggest Ulamog's Reclaimer and Mind Raker?

Emzed on Gisa and Geralf: Zombie Rave

3 weeks ago

This deck looks very cool and well crafted. Since you are looking for cards to cut, i personally dislike Risen Executioner, Korlash, Heir to Blackblade, Contingency Plan and Dimir Keyrune. Mesmeric Orb seems powerful, but also risky since it can actually threaten to mill you all the way (i can't see a way in your list to get rid of it).
As for further improvements, Phyrexian Delver, Sidisi, Undead Vizier and Mikaeus, the Unhallowed are some great zombies. Black Market can be another powerful mana source, and a couple of delve cards like Murderous Cut or Dig Through Time could easily work here. Finally, i think it's important to be able to defend against game winning spells like Time Stretch, Tooth and Nail, Insurrection, Cyclonic Rift, Omniscience etc. A couple of counterspells like Swan Song, Stubborn Denial or Arcane Denial could provide a nice safety net to prevent those "Oops the game just ended" moments.

luther on Casting Spells

3 weeks ago

As others have said, there isn't enough quality energy cards for edh to have that be part of your main plan in this deck. If you want to abuse your commander's triggers, a decent plan would be to take extra turns Beacon of Tomorrows, Capture of Jingzhou, Lighthouse Chronologist, Part the Waterveil, Savor the Moment, Temporal Manipulation, Temporal Mastery, Temporal Trespass,Time Stretch, Time Warp, and Walk the Aeons could all work well. I mean more turns makes for more first spells. I believe the first spell also can trigger (correct me if I'm wrong) on opponent's turns, so cards like Seedborn Muse, Awakening, Bear Umbra, and Nature's Will can help there. Hopefully that helps!

Emzed on Sidisi Brood Tyrant EDH

4 weeks ago

I wouldn't run many counters, maybe 2-5, but they are the best tool to stop game winning plays like Tooth and Nail, Cyclonic Rift, Armageddon or Time Stretch, so i think it's wise to have at least a couple. But be conservative with them, while a Swords to Plowshares or Dig Through Time might look tempting, i recommend preserving counterspells only as a last measure against absolutely crucial spells.

Load more