Time Stretch

Legality

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

Printings View all

Set Rarity
Tenth Edition (10E) Rare
Odyssey (ODY) Rare

Combos Browse all

Time Stretch

Sorcery

Target player takes two extra turns after this one.

Time Stretch Discussion

Masonifer on Edric Spymaster of Trest

1 day ago

Have you considered Nexus of Fate , Expropriate , Temporal Manipulation , Temporal Trespass , especially Savor the Moment , Karn's Temporal Sundering , especially Seedtime , and most importantly Time Stretch ?

They are great extra turn cards.

Tiphus on Lavinia, first General

3 days ago

TheNocholas hi! I'm using Teferi, Temporal Archmage to untap my nonbsik lands, Mana Vault , Gilded Lotus to generate mana. On turn 4 if I have 3 lands (2 islands) and Mana Vault i can play Teferi, Temporal Archmage + Gilded Lotus and on turn 5 I have about 18-19 mana, which can be spent on cast: Jin-Gitaxias, Core Augur / Iona, Shield of Emeria / Void Winnower / Consecrated Sphinx / Elesh Norn, Grand Cenobite / Blatant Thievery / Expropriate / Time Stretch / Rite of Replication with Kicker / or simple Planar Bridge . I think it is strong for turn 5. There is also an strong synergy between Blinkmoth Well and Winter Orb / Static Orb . At the end of the opponent's turn I can use it to tap Stax-artifacts and untap all my lands.

VietMoneys on The Further Proliferation of Terrible Ideas

2 weeks ago

Hey Kre. Activating a walkers' ultimate or casting a giant Villainous Wealth can get it done in this deck, but indeed combat damage is usually where it's at. I'm always building towards a big turn where I draw a dozen cards and put a ton of counters on Ramos, often beefing up my utility creatures along the way. Also, I just put in Time Stretch , soooo there's that...

B.A.N.E. on Haven't played in 10 yrs. ...

1 month ago

I used to play alot back in 2006 and 2007. I'm getting back into this and things have changed alot with the introduction of Planeswalkers, the Commander format, etc.

I tend to play multiplayer and need a bit of help.

  1. Angel Burn deck aka Holy Fire

This is a theme deck. The basic idea was to use Flamebreak and Earthquake to clear the board creatures while my angels are safe because they're flying.

Making angels indestructible and then using Wrath of God and Armageddon seems like a win condition. What other mechanics do I need to be aware of these days?

  1. Eldrazi Extra Turn deck

I love the Eldrazi and I've never played with blue before. I thought about using Planeswalkers Ral Zarek & Teferi, Timebender with Time Warp , Time Stretch and green Mana ramp to monopolize turns and grow the Mana base incredibly fast in order to then hit hard with Eldrazi. Thoughts on this?

DrkNinja on The Storm of Mizzix's Immaculate Experiment

1 month ago

Let me start by saying I've been playing Mizzix since he was released, and I've constantly strived to make my [[Primer]] Knowledge & Flame deck the best it can be. I'd like to believe with a 96% competitive rating, and the fact that I RARELY lose with the deck means it's a solid deck. As such it has seen several iterations and I've tried playing all kinds of cards... So here's a bit of advice.

I only have 17 cards that aren't spells that Mizzix can discount, 6 of which is Ramp. I only have two creatures, Niv-Mizzet, Parun (I'm testing him for extra draw power and secondary win con) and Laboratory Maniac as one of my main win cons. Of the 9 cards remaining 2 cards help me with consistent draw power, 2 are to protect Mizzix, 2 win me the game, and the rest are just there. Now I'm telling you all this because even with me having so little cards that aren't reduced by Mizzix I STILL end up with them sitting in my hand for ages for fear of tapping out and not having a counterspell up. So there are a lot of cards you have in this deck that do not directly add to your winning... And some cards that just don't play well with a deck that wants to either combo out or burn everyone into the ground.

Here are some suggested cuts:

  • Invert // Invent: Invert does nothing really, and Invent is WAY too expensive for what it does.
  • Seething Song: Just trade it out for Desperate Ritual so that you can tutor Reiterate and Desperate Ritual with Firemind's
  • Keranos, God Of Storms: Great card, but honestly it's just a win more card, this won't win you the game.
  • Melek, Izzet Paragon: I played with this for awhile but at the end of the day it's the same as Keranos
  • Blatant Thievery: It's a great card, but it always felt lackluster for me because it requires your opponents to have a good board state, which obviously you don't want. I'd suggest Aethersnatch in it's place because then your opponent just plays a spell for you.
  • Ignite Memories/Mind's Desire: Storm cards are good but they don't get you the game. In fact I have whiffed both of those spells more times than I can count! I'd say go for something a bit more certain.
  • Mizzium Mortars: I just think that this doesn't kill a LOT of creatures in this format Blasphemous Act is strictly better.
  • Stolen Goods: It's too easy for this to be a bad card. what if it's a Rampant Growth or vanilla 2/2 or a lord that doesn't do squat for you. Just too RNG
  • Temporal Fissure: Too expensive and again it's too easy to whiff the storm aspect
  • Sentinel Tower: It just makes you a target, unless you are committing to storm.
  • Future Sight: As a blue player you always want people to assume you have a counterspell, or don't want others to know you have a counterspell... This crushes that. If you REALLY need this effect, which I think isn't worthwhile, Precognition Field is better.
  • Sunbird's Invocation: WAY TOO EXPENSIVE, and it's strictly just a win more card.

I know I stated a lot of cards are too expensive and you are playing mizzix but assume mizzix isn't on the table because he will be killed or a target 90% of the time.

Here are some cards I'd highly suggest playing:

Sorry I know I posted a lot but I'm really passionate about this deck, and I love to see mizzix players succeed.

Joe_Ken_ on Unconvential Narset

1 month ago

How about some stuff to keep Narset around like Gift of Immortality and despite being a bit expensive Sword of Feast and Famine and the other swords would be good for giving her protection, but Spectra Ward will make her nearly untouchable unless someone has a All Is Dust or Oblivion Stone . Then also go for some of the extra turn spells like Beacon of Tomorrows , Time Warp , and Time Stretch because if you hit them with her ability then you can go another round and attack again. Also a cheaper turn adding spell would be Stitch in Time despite only working on a coin flip.

BlueStar220 on Maleficent

2 months ago

Sparrowfan101, thank you for your comments and suggestions. I've been playing commander for over 6 years now and played with this deck countless times against other extremely competitive decks such as Teferi, Temporal Archmage, Thrasios, Triton Hero, and Narset, Enlightened Master.

Surprisingly, this deck holds up very well, and will win by a large margin. Most competitive decks win by abusing their commander's ability early game. My deck prevents them from doing so.

In general, I would agree with you that the avg. CMC does need to be heavily considered and be on the low end of the scale. But for this deck, I would make an exception. A lot of the high CMC cards in this deck are for mid-late game control/wincons. And I never have any issues with that, since this deck likes to shut down early game strategies.

I'm not considering this deck to be a tier one deck, but I do think its pretty high up there. In regards to my win combos, they happen almost every game. I have enough draw/searches whereby it is very consistent in how it wins/functions. The win cons specifically are actually not that complicated. The infinite turn combo is, at minimum, a three card combo. And using Omniscience + Enter the Infinite is just a two card combo. Most of the time, I will draw/search for a Pact of Negation and other counterspells to prevent others from shutting down the combo. This pretty much always assures the win.

Once I can play the entire deck (using either of the combos), I can use the infinite turns to deal infinite damage by either hitting players with creatures every turn (if they have creatures I could always board wipe and refresh the board) or by dealing damage everyturn with one of the following cards:

Sorin Markov's +2
Build up Nicol Bolas, Planeswalker and keep using his -9
Flayer of the Hatebound + Sac Outlet + Marchesa

Also, you mentioned that using Jace would kill him within three turns. That would be true if I needed to bounce Archaeomancer EVERY turn. But since I am using Time Stretch, I don't need to bounce Archaeomancer every turn. So I can simply use Jace's -1 ability every OTHER turn, making sure to use his +2 ability between those turns.

Just based on my experience, and what this deck has been through, I'm still willing to call this a competitive deck.

caantpayrent on A Snap of 2 Fingers - [Competitive] + [Primer]

3 months ago

Hey RoarMaster, I just tried simplfying the sections, but essentially on the heavy removal we don't need huge creature clears as the amount of time it actually stops us is rare.. Way more often spot removal to take out key pieces is much more effective. Its possible that we have Jodah, + Wubrg and need the board clear to win but its so rare its not worth losing slots over.

With Time Stretch we can never use it without Jodah, and we can't cheat it into play..

So we need to be in the exact situation we're we need 6 mana but only have wubrg.. Because if we have 6 or 7 mana then there's probably a way to find a combo.

The other downside is that we actually have to play towards casting it, so turn 3 Jodah into a turn 4 Time Stretch the issue with this is we can't be going all on on our mana turn 3 unless the board states of others are under control. Leaving no mana open in a cEDH game on turn 3 is not good..

So we won't be casting Time Stretch turn 4 almost ever, and if we make turn 6+ we should have 8 mana available by turn 6 Which is more than enough mana in our mana pool to tutor and combo.

We're not got going to tutor to Time Stretch because we'd tutor to a winning piece instead, so either it's in our opening hand or we top deck it and in our opening hand it won't have the impact we want unless we risk it; play Jodah, wait a turn, we need our opponents to not try and do. Anything on turn 3 or just remove Jodah and then play it turn 4 all to draw a card and gain 1 or 2 mana.

I should say that if you see the older versions section I have all 3 options in lesser Jodah brews which I've played with a bunch and it becomes obvious really quick that they have way less impact than they look like they have from the outside. The board wipes are a little better as lesser games have more creatures. But next time I go back I'll probably ad Merciless Eviction

Both options just come down to speed and needing Jodah to cast them.. Sorry if it was rambky I just woke up and am on my phone on a train.. I'll edit this on my laptop later.

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Time Stretch occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%