Time Walk


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Unformat Legal
Pauper Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Time Walk


Take an extra turn after this one.

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Time Walk Discussion

hungry000 on Eagles and Sh*t...or maybe a Faerie

2 days ago

Remand is better than Dissipate most of the time. Remanding your opponent's turn 2 play is often compared to playing Time Walk; your opponent does nothing for a turn while you draw, giving you a big tempo advantage. Turn 2 is also usually when the most important plays happen, and Dissipate costs too much to cast on turn 2. It gets less relevant in the late game, but by then you should already be winning with creatures and be capable of board wiping anyways. It's also not bad to be able to dig for an answer while forcing your opponent to spend twice the mana to cast the same card in the late game.

sylvannos on I'm beginner. I need help ...

2 days ago

You're basically playing U/R Delver. Cut your creatures down to:

4x Delver of Secrets  Flip
4x Stormchaser Mage
4x Young Pyromancer

Then, switch a few of your spells around:

-3x Lightning Strike
-1x AEtherize
-1x Counterflux
+1x Peek
+4x Lightning Bolt

You also won't need so many lands. The ones you have are also kind of a problem because a lot of them always come into play tapped. Modern tends to have fewer turns than other formats, so you having lands that can never enter play untapped will lose you a lot of games. Any lands that do enter the battlefield tapped need to do something really good to warrant this. Therefore, I'd change:

-4x Swiftwater Cliffs
-4x Izzet Boilerworks
-0-1x Halimar Depths
-1x Mountain
+4x Wandering Fumarole OR Sulfur Falls OR Steam Vents OR Shivan Reef OR Spirebluff Canal
+1x Desolate Lighthouse
+1-2x Island (depending on if you cut Halimar Depths)

You have more blue cards than red in your deck, so you'll want to play more blue lands than red ones if you can't get a hold on any dual lands.

Lastly, you should have some leftover slots from cutting creatures. More copies of Peek would be good. I'd also suggest Opt and Electrolyze for this last spot.

You may find Turn / Burn to be a bit heavy on the mana requirement. Consider replacing these with low-cost counter cards, such as Dispel, Negate, Spell Snare, Spell Pierce, Squelch, Chart a Course, or Remand. If you do cut Turn / Burn for one of these other cards, remember to cut another Mountain or two and replace them with Islands. Otherwise, you'll have too many games where you can't cast anything despite having 90,2183,989 bajillionzillion lands in play.

Lastly, you'll need a sideboard. These are the cards that are useful for your deck, but only against specific kinds of threats. You're allowed to swap cards in and out of your deck between games after the first in a match (tournaments are best 2-out-of-3).

An example sideboard would look like:

2x Mizzium Meddler (for Boggles)
1x Counterflux (stops control and midrange)
1x AEtherize (you'll want these against aggro decks and tokens)
These four just get moved to your sideboard from your main since you only want them in specific situations2x Abrade (vs. Affinity)
3x Ceremonious Rejection (vs. Tron, Affinity, and Eldrazi)
1x Dispel (vs. Burn and control decks)
1x Magma Spray (stops Kitchen Finks and Dredge)
3x Tormod's Crypt/Relic of Progenitus/Grafdigger's Cage (you bring these in against any graveyard bullshit shenanigans)
2x Spell Pierce
1x Negate
(These last three are for beating Control, Combo, and Midrange decks, along with Burn)

From here, you should have a decent deck to take to your local shop to play with, but there's still some things you'll need:

  • Serum Visions is beast mode in Delver because it's one of the most consistent ways to flip Delver of Secrets  Flip in Modern. They're a 4-of, but fluctuate between $2 and $8, depending on the market. They're pretty cheap right now due to being reprinted in Eternal Masters, but they've definitely been higher. You should be playing these over Peek and if they're within your budget right now, go get them.
  • Snapcaster Mage is a card that cranks up the power level of your deck. End of your opponent's turn Lightning Bolt -> Snapcaster Mage -> Lightning Bolt -> untap -> attack has ended a lot of games in Modern.
  • Scalding Tarn + Steam Vents will fix almost all of your mana problems. You can play off-color fetchlands as long as they're blue and you have Steam Vents (such as Flooded Strand). Not only can you save on your life total by fetching up basic lands, this also opens up the option for a 3rd. color or maindeck Blood Moons. Fetch lands also act as fuel for Grim Lavamancers and Jace, Vryn's Prodigy  Flip.
  • Speaking of which, Jace, Vryn's Prodigy  Flip functions as the 5th. through 8th. copies of Snapcaster Mage. He can also be somewhat of a "budget" option, although he works best when you're playing both cards.
  • Sword of Fire and Ice and the other swords in the cycle can go a long way. An Insectile Aberration is nothing to fuck around with. An Insectile Aberration with +2/+2 and protection from 2 different colors will end the game.
  • You'll also want Remands (likely 2 or more) at some point, but it's not high on the priority of cards to get. They act like Time Walks when your opponent taps out to play something and misses a land drop. This buys you time to lay down the beats with your small critters.
  • Ancestral Vision is also a solid pick. You're looking to stall the game out long enough to kill your opponent with 3/2s and 1/1s, why not refill your hand halfway through the game?

Hope this helps! I'm sure I'm missing something that experienced Delver players can recommend.

precociousapprentice on Sente: The Politics and Metaphor of Stones

3 weeks ago

Some more changes.

Equilibrium -> Muzzio, Visionary Architect: I want to incorporate multiple bounce elements, but not make them totally oppressive. Equilibrium also needs creatures, and is a dead draw at times. Turns out that Words of Wind is a much stronger card for this deck, since drawing a card is a more common event than playing a creature, and the ability to bounce permanents of all types and from every player is much more pertinent than just a creature from one player. Muzzio is a nice Dig card, and will most commonly be ramp when I get to pull out and play a mana rock. It will also work toward the overwhelming position of rocks plus Paradox Engine. It should have a similar feel to Proteus Staff.

Vedalken Orrery -> Baleful Strix: Vedalken Orrery has the same cost as Leyline of Anticipation but without the first turn cheat and with a more vulnerable card type. It is more expensive than Shimmer Myr, and while more versatile, we only really need flash to avoid hate on Sen Triplets. The Orrery does not have Flash itself, which is pretty clutch when you drop the Myr and Sen Triplets out of nowhere EOT before you untap and control someone's mind. Vedalken Orrery seems a little redundant for a card that does nothing by itself. At least Myr can attack or block. Baleful Strix is a nice little artifact blocker with some extra draw value, and adds to both offense and defense.

Illusionist's Gambit -> Tidehollow Strix: I really wanted to like the Gambit. It was even very evocative given my Go analogy. It has just seemed less pertinent than I had thought. I may try to work this back in, but for now, the addition of a body, especially with evasion and deathtouch, is probably superior. Also, the thematic addition of small drones to the mind controlling sexy robot team is fun.

Orim's Chant -> Hope of Ghirapur: Replacing a mind control, semi-Time Walk card with a similar card, only a drone with a body, is both thematic and potentially adds to the tempo fueled aggro rush possible with this deck. This could be a bad trade out, but I would like to trial it anyway.

precociousapprentice on Sente: The Politics and Metaphor of Stones

4 weeks ago

More testing and some ideas for new cards to trial.

Reins of Power -> Orim's Chant: Lower casting cost Fog that can sort of double as a not-Time Walk. After the feeling I got from my most recent games, I may continue the theme of making other people's turns not matter, giving me a not-Time Walk. Also, this fits onto Isochron Scepter. We will see if the Fog effect is more potent than getting all opponents with Silence, but that is another consideration.

Sun Titan -> Shimmer Myr: The Titan can be a bomb, but the surprise flash of the Myr followed by either Sen Triplets or Paradox Engine can be at least as solid of a play, and another early beater could enhance that aggression that I was able to bring with the small creatures and Unsummon effects.

Snapcaster Mage -> Windfall: Snappy has been somewhat underwhelming. With how well Jace's Archivist played, I thought I would try Windfall. I see this picking me up some lands from opponents, maybe get rid of a problem permanent or two after I have Unsummoned them, and making those Unsummon effects less likely to be card disadvantage, since a card in their hand turns into an extra card in my hand.

This is turning into an interesting experiment. I am going with what the cards and results of play give me, and it seems to be taking me in directions I was not expecting. Definitely having fun with this commander.

precociousapprentice on Sente: The Politics and Metaphor of Stones

4 weeks ago

Holy cow! This deck can be surprisingly aggressive! With the unsummon effects, it can end up taking control of the early game, smashing face, and leaving people really hurting before they can consolidate. I really wasn't expecting how aggressive you can get with an Esper control list. All stars in my most recent game were Equilibrium and Venser, Shaper Savant. I had already basically controlled the board by that time with Aven Mindcensor, Jace's Archivist, and Indomitable Archangel, leaving a path clear with Equilibrium to lay the early beats, but brining in Venser, Shaper Savant let me completely control the board and continue the creature dominance. It was a very interesting aggro/tempo beatdown. When I started tapping Jace's Archivist to dump a full hand of bounced enemy creatures to the graveyard and replace them with a full hand of lands I could steal to cast my opponents' other creatures in hand, it was all over. This is my first real tempo deck. It feels both very aggressive and very controlling. I sat on a bunch of mana rocks and a Paradox Engine because I was dominating without it, and I didn't want to either abandon my strategy that was working or overextend into two separate strategies.

I think that this tempo strategy may end up being more powerful than I thought, and could end up being subtle and overlooked. It brings a ton of flexibility to the deck, and allows me to switch gears from combo/control when this strategy will be better. I think it may have the ability to own both aggro and midrange decks, since the tempo plays allow for games that the deck is effectively much faster than it appears, because the other decks are always being put back a step with each step of this deck. There were several points were it felt like my play had retroactively reversed the turn order or even felt like Time Walks. I am hoping that the Aven Mindcensor and the amount of bounce/steal and counter/control is enough to handle control and combo decks. If so, I feel like this could end up being a solid 80% deck, competitive and fun against every deck archetype, and exactly where I want to be.

Cde0 on Embracing the Madness: A Nekusar Primer

2 months ago

Legend06, you're right, its brutal. But in my opinion it is just too much mana to spend on an aura. For that price you're not just getting two-for-oned, but basically Time Walked as well if they kill your creature.

Voxzorz on U/R Tempo

2 months ago

To cut: Arcane Denial, Chaos Warp, Smelt, Baral, Dualcaster, Electromancer, Guttersnipe, Niblis, Firedancer, Talrand, Anger, Blasphemous Act, Merchant Scroll, Past in Flames, Pyroclasm, Ruination, Panoptic Mirror, Sensei's

To add: Time Walk, Goblin Guide, Abbot of Keral Keep, Monastery Swiftspear, Miscalculation, Dack Fayden, Gush, Force Spike, Censor, etc...

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