Time Walk

Legality

Format Legality
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Archenemy Legal
Planechase Legal
Unformat Legal
Casual 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

Sorcery

Take an extra turn after this one.

Price & Acquistion Set Price Alerts

2ED

CED

CEI

Ebay

Recent Decks

Time Walk Discussion

CeilingShapes on Stupid Storm

1 week ago

or... keep the draw spells including Brainstorm just in case you have two Wheel of Fortune in your hand. Add Time Walk just in case you need more time. play Paradoxical Outcome floating a black mana and 2 blue and 5 white, play Time Walk, Barren Glory, then One with Nothing

boom

BMHKain on

1 month ago

@Enral: Sorry to say, neither of those links helped in the slightest; TT3 really didn't have the Stax Decks I've been looking for as inspiration, & Lab Maniacs, although would probably think the final result of this deck is "Pure Capsaicin-Level Spicy" (I'll have to Playtest when this is damn done.), had nearly zilch Esper Stax, & I'm not counting Zur as it's Tier 1 status is out of this 8yr.'s standards. I did, though, make a post on the Deck Help forum regarding such a situation. You're welcome to join if you wish...

Anyways, time to remind myself of some notes of previous status:

*Asymmetrical cards of note in Esper still need to be found.

*This is a great link for all of us from TCGPlayer about Breaking Parity: http://magic.tcgplayer.com/db/article.asp?ID=8334

*What kind of Rocks are we dealing with? Stasis shuts down untaping, & you'd need an outside source that works. Got a lot of them though...

*Temporal Mastery seems promising here as infinite turn potential; & at Time Walk Miracle cost to boot. Aminatou can supposedly work with this; giving her +1 use. Any other suggestions for that part of her abilities besides Miracle Cards?

That's... Really all I have to say. I also want input on Megalomania's thoughts on all this, if he's around, please. Thank you.

MegaMatt13 on Animatou's Miraculous Blinking Beasts

1 month ago

Megalomania, thanks for your comment. I agree that Miracles don't directly synergize with the deck (except entreat the dead). However, some of them are so powerful when combined with Animatou's +1 ability that I still think they are worth it. Devastation Tide and Terminus are fantastic boardwipes at 1-2 mana while Temporal Mastery becomes Time Walk which is always powerful.

I may cut Entreat the Angels though. making Angel tokens (that can't be blinked) isn't really what the deck needs. I may also cut Banishing Stroke. Solid removal but there are other solid options.

cdkime on BURN!!!

1 month ago

My recommendation would be Modern, but every format has its advantages and disadvantages. Just a bit of a breakdown, sorted in order from least restrictive to most:

Vintage - Vintage allows you the most flexibility in deckbuilding, but it also is by far the most expensive by far, with competitive decks costing tens of thousands of dollars. After all, when Black Lotus, Mox Sapphire, and Time Walk are available for deckbuilding, it would be silly not to include them in your deck. Due to cost, Vintage is not frequently played, making it hard to find a group. Decks are brutal and fast, and can often be decided by the first turn.

Legacy - Even with the Power Nine being banned, Legacy is still very expensive. It is more common than Vintage, but you're still going to run into difficulties finding groups. It's also very fast--so fast even a the most aggressive of burn decks are going to struggle. I don't think you will be competitive if you're just building with cards you have lying around, and some of the legacy staples (like a playset of Force of Will) can be costly.

Modern - Modern is my recommendation. It never rotates, is commonly played at most game stores, and has a wide range of cards to choose from, allowing for fun deckbuilding. While top-tier decks can cost over a thousand dollars, it's still possible to make a good, budget deck and pick up some wins at your local game store. Modern is slower than Legacy/Vintage. Tt's often referred to as the "turn 4 format" as games are usually decided by turn four, and because I can't get "the turn Fourmat' to catch on. With an aggressive/combo deck, you should look to win by turn 4, with control, to have locked down the board by turn 4, even if it might be a few more turns to win. Mono-red or Rakdos (the name for the Red-Black combination) burn can be quite effective in Modern.

Standard - Rotation is not as big of a deal as many players make it out to be, so don't be afraid to consider standard on account of rotation. It's not so frequent that you need to constantly be rebuilding your deck, and you have plenty of warning as to when rotation occurs, allowing time to update your deck. You can run into issues where entire deck archetypes become obsolete, but Burn is pretty much always going to have support. It tends to be less expensive than other constructed formats to start. My biggest problem is the lack of flexibility in deckbuilding--I like the larger card pools Modern/Legacy offer.

Draft/Sealed - most game stores have weekly Draft/Sealed events. These tend to have larger entrance fees than Modern/Standard entrance fees since you get some packs out of the deal, but they're fun events, you get to keep some cards regardless of whether you win or not, and the format is dominated by skill and a bit of luck, rather than who went on the internet and copied a top-8 deck.

Commander - This would be my secondary recommendation, if you can find a place to play it. Commander is a casual format, so many LGS don't have competitive Commander nights. This is a great format to sit around with friends and play, or make new friends by asking around your LGS to find groups. Cost can be of issue, depending on how competitive your group is. Super competitive groups will want fetch lands, Alpha duels, shock lands, and some reserve list cards; more casual groups can get by with lands that enter tapped and some more budget-friendly alternatives for costly cards.

Lastly, it's good to know who you are playing with. Perhaps your local game store has a healthy, fun Modern community, but a bunch of rude players in their Standard group. Or perhaps they have a thriving Commander community, but only 4-5 players who play more competitive formats. it's worth asking your game store owner about the size of their events, what the atmosphere is like, etc. Related, I recommend attending a prerelease. These are super fun events when a new set is about to be released, and are attended by all walks of the LGS community. You can ask your opponents what formats they play and what their impression of the other players are--you'll get a better section of information than from your LGS owner, and meet some great people to boot. The next one is on September 29-30th.

That's probably a bit more info than you wanted, but there's lots of advantages and disadvantages to each format that I felt should be covered.

Boza on Casually Competitive Format Idea

1 month ago

I think both those formats are fine, but I would first cast my gaze on existing offerings that have been developed to see if they fit my need before creating a new format.

I would second Canadian Highlander. It is a format, frequently described as Cube Constructed, where you are able to run wild, the best decks are about a dozen and anything can run well and spike a tourney. I have played against and with anything, from Grixis Artifact Aggro to UR Enigma Drake tempo, to hard Esper control with planeswalkers.

I am personalyl playing the UR Enigma Drake tempo right now and winning some too. The format is incredibly fun.

I like the rule you have set up with pointed cards can be proxies, that helps a lot. I am currently sporting a Volcanic Island proxy and a Time Walk proxy, because they are super expensive, but I can go without the volc for sure.

SynergyBuild on Arahbo, Xenagos... for Cats EDH

1 month ago

Sterling Grove is a powerful card, but not just for Sylvan Library, if that is your best option, don't run it.

I understand Spike Feeder and Archangel of Thune combo perfectky well, simply in a competitive environment, either one will be countered, or they will be removed with something like Chain of Vaporing the Archangel, in response to the first activation of Spike Feeder. That is a blowout like a Time Walk since you can't activate it again without killing the Spike Weaver. Felidar Sovereign with Chord of Calling is your best actual wincon, but I mean... 9 mana/creatures? What turn are you on? If this deck consistently puts out creatures and mana like that by turn 3, since you need to win by turn 4 at the latest for this to be a combo/aggro cEDH deck, then run it, I just don't think that is plausible.

2/2 Cats aren't a real strategy on their own. They don't make mana, and so don't combo out and win, simply put, I could get into Commander theory and the 'Aggro Problem', but I will just copy and paste the work I already did for something else:

So, in EDH, there is a common dilemma called The Aggro Problem, in which is, what many believe to be the reason for the idea that EDH is so slow. Unlike Modern, Legacy, Standard, Pauper, or Vintage, EDH has each player's original life totals set to 40, or 50 for the Oloro, Ageless Ascetic player. This would be a bit difficult for normal aggro to exist, but because it is a four-player format, from the point of veiw of an aggro player, they need to dole out 120 life, which isn't something they can do nearly at all. Even if your opponents start killing each other, an aggro player would averagely have to deal 60 damage if they attack each other and not you, or averagely 80 damage under a normal circumstance of each player dealing out damage to each other.


This is too much for them. Generally there are a few way aggro compensates, one of which abuses the already built-in system of 'Commander Damage.' Building up a ton of auras and equipment on a commander to make it huge and swing in for 21 damage works in a lot of cases, and is called "Voltron." The main issue with this is a cheap and fast commander like Rafiq of the Many is too easily prone to removal like Swords to Plowshares, and more controlling commander like Sigarda, Host of Herons or Uril, the Miststalker are generally a bit too , slow to get around board wipes like Toxic Deluge, Wrath of God, Damnation, Day of Judgment and Supreme Verdict.


But there are other tricks aggro has up its sleeves, think infect. Really, infect is just as powerful in Modern or Legacy than in EDH, right? Well, not exactly, yes infect still only needs to deal 10 poison counters to kill a player, but you still have to deal at least 30 damage given your opponents can't kill faster than you, or if they are also playing infect. It's tracked differently, so if someone is at one life, they can take up to 9 poison counters and still live. Running Atraxa, Praetors' Voice can give some inevitability to your infect win, and stuff like Saskia the Unyielding can also be run to make you only have to deal 20 damage to win with infect.

The biggest issue with infect is that players generally frown upon it, and will target you, or player cards like Solemnity as a counter to it. Some playgroups set the poison counters needed to kill to 15 or 20, and some outright ban it. Also, since there are no commanders other than Skithiryx, the Blight Dragon directly support it, there is little consistency to infect decks, despite there explosive turns and wins.


Well, that is the aggro problem, it is what leads so many decks to be control, midrange, combo, or hybrid builds, and why the format is generally considered slow. This isn't to say decks can't win turn 1 or anything, tons of combo decks can, however, this is what leads to the final point. Combo is generally the best win condition, not to say a deck like Edric, Spymaster of Trest shouldn't beat face to win, but for most decks, combo with differing levels of disruption is the best strategy.

Many playgroups don't use combos, whether they are more casual, frown upon combo, outright ban it, or simply run more beatdown strategies and don't care for combo particularly. This is perfectly fine, and reasonable, but it is the work-around for the aggro problem, while not relying solely on control.

Okay, so now you see the problem with aggro, and why 2/2 cats in essence aren't a wincon, Archangel of Thune can be removed in response to the first Spike Weaver activation, and so aren't as instant win as you thought, and even so, unless you have enough creatures to kill each other player, it isn't going to win the game, as they will simply win on their turn, in a cEDH meta. Since Felidar Guardian combo is too slow generally, and you only run 4 tutors for the Thune-Weaver Combo, it isn't a fast combo deck.

That isn't to say it isn't competitive, you could make it stax, run the fast elf-ramp, and Armageddon until you win, but that still requires a different gameplan.


Again, all of this is meaningless if you don't want to make it stax or fast combo, but without blue, your card draw isn't their for permission control, and that means you aren't able to consistently make this cEDH competitive, but I won't claim it is bad or anything, it is simply a high-powered mid-level EDH deck, and I think that is fine.

You were very right on one of your points on that many other commanders would be better, I would suggest Selvala, Explorer Returned and do something like Explorey-Os! Selvala Combo/Stax.


On ramp, most of the options you mentioned were sub-par, Tithe, Cultivate, Kodama's Reach, Growing Rites of Itlimoc  Flip, Mirari's Wake all are either too expensive or not impactful enough, 1 mana ramp is where you want to be, the fast rocks, Ancient Tomb/Gaea's Cradle/Gemstone Caverns, elves, etc.


Good luck!

Odysseus_97 on The Fateshifter | **PRIMER**

1 month ago
  • Altar of the Brood: I think you should consider adding this as it enables more combos, it's very cheap to get out if you don't have a lot of mana left. And even without the combo pieces, it still quite good value. And with an infinite draw going you can put it out for 1 mana and win by just keep blinking.

  • Temporal Mastery: Sadly it is a one time use, but in this deck it will be a Time Walk very reliably, that seems to be way to good to pass up :)

  • Mnemonic Wall: You already have Archaeomancer, but an optimized build often have multiple of the same effects, and this seem to be one of the best effects in the deck for combos, and you can even reuse miracles with Aminatous +1.

ArtifactObsessed on Aminatou, the Combo Enabler! Part 1/4

1 month ago

In place of Time Warp you might like Temporal Mastery, it can consistently be a Time Walk.

Load more