Time Warp

Legality

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

Printings View all

Set Rarity
Tempest Remastered Mythic Rare
2010 Core Set Mythic Rare
Starter 1999 Rare
Tempest Rare
Promo Set Mythic Rare

Combos Browse all

Time Warp

Sorcery

Target player takes an extra turn after this one.

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Time Warp Discussion

1paper1clip on Then do it again

20 minutes ago

What is Goblin Recruiter for? Just to tutor Kiki-Jiki, Mirror Breaker? Seems like you could use another mana elf or a Gaea's Cradle. Why no Ancient Tomb or Thran Dynamo? Only one Time Warp effect? Mana Drain >>>> Counterspell, especially if you cascade into it. Speaking of cascades, you have tons of duds here. I get that this isn't a 'boom boom value' version of Wanderer, but then you could just play Surrak Dragonclaw for a more consistent Kiki-Mite kill.

Gammer001 on DELETED

2 days 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.

Arby_Q on Brainstorming win cons for 5c ...

1 week ago

Personally, I like Time Warp/Walk the Aeons + Seasons Past + Demonic Tutor/Diabolic Tutor. All of the combo pieces do fine on their own, and it's impossible to see the combo coming.

shelob144 on For Assholes Only

1 week ago

You should try Early Frost in the list, it's almost a Time Warp in modern and it will get the triggers from Contaminated Ground

Perpetual on Do you Miz me?

1 week ago

For Mizzix, Shattering Pulse beats Shattering Spree.

Honden of Seeing Winds draws cards for free once out, but is slow, inefficient, and does not interact with Mizzix. Consider something like Whispers of the Muse, Mind Spring, or Ugin's Insight instead.

I didn't look too hard, but it appears as if the only things Inexorable Tide affects are your experience counter and planeswalkers. The problem with that is that neither your planeswalkers nor the Tide interact with Mizzix, making them inefficient for what you have them for (Jace for draw, Ral for turns, Tide for counters, Karn for removal). There are also no creatures to protect your planeswalkers. You might consider the previously mentioned Whispers of the Muse or Mind Spring, Beacon of Tomorrows or Time Warp, and All Is Dust in those four slots.

As someone else pointed out, I would dial back on your non-basic lands. You have a two color mana base, color fixing is not going to be your issue. Plus it makes the inclusion of Ruination, which was also mentioned by someone else, even easier.

Finally, and this is probably just me, but the lack of creatures could get you in trouble. At the very least I would look into creatures that synergize with Mizzix like Guttersnipe, Charmbreaker Devils, Talrand, Sky Summoner, Young Pyromancer, and/or Archaeomancer.

Rzepkanut on Jeleva The Lone Spellslinger

1 week ago

....Bribery, Blatant Thievery, Cruel Entertainment, Spelltwine, Overburden, Pendrell Mists, Dissipation Field, Metallurgic Summonings, Hero's Downfall, Jace, the Mind Sculptor is always great but especially so here I think. He does everything from stacking your deck with cards from your hand to resetting Jeleva by bouncing her to hand to fatesealing opponents to know what they have to steal, Time Warp and all its variations are awesome for free, Damnation, Toxic Deluge, Thran Dynamo, Rhystic Study, Cyclonic Rift, and i agree with Scroll Rack.

Lots of changes to consider! Good luck and have fun with all that :)

BlueScope on Talrand Wants Opinions

3 weeks ago

Picking up the Polymorph discussion - As you already said, you get a Drake for a Drake, but I believe what EmmaMuu was going on about was that you might potentially hit something not worth spending the on, such as Baral, Stratus Dancer, or Willbender. Baral could be worth it depending on your hand at the time, but for the other two, seeing as they're utterly useless when entering the battlefield face-up, those aren't good draws and will leave you wasting a turn, as well as mana you could've left open for counter magic.

I haven't made good experiences with those two cards in particular myself - Willbender is too situational and rarely mattered when I was playing games. I originally intended to steal the opponent's Time Warps with it, but you really need to spend the initial for Morph, protect the permanent until it matters, then unmorph for another , and then hope your blue opponent doesn't have a Stifle. Insidious Will is the better card here by far, all things considered.
As for Stratus Dancer, it's a cool card because it can counter Split-Second cards, which is the only justification I can see to play it. Well, it's a 2-powered flying creature, which I guess plays into your deck's mechanic. Either way, it's pretty much sub-par for the same reason as Willbender, though if you have to leave one of them, it would be this one, as it's at least a hardcounter (so it will help against something like Blasphemous Act).
Still, I'd go with cutting both, replacing them with potent counterspells such as Cryptic Command and Mystic Confluence. Since your list doesn't include Disallow yet, that might be a chance to cheat it in there if you're worried about the former two's mana costs. I could also see Torrential Gearhulk replacing one of them, as it will even get you another Drake, plus the chance to get two uses out of a counter spell should you draw and cast it.

As for the rest of the deck, the only things that stand out to me are Halimar Depths (which is a land that I personally deem one for slow control decks, which yours is not), which I would replace - the same really goes for Myriad Landscape, which seems redundant when looking at your mana curve, and will probably slow down your early game, with nothing to use the mana on later on. Of course, there will always be those turns where you leave mana open for a counter spell, and your opponents don't do anything, so maybe I'm wrong about it.
As for suggestions in the Land department, I would very much include Homeward Path to prevent getting hosed by Reins of Power, or Insurrection. Unlike the aforementioned lands, it also comes into play untapped, so it will be marginally faster. Other than that, I like the Cycling lands Lonely Sandbar and Remote Isle. While these are slow, they aren't useless if you draw them from the top, and since you can cycle at instant speed, you don't have to worry about the investment for it all that much.

I also noticed you're not playing a Cyclonic Rift... what kind of blue commander player are you? :D

hwagner on H: Binder W: Assorted EDH ...

3 weeks ago

Xikitten123 do you happen to have any extra turn cards such as Time Warp or Temporal Trespass?

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