Time Warp

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Mythic Rare
2010 Core Set (M10) Mythic Rare
Starter 1999 (S99) Rare
Tempest (TMP) Rare
Promo Set (000) Mythic Rare

Combos Browse all

Time Warp

Sorcery

Target player takes an extra turn after this one.

Price & Acquistion Set Price Alerts

TPR

M10

S99

Ebay

Time Warp Discussion

Profet93 on Talrand, Token Summoner

4 days ago

EddCrawley

I love seeing another Talrand user. The deck looks pretty good. +1 from me. A few suggestions...

  1. Capsize Win condition that is very useful, especially late game.

  2. Force of Will and Mana Drain. You seem like you have a big budget

  3. Memory Lapse goes well with isochron scepter and is a hard counter for 2

  4. Misdirection and Pact of Negation because the blue player is still a threat even when he's tapped out ;)

  5. Muddle the Mixture as a nice counter. Can also be a tutor which is very useful in mono blue. Speaking of tutors, Mystical Tutor might be another option to consider

  6. Remand, Rewind, Swan Song. Telling Time, and Twincast are all nice options as well.

Your avg CMC seems a little bit high, so adding cheaper counter spells will allow you to counter something when it matters most.

  1. Blatant Thievery is a great card for multiplayer

  2. Temporal Manipulation and Time Warp are useful because you have talrand out, cast it, get a drake, do whatever, end the turn. Then have another turn to play a land (blue's way of ramping) and the drake you casted last turn with the extra turn can now attack.

  3. Back to Basics and Overburden help slow your opponents down (Note: overburden won't trigger on your tokens so thats good). Moreover, you have too many creatures for a talrand deck. I can recommend some options of what to take out (creatures and others) if you like.

  4. Speaking of creatures, while we don't want to have to many in the deck, some are worth their weight in gold such as Consecrated Sphinx, Snapcaster Mage (can be reused with Riptide Laboratory, which can also be used for talrand) and Torrential Gearhulk

  5. Ramp. There are a lot of options, some of which you already have. One I like in particular is Sky Diamond because it allows Talrand to come out on turn 3.

I don't know your budget/meta/competitive level but if you want more ideas, feel free to look at my deck Tisk Tisk Talrand.

Kosharku on The Fellowship of Ramos

5 days ago

The way I would build a deck like this is dependent on who you're playing with. Cards like Rhystic Study, Time Warp, and Rings of Brighthearth are very powerful but make you an instant target with strangers, and might frustrate your friends. Doubling Season is obviously one of the best cards in the deck but it is also somewhat boring - just play a walker and ult, not really a lot of other interesting interaction.

As for some of the other card choices:

Oath of Ajani seems lackluster, you may want to replace it with either Oath of Liliana for a decent removal effect and blockers every turn or Oath of Jace which goes nicely with Sensei's Divining Top.

The mana dorks you have feel like overkill when you're also running artifact and sorcery ramp - maybe play some deathtouch cards like Baleful Strix to discourage early attacking or force your opponent into bad trades.

Your walkers themselves are all solid, but you may want to play more that 18 just to see them as often as you can be it through draw or Deploy the Gatewatch.

I'll include a link down below to the Ramos Walker deck I build recently to give you a few more ideas. Best of luck with the deck!

http://tappedout.net/mtg-decks/dragonboat-racing-team/

SufferFromEDHD on The Mage of 1000 Spells

1 week ago

Always thought it was a mistake this card was not printed as legendary. +1 like your deck. Its inspired me to build my own list. Project for the weekend.

Try and find room for: Wild Research great Jeskai tutor, Boros Charm Swiss army knife, Time Warp works well with the commander.

Profet93 on Talrand

2 weeks ago

Rahvin_dom

I love to see another Talrand user. +1 from me! I like your deck a lot. I suggest removing Inundate its a board "wipe" that might not work if they run blue (meta dependent). Moreover, it costs 6 and is at sorcery speed.

I would suggest Ixidron (very few people see it coming and stops a lot of people's BS. Gets around hexproof :)

Sphinx-Bone Wand also costs too much for what it does. You're better off running an extra turn spell like Time Warp (or many of it's cousins) or even better As Foretold (Read: EACH TURN!!!)

Favorable Winds is a winmore card. If you have a bunch of drakes, it kind of helps you. If you don't, then it's a dead draw.

Riptide Laboratory to protect Talrand and reuse Snapcaster Mage

Torrential Gearhulk is another potential addition. I understand you don't want to run creatures but the 2 I mentioned give you spells so they are worth considering.

I run a competitive Talrand deck and since your deck looks solid with a $700 budget, I'd love your input on my deck Tisk Tisk Talrand.

Let me know if you have any questions or want more suggestions for your deck. Cheers!

Icbrgr on New azor 2.0

3 weeks ago

You can lock out combat with Stonehorn Dignitary with venser... Reality Acid is basically vensers ultimate with his +1... And infinite turns with blinking Eternal Witness and Time Warp... Also Coiling Oracle is amazing for draw/ramp... I have a bant blink deck on my page if you want to check it out for a few other ideas.

Derpsofdoom on The Dragon's Nest: Ancestry

4 weeks ago

Hello CinnaToastKrunch. Well you want some advice on cuts right? Well lets get it shall we. I am going to just go down the line and see what we can do and start from the beginning.

Creatures that should be cut: Boneyard Scourge, Territorial Hellkite, Tyrant's Familiar, Thassa, God of the Sea, Skithiryx, the Blight Dragon, Spellbound Dragon, Kruphix, God of Horizons, Scion of the Ur-Dragon, and Hellkite Charger. These guys are very iffy and I personally not a fan of them, especially the first two. Whatever territory that hellkite is being protective about, he can keep it cause it isn't worth it. I wanted Boneyard Scourge to do more instead of just be an annoying 4/3 that just keeps coming back. It is also hard to pay its mana cost at times cause we as dragon deck users tap out a lot. The gods aren't doing much for the deck and I think just bog the deck down. Have you always been happy to see any of those gods upon drawing them? I am also not a fan of Scion of the Ur-Dragon in this deck, especially with a lack of recursion. If we recurred more, then yeah he would be great, but you don't have many recursion spells right now. Skithiryx to me is just so bad in this deck. He is a great card, but if you can't have him one shot people, then he will be removed before he becomes a problem. He also works better in a scion deck where scion can become skithiryx and one shot people for infect out of no where.

Creature that might be cut: Crosis, the Purger, Intet, the Dreamer, O-Kagachi, Vengeful Kami, Niv-Mizzet, the Firemind, Taigam, Ojutai Master, and Rashmi, Eternities Crafter. These guys are something that you must think about. I feel that the first two can be lacklust at times without scion, and some of them just get removed. Lets face it, if crosis doesn't have haste, people aren't going to let him stay. Niv-mizzet will depend on your draw package, but by himself, he isn't that impressive. Taigam is cool, but to get that rebound, he has to attack, so I feel he isn't that good, but if you want protection, maybe try City of Solitude. Rashmi, this is a card I haven't seen before and interests me, however, would prefer to run something like Maelstrom Nexus to get those cascades. She is essentially cascading for you but only the top card, and it might not hit every time.

Planeswalkers: I have no experience with Nissa, Steward of Elements, so I am unsure how she really function. Seems okay in reason, but at the same time, she is a huge mana dump that might not get you far. I think your other two planeswalkers are far superior to her and should keep them over her.

Instant; I am unsure about just the lone Counterspell. Seems odd, but might come in handy at times. I am thinking of throwing in a Mana Drain is I can get one. I would also recommend some more single target removal. Never know when getting rid of a creature or enchantment could save you the game.

Lands: I will not make any suggestions and what to cut here, because I think people should have an idea of what to cut for lands as they play the deck. Especially if they don't get the proper fixing of lands for them. I will however suggest that 44 seems a little high for my taste. I like running 37-40 as my personal preference.

Enchantments: Crucible of Fire, and Exploration. If you keep the high land count, then exploration might be worth it, but Burgeoning could also go well with said high land count. With that being said though, eventually you will run out of lands, and you need draw power to refill the hand after playing all of your lands. Crucible of fire I find is not worth it. Why not run Door of Destinies if you really want to buff your dragons, but here is the main question. Do you really need the extra damage buff on dragons? They hit really hard as it is.

Artifacts: Armillary Sphere, Mirror of the Forebears, Paradox Engine, and maybe Fist of Suns. The paradox engine should go as you are not running enough rocks that can take full benefit of the engine to do its job. The mirror is cool, but the targets it can copy are few. Remember that most dragons are legendary and this mirror still becomes a copy of said legendary dragon. Can only have one legendary dragon of the same name out at a time. First of suns just reduces the cost of our commander and I found it drawing it late game was just a huge letdown and not worth my time.

Sorcery: Index, Time Stretch, and Time Warp. I am unsure on these. Index is cool, but I think I would rather just use Fact or Fiction and Treasure Cruise. The extra turn cards are good, and they are strong, but here is something to think about. When you go for that extra turn, are you in a board state to do so, or can you kill somebody right there with that extra turn? Maybe can you kill two people. I think with extra turn cards, you better be going off and killing at least 1-2 people to make it worth it, other wise you painted a giant target on your self because people now know you run extra turn cards in a dragon deck.

Anyway, these are some of my two cents on some of the cards in this deck. Now I want you to remember, these are SUGGESTIONS. It is very important to make a deck your own and continue to develop it so that it suits your needs, and your current playgroups needs. Love a specific card, then by all means, run it. I am a huge fan of all the dragonlord cards and love them. I run all but Dragonlord Silumgar, but even I have been thinking of putting him in for the fact it can steal a planeswalker. The point is, when making/playing a deck, one needs to sit down and think about how good a card is going to be in certain situations. As I said about Fist of Suns, great early game, huge let down late game. Dragonspeaker Shaman, great for all your dragons, doesn't do crap for any of your utility spells. These are all examples of cards that can do great, but when actually playing them, they are lackluster and it could be better to run something else. I also apologize that I haven't suggested cards to replace the ones to be removed, but I think you can handle this department. Just think about what you want to do, and the answers will come. I will make one suggestion though. Selvala's Stampede. This card is game breaking and it is just to much fun.

I hope I haven't crushed any dreams or anything like that. Remember I just made suggestions and only want to help focus your direction to what you want, from here, you then need to decide what you want your deck to do. Have a great day Krunch, and stay safe.

Profet93 on When the Ocean Invades *Competitive*

4 weeks ago

Ugreen2

Hey! I always love to see another Talrand user. +1 from me! A couple thoughts...

Mana Drain - Auto include

Flusterstorm - Useful, but might be limited depending on meta

Twincast - Useful, but might be limited depending on meta

Telling Time - Top deck filter

Pact of Negation - Auto include

Time Warp - Extra turn cards go well with Talrand because you cast the spell, get a drake, and at worst end the turn. You get another turn to them use the drake from the previous turn that "now has haste(ish)"

Temporal Manipulation - Same reason as above

Blatant Thievery - It seems your wincondition is to polymorph into a fatty and beat facce. I don't know if your build is 1v1 or multiplayer, but this card has won me several games easily

Bribery - Why cheat out your beatstick when you can beat them with their own beat stick

Land Equilibrium - Damn U green 2? Nah, I'm blue daba dee daba die. Lol, anyways, this hates on ramp. Always useful

Overburden - Same reasoning as above. If not im mistaken, I don't think this will cause you to return a land when you polymorph the creature (could be wrong). I will not however, cause you to return a land for each token you put.

Capsize - End game mana sink

Isochron Scepter - How can you not be running such an oppressive tool (think memory lapse)

If you want any other ideas, feel free to check Tisk Tisk Talrand

Hyperalgialysis on Peer throught time update or ...

1 month ago

Figure out what you want the deck to do first. How do you intend to win. Then upgrade accordingly. The deck is already pretty control oriented, so going off that including Time Warp and other extra turn effects is a cool direction to head.

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