Dig Through Time

Dig Through Time


Delve (Each card you exile from your graveyard while casting this spell pays for .)

Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.

Browse Alters View at Gatherer


Have (4) TheAnnihilator , Azdranax , PostContact , metalmagic
Want (4) blondle , jjduch , hk403 , adam1floyd3

Printings View all

Set Rarity
Ultimate Masters (UMA) Rare
Khans of Tarkir (KTK) Rare
Promo Set (000) Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Frontier Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Dig Through Time occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

Blue: 0.6%

UR (Izzet): 0.63%

Dig Through Time Discussion

SideBae on Steal, blink, run (Help improve)

1 week ago

Hey man -- I have a few suggestions. Feel free to ignore any/all of them, as you see fit.

The easiest way to improve the deck, as I see it, is to improve your artifact mana. Mana Crypt and Sol Ring are two of the best, so it's good you're already running them. However, Talisman of Dominance is almost strictly better than Dimir Signet and Talisman of Progress better than Azorius Signet, so I suggest upgrading. Same for Talisman of Hierarchy and Orzhov Signet. I've also never been a fan of three-mana rocks (like Chromatic Lantern), since they compete with your general and they are generally slower than alternatives. Arcane Signet seems better.

Freed from the Real and Pemmin's Aura allow you to untap your general in response to the activation and steal more than one creature at a time. Aphetto Alchemist is similar but also untaps rocks. If you want to go deep, Norritt.

Drawing cards is also at a premium in EDH. Things like Dig Through Time and Treasure Cruise work, as do more permanent effects like Phyrexian Arena. Mystic Remora is a widely unplayed card that is really good for this.

I think Lightning Greaves is worth serious consideration, and I think it is better than the Swiftfoot Boots in your MB. Being able to go turn two greaves into turn three general with haste plus whatever she steals with haste seems pretty good.

Hope this helps!

Femme_Fatale on Synonyms/Nicknames System for Deckbuilding and ...

2 weeks ago

Introducing the synonyms/nicknames system to alleviate all those "wtf was that one land of that one cycle named?" problems that plague you.

This system is simple. It is designed to redirect terms that you typed out that match a synonym/nickname of a card, to that card name. This lets you never have to remember the name "Seachrome Coast" and can instead just type out "WU Fastland" (as an example). Note that this only works in text edit entries on deck lists and inventory, not the live edit or the card search forms.

There is a lot of other things that are utilised here as well.

  • Godzilla Names
  • Non-American Spellings
  • Common Nicknames
  • Common Misspellings
  • Redirections of Misspelled Submissions
  • Each side of a split card as a synonym (unless they already exist as a card).

Not needing to know the name of each card in a land/artifact cycle is a big boon, but you still need to know the nickname of that cycle and the syntax. For lands/mana rocks/the swords of X and Y at the present moment it is always "XY Nickname" or "YX Nickname". Examples:

  • WU Fastland
  • GR BFZ
  • GW ABUR Dual Land
  • BW Fetch

For 2 colour lands, it is always the two colour letters, followed by the nickname, and then followed by the option to have the world land either connected to the nickname or not. (these are all viable options for example: "WU Fast", "UW Fastland", "UW Fast Land".) For 3 colour lands, it is only the primary order of colour letters you see on cards, or the Alara/Khans name. (WUB Lair, Mardu Triome as examples.) Swords and other artifact cycles follow the same setup (though swords can also be "Sword of GB" or "Sword of G and B"), and mono colour land cycles use the same setup just with only one letter. Note that none of these are plural, so don't put that s in. Colourless cards that are a part of a cycle use C/Colorless/Colourless.

Some of these cycles don't have well defined names yet (like BBD) and some of these cycles have had too many names that people constantly fight over so there was no point in bothering to put them all in and instead I just used the TLA (specifically BFZ).


The primary purpose of this is to make the ability to tag cards and edit decks/inventory far more robust than what it has been. Tappedout doesn't presently have a spellchecker, and to be fair most sites don't. It's not an easy feature to implement. So with this synonyms/nicknames feature, we can alleviate some of those aggravations of misspellings or different ways to spell a word by making them valid targets and redirecting them to the right card name. Another benefit of this is the ability to give cards shorthands or nicknames when the community largely doesn't remember the actual name of a card, just their shorthand. We have all been hit with "wtf is that land's name again?" when we know for a fact that it's just "the blue and white shadows over innistrad reveal land". This saves the step of having to open up a search engine to figure out the card name, and in general speeds up and makes the process of building decks and inventory, a lot more enjoyable.

Cycles that currently have nicknames: Show

A lot of the cycle synonyms are meant to intuitive and robust so that you won't even have to think about knowing what the exact written synonym actually is and still be able to get it right on the first try, though it will take time to reach a point in which this is 100% true. As an example of scope, each recognized nickname for a cycle creates 6 entries for each given card in that cycle. So the AKH lands have 30 entries for each card in that cycle, resulting in a total of 150 entries. The Triomes have the same amount, but if I were to add each individual string combination of the colour letters (WUB, BUW, WBU etc) then that count would increase by 45 for each entry, resulting 75 entries for each one, totalling at 375 entries for the whole cycle.

Nicknames will usually be things like "Snappy", "Bolt", "Path", "Bob", "FoW", etc. They are to be commonly used by the larger community as a whole, not what your FNM/play group exclusively uses (though this isn't a hard set in stone as I'm not omniscient).

Here's a list of nicknames that I have. Show

Here's a list of non-american spellings I have in: Show

Here's a list of things that is in the works to do. Show


A card can have any number of synonyms/nicknames. But only one synonym/nickname can be tied to a card. So if a new card/land cycle gets printed that has covers a misspelling (like an UNcard might) or has that nickname as it's actual card name, those synonyms will get removed (as an example, Snapcaster Mage cannot have Snap as a nickname). We are also looking to limit the amount of times a synonym has to get removed so nicknames of cards during their presence in the standard formats are not likely to be put in, as they become forgotten or even re-used when they rotate out. These are also done manually so sometimes a change might just take a while to do if it encompasses a large number of cards or a large number of synonyms.. We also won't be going through alternate language as possible synonyms because WotC doesn't nearly double check duplicate card names for foreign languages as well as they do for English cards.

This is not something on the card submission form, so it is not available to edit for any user.

If you know of something missing like common misspellings or common non-American spellings that will be needed, or cycle syntaxes that you tried to use but didn't work, post them here and I'll review them for possible inclusion in the future.

EDIT: Before you ask for a nickname etc to be added:

  1. Check if it exists first by trying it out.
  2. Check if the larger community recognizes it, this is done by going around discords, lgs' and other forums about that nickname.
  3. Check if it has any nsfw, discriminatory or derogatory terminology, we straight up will not allow these.

This isn't a system for your pet nickname that your local playgroup uses. This is a system that can utilize nicknames that naturally grew organically out of continued use from the larger mtg community as a whole. This isn't a "which nicknames do you think this system could use" but rather "which nicknames that are used across the world that we have missed".

enpc on Why fetch lands for mono?

2 weeks ago

TriusMalarky: Having fetches in the graveyard is not a bad thing.

Every colour has access to Crucible of Worlds and Sensei's Divining Top and being able to shuffle unwanted cards from the top of your library is nice.

Green has Ramunap Excavator in addition to Crucible. It also has Mirri's Guile and Sylvan Library which act similar to Sensei's. And then there's all of the landfall effects and cards like Titania, Protector of Argoth and Splendid Reclamation.

White has cards like Sun Titan which, if you're playing mono white then you want as much ability to consistently hit land drops as possible.

Black and Blue both have a slew of delve cards and eating a land to play Dig Through Time seems like a solid play.

Not every mono colour deck wants to run fetches, if you're running stax yourself or are used to playing against it, then it seems bad to crack a fetch into an Aven Mindcensor where you don't have to. Or to play an early fetch into a Blood Moon. But that doesn't mean that they don't have their place.

As for the reason we don't see a lot of fetches in mono colour decks (which aren't mono green lands based decks) is that typically the fetches sit in a price point between casual where stax isn't generally a thing and competitive where stax and even one shot stax effects like Aven Mindcensor very much are a thing. i.e. casuals don't want to pay for them and competitive decks don't want to be hit by stax. Yes, this is an overgeneralisation however I also don't think it's wrong (though I'm sure there are other factors than just this).

TriusMalarky on Core 2021 Speculation for no ...

1 month ago

I hoped it would be a little funny.

Although, Teferi does need to be toned down a notch or two. The general jist of "control planeswalker" is fine, but I think they went too far on both recent Teferis.

I mean, Teferi, Time Raveler not only straight counters any counterspell, which is a pretty big portion of Blue's competitive identity, but it also deals with many permanents and draws cards. Not to mention the small(but occasionally relevant) cherry on top that means that Supreme Verdict is now an instant.

Teferi, Hero of Dominaria's +1 is pretty great. I mean, it literally says "your next Absorb or Cancel+ costs 1 mana. Draw a card." Except it's better, because it also works with instant speed removal like Settle the Wreckage, Azorius Charm and Supreme Verdict. Not to mention Dig Through Time.

And then he's a meh-quality 5-mana removal spell for the bad situations. And his ultimate(no real surprise, ults are always absurd) is "target opponent doesn't get permanents".

All-in-all, both Tefs do everything Control wants to do in one card. They're removal, card draw, and they counter spells. And it's all repeatable. And it's one card. Did I mention that it's one card? And there's two of them? So Control players can run 8 copies of single-card "do-everything" planeswalkers. Which they won't, because legendary and also you need actual removal because they're a little slow, but still. I don't think you'd be in a bad position if you just threw

4x Big Tef

4x Little Tef

4x Fatal Push

4x Thoughtseize

4x Dig Through Time

4x Supreme Verdict

4x Azorius Charm

4x Absorb

2x Jace, the Laboratory Maniac

in a pile. Of course, that's Pioneer, so it's missing Cryptic and Path if you were in Modern.

ramen44 on (Kala)Max Power

1 month ago

no Farseek? What about God-Eternal Kefnet, seems like he would help you play more spells. Also It sounds like you want to play lots of spells and not run out of gas, but I don't think there is enough card draw and top of library manipulations to make the deck run like a bat outta hell. Impulse, Anticipate, Dig Through Time, Sensei's Divining Top might be good here.

DoWell on Oona Consultation

1 month ago

Hey ed,

I was curious why you're on a few cards like, stroke of genius, tale's end, trickbind.

Also, have you considered Drown in the Loch , Baral, Chief of Compliance , Dig Through Time , Gilded Drake .

Given the evolving meta adding a Pongify and Damnation are probably worth it.

I'm more committed to Oracle than oona, so I don't run basalt or power artifact. But here is my Oona Primer if you want to gander.

Koopa, King of the Fae [cEDH Primer]

Tylord2894 on Sultai Ground Seal graveyard

1 month ago

I don't think it's ever a good idea to build an EDH deck around one card (other than your commander) unless that card will win you the game. I would look for other effects like Ground Seal. Cards like Grafdigger's Cage and Leyline of the Void are great contenders for this.

As for strategies for the deck, what is your preferred playstyle? Do you like splashy spells and big creatures or do you like combos? Or both? Tasigur is a pretty blank canvas, so let me know what you're interested in.

Lastly, there are some really good cards that fit into most Tasigur builds.

That's all of my generalized Tasigur specific advice. If you're interested, I have a Tasigur decklist that I'm putting the finishing touches on, but it's probably different than what you're interested in. The point of the deck is to got to one of the main combos, but provided my opponents with ways to stop me. I really like combo decks, but not everyone likes playing against them. This is my way to help with that.

Tas's Tutelage

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