Out of Time

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Out of Time

Enchantment

When this enters the battlefield, untap all creatures, then phase them out until this leaves the battlefield. Put a time counter on this for each creature phased out this way. (The creatures are treated as though they don't exist.)

Vanishing (At the beginning of your upkeep, remove a time counter from this. When the last is removed sacrifice this.)

DreadKhan on Zur The Enchanter - casual stax

17 hours ago

Have you thought about Dance of Many? In a more casual Zur list, duplicating the best creature on the table with Zur seems pretty good. The Restoration of Eiganjo  Flip can be ramp or recursion, both of which can be worth fetching up. I think you've got enough useful bodies to look at Mother of Runes, she can make stuff hard to block or protect stuff, both are useful I find. Out of Time and Vanishing feels pretty good if there are lots of creatures in the decks you play against. Dreadhorde Invasion is a nice cheap source of bodies, and it can get big if you've slowed the game down, great to find if you've found your Ertai. I also love Luminarch Ascension to generate 4/4 flyers if I can lock the board down.

It's not very casual I suppose, but Stasis is really good in Zur Stax, especially with Smothering Tithe or Black Market Connections. You'd probably want either Reconnaissance or Brave the Sands if you use Stasis.

manofpearl on Very Much Blink

2 months ago

Does Out of Time work in this combo? I didn't think phasing out counted as leaving the battlefield

lagotripha on Score Points and Make Friends (Modern Prison)

4 months ago

I was half expecting Solemnity to go alongside the Out of Time, but this feels more reliable than those shenanigans.

WhatInTheWhoNow on Imagine voltron being consistent...

4 months ago

DreadKhan, these are great suggestions! I agree wholeheartedly. Out of Time really does work well with Vanishing and can be used with Zur the Enchanter's ability. Should protection like Energy Field fail, it can pick up the slack! Mirrormade is essentially another copy of All That Glitters in this deck.

Never thought of these cards, thanks!

DreadKhan on Imagine voltron being consistent...

4 months ago

Since you're already running Vanishing, you might run Out of Time to fairly permanently deal with creatures. You could also consider Mirrormade, it's the cheapest of the Copy Enchantment effects, with the upside of also copying Artifacts, it's very good to copy Out of Time or All That Glitters. Cool deck!

DreadKhan on Zur Enchantron

7 months ago

Out of Time is very good with Vanishing, you can tutor up a super-thorough wipe. If you run Mirrormade as well, you can copy Out of Time to reuse the effect. It's also very fun to copy All That Glitters, I run 3 Copy Enchantments in my own Zur build, usually to copy Grasp of Fate or Detention Sphere (Estrid's Invocation is great here, you can exile any one type of token each upkeep, not a bad trick), but they can close a game very quickly if I copy All That Glitters, it's about as good as Battle Mastery with the big upside of being able to copy any enchantment in a pinch. Mirrormade can copy a ramp rock too.

I would run a Swords to Plowshares to deal with Opposition Agent, depending if people run them in your meta. You could also use Generous Gift if you want more versatility, or even Anguished Unmaking.

Cool deck!

Sorin_Markov_1947 on Feather - Righteous Strike

9 months ago

With Feather, you need to lean one way or the other, pump or burn. Cards like Firebrand Archer won't do much of anything in a deck that wins by Commander damage, whereas the pump is best replaced in a burn deck. This deck leans more toward pump, so I'll suggest cards for that.

Ajani's Presence is strictly better than some of the protection spells in here. Inquisitor's Flail is a repeatable way to double Feather's damage, it also stacks with both double strike and Unleash Fury. Kediss, Emberclaw Familiar turns a one=person kill into a full win. Blacksmith's Skill is just about the best protection spell you could ever want. Sejiri Shelter  Flip is a relevant MDFC. Intimidation Bolt can save you games. Impact Resonance can help you deal with problems too, and speaking of removal, you need some boardwipes. Austere Command is a very flexible sweeper, Blasphemous Act is a quality cheap one that you can frequently protect your own stuff from, and Slaughter the Strong is also cheap and mostly doesn't affect you. If you're running Sunforger, you really need to run Magnetic Theft to fetch on the first activation. It's a very effective combo. And then Storm-Kiln Artist is just a must in every Feather deck. It turns your engine from good to game-ending in seconds. Show of Confidence is also a game-ender, pairs very well with the storm aspect of the deck and the counters are permanent and it's hard to counter.

Generally higher-quality spells to have that are in my deck include Infuriate, Light of Hope, Stave Off, and Rile (it may be a sorcery, but trample is very relevant).

If you find your stuff is getting countered, or you need to use spells but Feather can't stay out, recursion like Dreadhorde Arcanist, Mavinda, Students' Advocate, and Past in Flames might be worth looking into.

In general, remove two-cost spells if possible, remove burn, and think about what color your mana production is. In my experience, most of the spells you want to cast multiple times are white, so red-mana production is less valuable. And Remote Farm will backfire very quickly without a way to increase its counters or blink it. There are a few other cards in here that just aren't quite good enough if you need advice on more things to take out.

If your playgroup starts to adapt, like mine did, and runs cards that don't care about your protection like Sakashima's Will, Out of Time, Extinction Event, etc., think about Eerie Interlude. It's three mana and one-time protection, but it can get you out of a rough spot that no other card can.

Dual-lands are very important in my experience. Consider Alpine Meadow, Command Tower (a must in every EDH deck), Stone Quarry, Thriving Heath, Thriving Bluff, and Wind-Scarred Crag.

Load more