Out of Time

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Out of Time

Enchantment

When Out of Time enters the battlefield, untap all creatures, then phase them out until Out of Time leaves the battlefield. Put a time counter on Out of Time for each creature phased out this way. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)

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

RufusTheGrufus on Anikthea's Enchanting Recycling Plant [Primer]

3 months ago

jsnrice, thank you for the suggestions and for checking out the deck!

Living Plane is definitely an interesting suggestion. When initially tinkering with this deck I did consider running this card. Ultimately I opted not to run it however because it does not synergize with my main game plan(s) for this build (see the Introduction tab); and because I'm trying to curate a specific gameplay experience for this deck so that it doesn't feel overly oppressive or debilitating to play against. This is why I've also personally opted to not play really cool cards such as Out of Time (can permanently remove opponent's commanders from the game if turned into a creature with Anikthea), or things like Legion Loyalty, Starlight Spectacular,Cathars' Crusade (strong effects that lead to really convoluted and drawn out turns).

That being said, Living Plane (and Elesh Norn, Grand Cenobite) is a really cool option for Anikthea builds leaning harder into go-wide and resource denial strategies; and I'll add it to the maybeboard for consideration!

Master_J on Harvest Time

5 months ago

OUT: Out of Time

IN: Calix, Guided by Fate

Taking out a board wipe I never use for something else to give this deck a little more power since my group complains of this deck just walling up with no wincon.

Whoodini on How do cards returning from …

1 year ago

`NVM reread your post u already basicly said yes since u only remove the counter from Out of Time as it resolves not b4 so i can totaly return it - dunno how to delete my follow upquesiton though - thanks anyways!

Whoodini on How do cards returning from …

1 year ago

All right so i have a follow up question: Can i use Reality Strobe to return Out of Time to my hand if both turn to 0 counters at my upkeep? i mean since i resolve Reality Strobe first Out of Time is still a permanent at that moment no? And it just doesnt resolve anymore because it returned to my hand? Now ofcause all creatures are free but atleast i have a new go right?

Gidgetimer on Responding to an ETB by …

1 year ago

Fourth Oracle ruling on Out of Time:

If Out of Time leaves the battlefield before its enter the battlefield trigger resolves, creatures will untap, but they won't phase out.

FillenNameer on Responding to an ETB by …

1 year ago

Hey all, I was wondering how to handle a situation with Out of Time (or other permanents that do blank-until-it-leaves-play on an etb) when out of time enters the battlefield the effect goes on the stack, then i pass priority and my opponent responds by sacrificing Elvish Lyrist putting the destroy target on out of time. That ability resolves destroying out of time, but its effect is still on the stack. Im wondering how situations like this work when the effect is active "until blank leaves play" but as the effect resolves the thing has already left play. Thanks for any help you can offer

Shaddaran on

1 year ago

This deck is not legal : Warping Wurm is of Simic Identity, Tsunami is of Green Identity, Spatial Binding is of Dimmir Identity and that deck is of Jeskai Identity.

That being said, the core mecanic of it seems to be a waiting game toying with phasing while stuff goes boom (Armageddon Clock, Time Bomb...), pushing opponents to forfeit by ruining their manabase or to voltron-ish out with Ishai, Ojutai Dragonspeaker (Also, since phasing is neither a cast nor an ETB trigger, Commander's Insignia seems of poor value here).

There is a bunch of stuff that seems to have no interest whatsoever to further this deck agenda (such as Thran Lens, the Sphere of Duty and the other spheres, etc...) which could hold fairly more interesting cards instead. There is no particular synergy between the commander(s) and the deck in itself, questioning why those in specific.

It feels like the deck hopes to be annoying enough to get you to victory... I mean it's not illegal... (some even jackoff on that)... but then if that's the flavor of it, there is fairly better way to achieve that goal, so I'm wondering what's the core mecanic you intended ?

On a building note, I have a hard time believing a 3 colors deck working well with basic lands only, but I'm a heavy user of none basic, so... this deck feels like it never has been built, feels really theorical and not actually functional.

There is a bunch of stample of the phasing mecanic you missed, such as Teferi's Protection, Teferi's Isle, Out of Time... that could get great value... the combo from Hexi180 with Balancing Act if a clear finisher, since it doesn't exclude lands...

I don't comment often, I hope this will be taken in a way that helps you to possibly improve it, this has no intention to seems harsh but I know how written wordings can be. I've a good list of worked on deck and I wanted to help, I tend to try to give some "flavor" to them rather than just piling on powerful card... If you wanna chat about it and discuss more feel free to.

DreadKhan on Zur the enchanter $100 budget

1 year ago

Cool idea with good execution!

Not sure if you are 100% satisfied with your mana base, some stuff like Esper Panorama, Darkwater Catacombs, Skycloud Expanse, and Ash Barrens can help fix your mana, I always find Zur is a hassle to get out without stretching the budget. There are also somewhat worse options like Obscura Storefront, it's worse than Arcane Sanctum but not by a ton. I recently found out about Planar Atlas, but this looks like exactly what Zur needs to get out faster, but I do run Signets and Signet Lands, so I have more use for colourless arguably. If you're using a Sun Titan, any lands that fetch something before going to the Graveyard become pretty strong in my experience, but Myriad Landscape is hilarious if you can recur it.

Not sure if it's outside your budget, but Mirrormade is the cheapest Copy Enchantment I know of that Zur can fetch, and it can also copy an artifact, so if there is a ramp rock out Zur can find mana. Another way Zur can ramp you is The Restoration of Eiganjo  Flip, which also turns into a creature. Dance of Many is a pretty interesting option if someone has a really big body out against you, not sure if you face many Blightsteels.

If you like to run Rule of Law effects in Zur, you might enjoy using a little Moderation to fuel you, it's a nice cheap card. If you can draw enough cards, Stronghold Machinist and/or Stronghold Biologist are pretty interesting cards. Obviously better with Necropotence though.

If you have Vanishing on Zur, you can fetch Out of Time to wipe the board in a shockingly thorough manner, if the board is full nothing is coming back. Obviously better if you can copy it before it goes away, but Copy Enchantment and Estrid's Invocation are both pretty pricey, and there are few things as good as copying All That Glitters. Another weird thing you could do is combine Spy Kit with Cornered Market, nobody can play creatures, if you have Zur out then you should be set.

If Propaganda or Ghostly Prison are too pricey, War Tax can be an interesting alternative, it's especially useful in a Rule of Law deck where you can't play multiple Sorcery speed spells, this lets you use spare mana to hassle whomever you want, it's non-targeted and scales with the game.

I always wonder if non-cEDH Zur decks should consider running Honden of Seeing Winds and Sanctum of Calm Waters to draw cards, Zur can find you a few other Shrines if you ever draw into a Draw engine, none better than Sanctum of Stone Fangs. I guess you'd have to decide how much work 2-3 cards per turn is worth, at least once it's set up it doesn't use more resources.

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