Telling Time

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Uncommon
Commander 2018 (C18) Common
Modern Masters 2015 Edition (MM2) Common
Tenth Edition (10E) Uncommon
Ravnica: City of Guilds (RAV) Uncommon

Combos Browse all

Telling Time

Instant

Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.

Telling Time Discussion

jconeil1988 on Dirty Shapeshifting Tactics

1 month ago

Artatras- hey, thanks for the quick responses. I'm definately taking some cards you've mentioned into consideration. I just made a huge (for my budget) upgrade purchase from Card Kingdom last night to effectively remove the selfmill strategy I had going on. Unfortunately, the Wall of Blood was out of stock, so next upgrade purchase will probably have to be from TCG Player if it's not back in stock during the next round of upgrades.

Reality Shift and Tale's End where both cards I just missed in my purchase, so, well, they got kicked to the next round of upgrades :/

Along with Reality Shift and Tale's End , the next round of upgrades will include Entomb , Swan Song and my Land package.

I really, really hate that price tag on Phyrexian Dreadnought and Intuition . Because of that tag, if I can't work a trade out, I'll have to wait until tax season for that sweet sweet refund for either of them, or both.

As for the cantrip package, thanks! I figured that without those evil tutors, they would at least add some consistency to the deck. Now, I just cut Telling Time from the deck, but having second thoughts and kinda want it back, but still not sure.

Lightning Greaves , I have one, it's in my Angel tribal deck. That deck has sentimental value to me, so I don't really want to pluck good cards out of it, and I don't really like to use proxies. I may have to bite the bullet and get a new one, especially that sick new art in C19, if I can't persuade my one friend to part with his copy.

SideBae on Yuriko Ninja EDH

1 month ago

What I suspect is going on is that your opponents are doing a lot on the aggro front. There're a few ways you can deal with this.

First, you can discourage your opponents from attacking you. Propaganda is probably the best-known card for this, but there're plenty of others. No Mercy comes to mind -- it was one of my favorite cards when I was a kid. Crawlspace and Silent Arbiter are good ways to limit the number of attackers an opponent can pressure you with, and assuming no trample, you likely can just chump away whatever they're hitting you with. Finally, Meekstone will keep the most dangerous ones tapped. I think any of these will probably be better than AEtherize , especially since none of them are 'single use.'

I don't know your meta. However, a lot of the time fatties come down without being hard-cast, like through Natural Order or Reanimate . Running hate cards, like Grafdigger's Cage , can prevent this.

You also seem to be light on wrath effects. Yuriko, the Tiger's Shadow ninjutsu ability gets around commander tax, meaning he'll really only ever cost to put down -- so feel totally free to wrath with him on the board. Kindred Dominance strikes me as being way too much mana to do real damage in the earlier stages of the game, especially if you're fighting a bunch of aggro decks. Damnation is, I think, preferable here, as are Toxic Deluge and Cyclonic Rift . Damnation and Toxic Deluge being four and three mana, respectively, means you can conceivably cast them before you're getting smacked but while your opponent has a summoning-sick army. Cyclonic Rift 's overload ability IS seven mana, but being instant speed makes up for that (at least in my opinion).

If you include wrath effects, non-creature token producers are worth including -- they'll give you creatures to 'return' with Yuriko's ability while surviving the wrath themselves. Bitterblossom is the best here, though like most good cards, it's relatively expensive. Other options include Breeding Pit , Graf Harvest (if you wrath Yuriko to the 'yard, you can exile him to the command zone to create a token, then ninjutsu him out on the token when it attacks), Spawning Pit and Volrath's Laboratory (which can make ninjas).

If you decide to run some of the above cards, they should replace your one-for-one removal cards. In general, EDH games will have you facing three opponents, and therefore three times the number of cards you have. You therefore want cards that will effect more than a single card your opponent has. Hero's Downfall and Grasp of Darkness may be great in one-on-one formats, but in EDH they simply don't pack enough punch. (One interesting exception to the 'limit your one-for-ones' rule is the inclusion of counter magic. In general, I think of counterspells in EDH as more than one-for-ones, since A) they can save more than one of your cards if you counter something like By Force or Fire Covenant , and B) they can stop combos cold, making your opponent waste all the combo pieces s/he/they cast before the countered card.)

I have some non-combat related suggestions, too -- I hope I'm not being presumptuous in offering them:

I'm sure you've noticed how awesome your Treasure Cruise is: being eight on a Yuriko flip but often costing around two or three mana at most to cast is pretty busted. There're other delve cards to consider, though I do think it is likely more than one or two in a list will occasionally cause issues when delve gets in its own way. Dig Through Time is a primary candidate here, as it is also eight mana, but it also happens to be an instant (yay!). Temporal Trespass also comes to mind.

In magic, there're a bunch of alternate casting-cost cards that work well with your general, as their CMC is usually pretty high. Unfortunately, some of them are expensive -- I'll just mention them, in case you have more money to blow than I typically do: Force of Will and Commandeer . Spinning Darkness , Gush and Misdirection are all more affordable and alright cards in their own right, though they are significantly less powerful.

Nexus of Fate is a pet card of mine, and I think it'd be genuinely good here. It hits for seven, but doesn't 'really' make you tap out since if it resolves you get another untap step right away.

A creature to consider is Baleful Strix . Having deathtouch and flying make it really hard to block, and if you keep ninjutsu-ing it back to your hand you can keep casting it for the draw trigger.

Top-deck manipulation is a good way to make sure your general hits his hardest, and your Brainstorm is a good start. Mystical Tutor isn't too much money, though the black version, Vampiric Tutor , definitely is a lot of money nowadays. Scheming Symmetry is an alright replacement, though you'll want to be sure to kill the opponent who searches, or at least remove his top card. Though they're pricey, Sensei's Divining Top and Jace, the Mind Sculptor really are the best ways to mess with your top few cards in the game; Jace has the added bonus, like Brainstorm , of being able to top cards that you want to reveal with Yuriko's trigger again. Dream Cache and Telling Time are both OK top deck manipulation.

Cantrips are good. I suggest running Preordain in addition to your Ponder and Brainstorm . It's not as good as the two you have (in this deck), since it can only leave one card on top of your deck for Yuriko triggers, but I still think it's worth playing. As a turn one play, it's gonna be hard to beat. (Of course, Ponder does still beat it.)

Finally, mass card-draw is a good thing. Even if it doesn't trigger Yuriko, having spells to cast is always preferable to not having them (exception: Mindslaver ). Windfall is excellent, especially if you put in Narset, Parter of Veils (I think you should). Fact or Fiction and Chemister's Insight are both good instant-speed draw spells.

Only good things! Hope this helped.

redace10 on Spell Slinging Jeskai Fun

2 months ago

My first suggestion would be more mana rocks. Finish the signet cycle, and the talisman cycle is complete and on the cheap too. Not enough ramp in this deck.

Elsha cares mightily what you have on top of your deck, a little more manipulation is in order. Ponder , Portent , Serum Visions , Burning Prophet , Mystic Speculation , Telling Time , there is probably more. Prophet in particular is an amazing card for Elsha, its adept at keeping the deck's engine going.

Cards to prune would start at the high cmc and go down. Hypersonic Dragon doesn't bring enough to the table, Swarm Intelligence is kind of just a worse thousand year storm, blue sun zenith is harsh on the mana base and needs significant investments.

I do like this deck a lot, plenty of powerful cards and spicy win-cons.

Raixz6 on Budget Mono blue pili pala

2 months ago

Hi! I need some help to create a pili pala deck.It will be a mono blue deck. Thanks for the help!!

Deck

thewyzman on Tilt for Tat

4 months ago

Looked thru my maybebox again and found Summer Bloom , so made a couple swaps...

OUT: 2x island, Telling Time , Laboratory Maniac

IN: Summer Bloom , Kodama's Reach , Zendikar's Roil since both an Edgar and a "Blackrifice" deck showed up last Friday, and Broken Bond for all the cEDH decks that explode on T1 with mana rocks.

bushido_man96 on Tilt for Tat

4 months ago

Like it so far. I think you could cut the land count down a bit. Even in my land-matters themed Tat build, I'm at 37, looking to go to 36. Lands on the battlefield is never a problem. I think you could cut Telling Time , Opt , and Brainstorm . They help you did a little, but I think you'd be better off with cards that will synergize more with what Taty wants to do. Broken Bond , Kodama's Reach , Cultivate , Summer Bloom , all work well with Taty, or with ramping into Taty.

I tend to run quite a few budget option cards that tend to be group-hug in my build, but bringing a bit of group-hug to the table doesn't bother me all that much. Some people don't like playing cards that benefit other players, though, so its up to you and your play style. Ghirapur Orrery , Rites of Flourishing , and Horn of Greed help my deck go. I can't afford the high-priced staples like Oracle of Mul Daya and Azuza, Lost but Seeking a reprint.

Since you are running Laboratory Maniac , you might consider running some win-cons for him. Stroke of Genius and Blue Sun's Zenith are great for this. The new Jace, Wielder of Mysteries is also good for another copy of the card.

I like the start you have here so far. Consider what you want the deck's goal to be. Landfall shenanigans? Hand-size matters? Bouncing for value? Consider which way you want to focus, and that will help you bring the deck together.

Nemesis on

4 months ago

I'm not sure how good this suggestion will be, but here goes - You may want to consider adding Telling Time (though note, putting a card into your hand is different from drawing), a land or two since you want to hit 4 mana pretty regularly, and maaaaaaybe Noxious Revival if you want to reuse your miracles. Riverwise Augur is a possible option though it seems pretty slow.

SideBae on I Play For Free, You Don't Get To Play!

4 months ago

The first thing I notice when looking at this list is that you run 41 lands. I strongly advise against this. In my experience, unless you’re a green landfall deck like Azusa, Lost but Seeking , there is little utility in running more than 34, maybe 35 lands. There are budget options for fetching, such as Evolving Wilds or Terramorphic Expanse , which you might find helpful for color fixing. Also, you might consider running the shock lands in your colors ( Hallowed Fountain , etc.). These can be grabbed by slow fetches like Flood Plain , and add a level of consistency to your mana base without breaking the bank. Hall of the Bandit Lord is also a consideration, though it can be pricey. Temple of Epiphany , Temple of Enlightenment and Temple of Triumph may be helpful to find more/fewer lands early, before Narset is down, and remove ‘dud’ lands from the top of your deck after she is ready to attack. Command Tower , Mana Confluence and City of Brass are also good additions.

My second piece of advice is to add top deck manipulation. While many of these kind of cards are expensive, like Jace, the Mind Sculptor , Scroll Rack and Sensei's Divining Top , card’s like Ponder , Brainstorm and Preordain are very affordable. I especially advise the first two, as they permit stacking up to two spells on top of your deck before attacking with Narset, where Preordain only stacks one. However, all three are great in an opening hand looking for lands or action cards, and I would run all three in virtually all blue decks. Telling Time and Serum Visions are also contenders for this slot, though I don’t think as highly of them.

Mystical Tutor , Enlightened Tutor and Personal Tutor are also great ways to stack cards you need on top of your deck before a Narset trigger resolves. These are in the $20-$30 range though, so they may not be super accessible.

Strionic Resonator copies your generals ability... just sayin’.

If you don’t want to run counter magic, you should at least consider counter counter magic measures like Defense Grid or Price of Glory . These will make it way more difficult for your opponent to counter your general on her way down, or your free spells during the resolution of her trigger. Silence is also a good card from that view. Some interaction is always good, though. Here, I recommend Wrath of God , Supreme Verdict and/or Swords to Plowshares . The first two are board wipes that will hold back wide decks and give you time to cast your general; Swords is just the best spot removal in the game. Wear / Tear is another great piece of interaction in RUW.

With respect to your ramp: I see you’re running all three cluestones. I think the signets ( Azorius Signet , Boros Signet and Izzet Signet ) are better. In my experience there is a tremendous difference between 2- and 3-mana rocks in EDH. Similarly, I advise Talisman of Progress , Mind Stone , and Thought Vessel as ramp options. Coldsteel Heart is also a good idea.

Depending on your board presence during each game, you might consider Restore Balance , as a Narset trigger allows you to cast it immediately. This may be helpful if you can’t go off that turn, and just want to keep opposing boards in check.

If you want to get SUPER spicy, Mind's Desire and Volcanic Awakening are also good options to hit off Narset triggers. Temporal Manipulation is an extra turn card you may have missed.

Card draw and selection is a premium in EDH and decides most games. Chart a Course , Faithless Looting and Dack Fayden all come to mind when viewing your list. Ancestral Vision is about $10 these days, and is a fun flip off a Narset trigger, though Concentrate may be just straight better, as you can cast it from your hand as well. Mystic Remora is a good enchantment for drawing cards. If you choose to run a counter counter magic package, Dictate of Kruphix or Howling Mine may help; however, be weary of playing them when you have no counter protection, as they are symmetrical effects.

Finally, depending on how mean you are, Ravages of War , Armageddon and Cataclysm are possibilities. Nuke-ing all the lands means that Narset is very likely to take over the game, and resolving one of these spells may win the game on its own. Cataclysm is, in my experience, even more brutal than the other two, as it kills walkers and removes armies of blockers.

I hope you find this helpful; let me know if you need clarification on any of my comments.

Good luck with deck building!

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Telling Time occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Blue: 0.18%