Temporal Mastery

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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
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Temporal Mastery

Sorcery

Take an extra turn after this one. Exile Temporal Mastery.

Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Apoptosis on Wheel in the Sky

2 days ago

Updated!

Out are cards that help opponents or don't have ideal synergy or add to the major mechanics: Anvil of Bogardan, Horn of Greed, Dictate of Kruphix, Howling Mine, Temporal Mastery, Time Warp, Smoke, Sign in Blood, Mystic Retrieval, Dismal Backwater, Doom Blade, Damnable Pact.

In (reanimation theme and some targets for reanimation): Exhumefoil (not 100% on this one), Soul Exchange (idealy would want one that could target all graveyards), Dance of the Dead, Animate Dead, Liliana of the Veil, Necromancy, Sire Of Insanity (bomb that minimizes opponent's ability to profit from the wheel), Mangara's Tome (I love this as a way to stack all of my reanimation cards, or anything else that I want to protect from my own wheel effects. Curious to see how it plays. The sceptor is included for the same reason), Sepulchral Primordial, Diluvian Primordial, and Molten Primordial.

Need to get an Academy Ruins.

capwner on Timebelcher

2 weeks ago

wheels47 Heyo! I did actually see one of those lists already, the mono W one, when I realized that the "Timebelcher" name had been used previously I went and checked it out. I actually really like the idea of running the miracle cards, I may have to consider Temporal Mastery, Terminus, and Devastation Tide for this list, also using cheap cyclers to draw into those on your opponent's turn is very clever. As for cutting the cheaper cards from this list, I'm not sure if it would be worth switching to a tap-MDFC (it would probably be Umara Wizard  Flip) over the Sinks and Hydroelectric. The interaction from Sink and ability to play them untapped feels pretty important to me. Same with the Pentad Prism as this is our primary option for ramp (vs Lotus Bloom which is even lower cmc), this enables turn 3 Sifter/Belcher which feels awesome. The other alternative would be the adventure land-drop cards I have in the maybeboard, but this only ramps us by 1 not 2 and it consumes a land drop. The average CMC is still super high because we run all the most expensive MDFCs, and in my playtesting a resolved Timesifter almost always results in a win. Even if we lose 1 turn somewhere in there, the odds of our opponents being in a position to win on that single turn seem to be pretty low, generally. And some cards like Ulamog will always beat us no matter what we flip. Thanks for checking out the list, it's very nice to see a fellow Timesifter appreciator :)

TheCardPool on Octavia

6 months ago

Rasaru I understand what you mean with the tutors if your play group doesn’t use them. In the event you do add them, they really help with getting Quiet Speculation and combo-ing with Temporal Mastery. As for overloading rift, it is actually hard to do in this deck. Most games will end with me having 6-7 lands in play because you need very little mana in your opening hand to get the deck to work. A 1 or 2 land hand is still viable with my build. Consuming Tide is still a must though because it does so much work.

I’m not the biggest fan of the equipments but feel free to run them if you like them. I get why they’re in the deck.

I haven’t had to worry about decking but I can see an issue if an opponent is using a mill or wheels deck. You could always tech in a Thassa's Oracle.

As for your tutor targets for Intuition, it depends on the board state and timing of the game. If there’s an archenemy the player you pick could give you the card you want while filling your grave. More often than not you’ll be able to choose 3 of a similar card to get a version to your hand. If Demilich hasn’t been a part of the game yet I will usually select it as 1 of the 3.

Also, kuddos on Curate, I’m removing Telling Time for it right now!

Tic12 on Turn 5 - Darth Vadrik strikes back

9 months ago

Next mayor update: I cut the complete Extra-Turn-section, cause these cards doesn't perform the way i was hoping. So, i replaced it with some little helpers and 2 more lands, cause 33 Lands were way too less.

Out: Alrund's Epiphany, Beacon of Tomorrows, Capture of Jingzhou, Part the Waterveil, Temporal Mastery, Walk the Aeons

In: Island, Mountain, Vandalblast, Expressive Iteration, Seize the Spoils, Swiftfoot Boots

legendofa on Possible New Format?

1 year ago

This is all AI-generated, except for your notes? I think there's a little too much going on here. There's the Cryptic Insight, there's Arcane Amplification, and both of those add multiple decisions and options. The CI "return an exiled card to your graveyard" effect would be ridiculous with flashback, escape, and similar effects. Add that to the AA "shuffle three cards from your graveyard into your deck" and something like Alrund's Epiphany, Temporal Mastery, or even Restock or Bond of Insight becomes overbearing. And then you can exile cards for charge counters...

The core idea (40 cards, no nonland permanents) is interesting, but the rest of it needs to be trimmed and clarified.

Rhadamanthus on Commandeer on a spell without …

2 years ago

You take the extra turn.

The key thing to know is that the text of a spell or ability is always talking to its controller. If you take control of Temporal Mastery while it's on the stack, it's talking to you now. That's what the ruling you found for Commandeer is saying, but it's not specifically necessary for the word "you" to appear in the text in order for the ruling to apply.

Delphen7 on Commandeer on a spell without …

2 years ago

My opponent cast Temporal Mastery. I Commandeered on it. Who takes the extra turn?

The ruling that we found on Commandeer says this:

After Commandeer resolves, you control the targeted spell. Any instance of “you” in that spell’s text now refers to you, “an opponent” refers to one of your opponents, and so on. The change of control happens before new targets are chosen, so any targeting restrictions such as “target opponent” or “target creature you control” are now made in reference to you, not the spell’s original controller. You may either change those targets to be legal in reference to you, or, if those are the spell’s only targets, the spell doesn’t resolve for having illegal targets. When the spell resolves, any illegal targets are unaffected by it and you make all decisions the spell’s effect calls for. (2006-07-15)

The issue we ran into is it doesn't say how to resolve a spell that references no players, such as Temporal Mastery.

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