Temporal Mastery

Combos Browse all Suggest


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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Temporal Mastery


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.)

TheCardPool on Octavia

1 month 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

4 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 …

1 year 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 …

1 year 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.

Spirits on Yuriko (Optimized) Primer

1 year ago


I've only played 5 cEDH games so far (won 2 lost 3).

If you ignore the ninjitsu ability on Thousand-Faced Shadow, it's really a better Mothdust Changeling.

Any thoughts on Wash Away? I really can't tell, to counter a commander, or anything impulse cast like s Jeska's Will or Dauthi Voidwalker etc.? Multi-use at MV3.

I'm at 29 lands, hasn't been an issue yet, thinking of going to 30? I'm also short an Imperial Seal really need that card in here unfortunately.

I run Doomsday only tried to win that way once, was counterspell though (too bad).

Temporal Mastery and Temporal Trespass have been great, is there any way to turn them into an immediate win though?

Spirits on Yuriko (Optimized) Primer

2 years ago


Couple early questions if you don't mind. Let me know if I'm a bother :) My Yuri Deck

Karn's Temporal Sundering hitting an opponent for 6 is good, but wouldn't Capture of Jingzhou be more efficient for CMC1 less? Perhaps its a budgetary/availability consideration?

You have 15 enablers, I read the notes on them, couple questions. What's the critical mass on this, like would 10 be deterimental. When I did a rough pull in had the following questions:

Why is Tormented Soul excluded, is it just as simple as the Force of Will? He still not better than the 2CMC options like Augury Owl?

Kaito Shizuki thoughts? I'm worried that the CMC3 for the -2 is the wrong tempo/timing, but, he does come in, make a unblockable, then phase out to also get the draw next turn. If you don't need the unblockable, it's draw 2 for CMC3, tough to see hitting his ultimate at 7. 3CMC planeswalker are usually good, some I'm tempted to think this one will be too? But I have no play experience on this deck.

I just can't get my head around the flying evasion guys though, Faerie Seer, Spectral Sailor, Wingcrafter, Augury Owl, Sage Owl. They feel "sub-optimal" to me and difficult to include, but as I said what's the critical mass here? I was considering Baleful Strix in the 2CMC drop, just because he replaces himself in hand (which may just be discarded anyway, but looting never that bad anyway), with deathtouch less likely to be blocked by flying/reach, and he can be an effective (deathtouch) defender.

I've roughed in "12" for the timebeing.

Honestly my first thought was this is a turbo-draw to tutor, fish-pact/fish-consul strategy. I was looking at Tatsunari, Toad Rider instead, but I think I like "big splashy spells" more than the aristocrats method. So that got me thinking, what the heck do I win with, is this viable or am I off-base here:

Primary: Thassa's Oracle + Demonic Consultation or Tainted Pact ASAP / Draw for tutors

Tertiary Maverick 'Turn and Burn': Temporal Trespass, Temporal Mastery, Temporal Manipulation, Capture of Jingzhou with perhaps something like Sea Gate Restoration  Flip or Dig Through Time as possible damage enablers in addition to the 'turn'.

I skipped Secondary intentionally, is there no room here for a Doomsday? I can think of multiple stacks with varied CMC, E.G. if devotion to blue 3 + Doomsday + Thassa's Oracle (BBBUU) is a win, if you don't have Thassa's Oracle, somethig like Doomsday + Gitaxian Probe/Street Wraith into a Night's Whisper or something could be around CMC7, Gush kinda useless here for a CMC3 (BBB) stack.

Thoughts on that? I see you intentionally don't run the fish, but this seems viable for this deck?

For Scheming Symmetry doesn't the player just pull a counterspell to stop your win, does it really "win on the spot", if you have to pass it feels useless, but with Nashi, Moon Sage's Scion or Opposition Agent it does work. Reliability? I "should"? run it?

Has Mutavault been enough value for a possible swing vs. the downside of the colorless mana? It dodges board wipe and is a ninja, so kinda-of makes sense to me, but I'm on the fence?

Also, would avoiding the enters tapped lands be better? E.G. Drowned Catacomb, Mystic Sanctuary, Sunken Hollow be far better as say City of Brass, Urborg, Tomb of Yawgmoth, River of Tears, Etc.?

I do have TOO MANY potential colorless mana Ancient Tomb, Gemstone Caverns, Reliquary Tower, Strip Mine. I feel like Reliquary Tower is a trap and I should remove, where I feel like, what's my strategy vs. a Glacial Chasm or Maze of Ith.

It's still a work in progress, I think I need more Ninjas then I have, still evaluating them one by one, and trying to figure out what each tutor gets me, but first I need to know what my win-con plans are to know what i'm looking for!

Thanks for any feedback you can provide.

plainsrunner on Arixmethes: Early to Bed, Early to Rise

2 years ago

Cool deck, cooler write-up! One question, you mention that your high density of cantrips increases your chance of getting to cast Temporal Mastery for its miracle cost. Wouldn't the opposite be true? When you're consistently drawing multiple cards per turn, you're more likely to draw the mastery as your second or third card in a turn, not the first card which would allow you to miracle it. Unless you meant drawing it as your first card on an opponent's turn, but it doesn't look like you have that many instant speed cantrips.

Load more