Time Reversal

Time Reversal


Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. Exile Time Reversal.

Latest Decks as Commander

Time Reversal Discussion

Pikobyte on Xyris just wants to Make Snakes

2 months ago

Well, then hello neighbor. I’m from Germany so I’m familiar with € prices. 15 per Card is actually really decent and brings major improvements. I’ll list the prices assuming you use cardmarket too.

Purphoros, God of the Forge(10-12€), packs a great punch with your token generation and is also good in a lot of other decks if you retire Xyris one day. So it’s one of the more expensive ones but well worth it.

Impact Tremors(1,40€), little brother of purphoros, but still does massive work.

Beastmaster Ascension(3,70€) and Shared Animosity(2,30€) greatly empower your token army. Mass Hysteria and Fervor(both around 2€) gives your token army haste so you can swing right after a wheel or mass draw.

Skullclamp(4€) is a really nice draw card with tokens, so you never run out of gas.

Xenagos, the Reveler(4€) and Battle Hymn(50 cent) provide you with a ton of mana for some big and explosive turns.

Wheels do obviously well in Xyris. Time Reversal(2€) and Molten Psyche(1,5€) are good and cheap options to add.

I could go on with more suggestions but I think that’s enough for the first time. Maybe take a look at my primer first, I bet you finds lots of other new toys there and after that I can still help you to improve. Otherwise the list now will get too long I guess

DemonDragonJ on The Mind is a Terrible Thing to Raze

5 months ago

I admit that I am not certain about Propaganda or Scroll Rack , but I shall keep them in the deck, for the present time, to see how they function.

Also, do I need to have both Time Reversal and Echo of Eons in this deck? Should I replace the former with Time Warp ?

iplayBANJO on Prototype Control

6 months ago

If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.

The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.

The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.

The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).

You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.

Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.

edengstrom1 on Snakes on a Planeswalker - Xyris EDH swarm

7 months ago

Impact Tremors and Purphoros, God of the Forge would both be strong with all the snakes you'll be creating, and they help get around Propaganda type cards.

Magus of the Wheel might be worth a look.

Echo of Eons , Reforge the Soul and Time Reversal are all pretty good wheels if you are looking for more of that effect. All three will make 21 snakes in a 4-player game, which will kill the table with Purphoros.

Overall, looks really fun!

legendofa on Why is WotC Not Allowing …

8 months ago

For the Ultimatums, Time Reversal , and similar cards, I'm going to say that the reason they self-exile is Eternal Witness and Archaeomancer -type effects. Time Reversal , Emergent Ultimatum , and Genesis Ultimatum all have the effect of pulling new resources from the library, and the Ultimatums can put those resources directly into play. If you stock up on graveyard-to-hand effects, you can repeatedly cast one spell for the rest of the game and have a decent chance at winning. Although I'm not sure about Eerie Ultimatum .

Off-topic side note: I really think Eerie Ultimatum should have been called Ancient Ultimatum. Anyone else?

DemonDragonJ on Why is WotC Not Allowing …

8 months ago

I understand why extra turn cards are not usually repeatable, but why do cards such as Time Reversal , Genesis Ultimatum and Emergent Ultimatum exile themselves? Would those cards be too powerful if they could be used repeatedly?

DemonDragonJ on Why is WotC Not Allowing …

8 months ago

In the early days of the game, cards that granted extra turns did not exile themselves, such as Time Walk , Time Warp , Temporal Manipulation , Beacon of Tomorrows , or Time Stretch , which meant that a player could reuse them with the proper combos, but recent cards that grant extra turns exile themselves, such as Temporal Trespass , Part the Waterveil , or, most recently, Alrund's Epiphany , which means that they cannot be reused. Additionally, WotC has not printed any permanents that grant additional turns in recent years, with the most recent examples being Time Sieve and Medomai the Ageless . Even further, the original Timetwister did not exile itself, but Time Reversal does, which, again, prevents it from being reusable. At least Echo of Eons can be reused, and even has flashback, if the player does not have a way to return it to their hand.

In some cases, I can understand why WotC is using the self-exiling clause, such as Vengeful Rebirth or Finale of Revelation , I can understand the usage of that clause, since those spells would be far too powerful without it, but, for the others, I do not understand.

Why does WotC continue to put the self-exiling clause on extra turn cards or cards that shuffle a player's graveyard into their library? Do they feel that such effects would be too powerful if they were reusable? And is there any chance that WotC shall eventually print a new permanent that grants extra turns, albeit with a high cost?

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