Time Walk

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Format Legality
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Time Walk


Take an extra turn after this one.

wpnmstr23 on What is Your Opinion of …

2 months ago

The more decks I build, the more against proxies I become. I used to be wholly in favor of them, but the more effort and money I put into the hobby, proxies feel like a slap in the face. I worked hard to obtain legitimate copies of what all I have. No one should be able to print off the same thing for pennies. I don't care if they're a $0.01 card or a $1,000 card. Stop being lazy, WORK for what you have, and get the actual card. I sacrificed and saved for every last original dual land I have, every Time Walk, every Moxen, all of them are the result of hard work and sacrifice. Stop allowing handouts like proxies.

sylvannos on Hoax Storm v2

6 months ago

@FireMind42: Yeah in that case, you'll want to go for Underworld Breach or Paradoxical Outcome (or something weird with both). I'd lean more towards Paradoxical Outcome because it lends itself better to straight U/R Storm. Not to mention, it opens up Displacer Kitten + Coveted Jewel shenanigans. Then you won't have to rely on rituals so much (Desperate Ritual, Goblin Electromancer, and Seething Song are especially awkward). You can then fit more artifact mana and draw spells.

You'll still want Bolas's Citadel because you're never going to actually spend black mana to cast it and the card is just the nuts in Storm. Memory Jar is always fun with Hullbreacher and Narset, Parter of Veils, but Bolas's Citadel is like Yawgmoth's Will and Yawgmoth's Bargain in one card that can be Tinker'd for (especially with Sensei's Divining Top, Brainstorm, and Ponder). You'll still need Sphinx of the Steel Wind in your sideboard, which is another card you're never going to actually cast.

Since you don't want Monastery Mentor, you'll have to get by with Laelia, the Blade Reforged. Sometimes you'll want to Grapeshot. Sometimes you'll want to Brain Freeze. Sometimes you'll want to Empty the Warrens. Other times, you need something that can get big quick and an easy way to do that is Laelia, the Blade Reforged, Treasure Cruise, and Dig Through Time. She's mostly for Underworld Breach, but I'm not sure you'll need that with Paradoxical Outcome.

I also don't know how I forgot to mention Mind's Desire in my original post. That's the reason to play pure U/R Storm in Vintage LOL. Personal Tutor may also have a potential spot somewhere in this list. It grabs Tinker, Grapeshot, Time Walk, Mind's Desire, and draw 7s. I'd even consider it over the second copies of Past in Flames and Grapeshot.

legendofa on Destroying $1,000 proxies on camera

9 months ago

Daveslab2022 My position is that attention brings consumers. It wouldn't surprise me at all to learn that some, or many, or most of the purchased packs were picked up by an investor or two who don't know a Time Walk from a Swamp, but saw phrases like "limited release," "controversial," and "collector's items" and thought they could make something out of it. I understand that the M:tG has largely rejected it, but what communities has this loud dismissal attracted? How much of a profit did WotC make from people who don't care about Magic and never will?

To paraphrase Samuel Goldwyn, don't pay any attention to the cards--don't even ignore them. If I see it for sale, I will pass it over. If someone forces a pack into my hand, if I can't give it back, I will do as I said above, and either quietly leave them in a box or use them as the decorative paper that they are.

Outrage and controversy bring interest, and interest brings consumers. If the greater collector community can be shown that there is no demand for or interest in this product, it can wither away and become a minor footnote in the book of failures. As it is, I suspect that people bringing attention to it have, well, brought attention to it. Not every consumer of M:tG has the best interests of the M:tG community at heart.

I'm not going to stand up and yell, "Do not buy this rare luxury product! Do not resell it for lots of money! If you treat it as a profitable investment, it will become a profitable investment! And that's bad!" I encourage people to not buy it, to walk past it, to refuse it if offered. Don't advertise it, even to show how bad it is. Don't say that people are willing to pay $1,000 for it.

Telling WotC directly how badly they messed up is a good move. Telling the world that there's a rare and limited collectible available, but that you shouldn't buy it, isn't a good move, in my opinion.

I guess in the end, denial is denial, whether it's angry or apathetic, and I think (hope) that WotC got the message. I just worry that the product and surrounding events attracted the wrong crowd.

enpc on Question for the CEDH community

11 months ago

Giving this some additional thought (especially since I'm not having to type on my phone):

For Savage Summoning in a cEDH setting, the most powerful part of the card is that you can give a creature spell flash. My reasoning for this is because if you're casting a big creature in cEDH, generally you're going for big impact cards. But (usually) the kinds of decks which want to cast big creatures are either stax effects or control decks who are casting soemthing like Nezahal, Primal Tide. In the case of control decks playing Nez, it's already uncounterable and, well, you're a cotrol deck. You're already packed with counterspells so why would you dilute your general control with something that only protects your stuff and only as you play it. The window of value is so low here.

And for the other deck type that you play big creatures with being stax, your objective is to lock the game down early. Every turn you let slip is a turn that your deck is not doing its thing. So You're not going to want to wait until you can play something big and then flash it in uncounterably. By the time you're playing something big you should already have a board lock (unless you've either done something wrong or were unable to achieve a proper lock). And at that point there shouldn't be much that your opponents can do about your incoming high impact card anyway. So at this point the card basically becomes a "this only really adds value if I'm getting my arse kicked but want to stick that one big creature" which is not what you want to be wasting card slots on.

If you're after flash effects, at least Scout's Warning at worst cantrips, but Savage Summoning just isn't worth it unless you're talking very niche scenarios, which makes it not worth it.

As for Seedtime, as I mentioned the card is basically only playable if your opponent is casting blue spells (i.e. countermagic). This means that you're either A) responding to countermagic with your own countermagic, which in this case you may as well just play conditionless extra turn spells (as you're running blue), or B) your main plan has just been stopped. This means that more often than not, you don't have much else to do and so it will untap your lands, draw you a card and let you play a land (kind of like a vintage turn 1/2 Time Walk). That's not terrible, but the question is: could the card be doing more to aid your main strategy? Imagine if you had a wheel in hand instead, to refill your hand. Would this be more valuable than an extra turn?

The strength of card comes from being able to respond to something like a Cyclonic Rift (especially if you're a very permanent heavy deck) or if you can generate a lot of value in a given non-win turn (@davidsays1 I did notice that you have a Selvala, Explorer Returned deck which runs it - this is probably one of the better use cases for the card due to the value that Selvala can generate you). And sure, responding to an someone Brainstorming at your EOT is funny, but it's still pretty corner case.

But I would say that there are a myriad of blue extra turn spells, however most blue decks don't both running them unless it's part of the deck's strategy to begin will. So that should help paint a bit of a picture about why Seedtime doesn't really see play.

Max_Hammer on Shandalar Card List

11 months ago

I've wanted to play Shandalar for so long, bookmarking & updooting this. Thank you, good sir.

It's kinda cool to see how some cards like Ball Lightning are still getting reprinted pretty often, whereas some other cards are... Well, just a bit too powerful. Looking at you, Time Walk.

TheOfficialCreator on Lockdown

1 year ago

Just so you know, Time Walk isn't Commander legal.

That being said, what are your wincons? You have a lot of board hate but without payoff you likely will eventually fall behind.

Shielded by Faith and the Sword cycle can help protect Zur while boosting him.

SufferFromEDHD on Baru, Mono ramp

1 year ago

Hall of Gemstone punish players for having greedy mana bases.

Yavimaya, Cradle of Growth + Mana Web punish players for having land.

Seedtime mono green Time Walk obviously meta dependent but so worth it.

Green Sun's Zenith + Dryad Arbor + Natural Order mono green efficiency.

plakjekaas on New Social Contract Breach Discussion

1 year ago

If you can explain the detriment the scooping causes, that wouldn't be the case if the game was played out, and the scooping player is still refusing to play it out, of course that's fair game, but for me that decision comes with a grudge for the rest of the evening. You've shown yourself to be an antisocial player in a social format (OP specified multiplayer games, those are not played much in that competitive of a setting) and I will weigh my decisions against that in following games, which seldom comes with beneficial consequences.

  1. If the Gahiji player is dominating at 300+ life, they are unlikely to complain about the life not gained. If the Gahiji player is struggling to stay alive and is denied the vital lifelink hit, scooping was obviously done with malicious or kingmaking intent, which I'd say should be frowned upon in social games.

  2. I'm a bit partial to this one, because I detest playing against steal-your-stuff decks. I do think losing every wincon and answer in your deck will effectively lose you the game, and being held hostage by your own deck while you didn't get to play it, feels overwhelming enough to say that you've lost the game, therefor it's defensible to eliminate yourself from it. I'd say that's a risk you take when you play Sen Triplets, relying too much on stealing from one player is like overextending into a pending boardwipe, it's a gameplay mistake.

  3. This is the hardest one, because the scooping player disappearing gives one of the remaining players such a strong tactical advantage that might cause the difference between winning and losing, especially if the Marisi player was sitting on a boardwipe to use for the moment opponents had eliminated each other and the 1v1 phase would begin. The scooping player effectively handed out a free Time Walk to the remaining opposing player. That's such a big impact that it would feel like a knife in the back of the Marisi player, personal enough that I think it's not the preferred line of play.

I might be nitpicking the specific situations here a bit, but the context is important. Scooping the game is always bad for you, but it shouldn't be significantly bad for any of the other players at the table. If I was the victimized player in the Sen Triplets example, I would voice my scooping considerations, and could possibly be convinced to stay in the game for one more turn to give the Sen Triplets player a chance to react to my decision to leave. If asked nicely enough, I'd suppose. Communication stays key.

Your mileage may vary, of course

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