Time Warp

Time Warp


Target player takes an extra turn after this one.

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Printings View all

Set Rarity
Explorers of Ixalan (EO2) None
Tempest Remastered (TPR) Mythic Rare
2010 Core Set (M10) Mythic Rare
Starter 1999 (S99) Rare
Tempest (TMP) Rare
Promo Set (000) Mythic Rare

Combos Browse all


Format Legality
Unformat Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Legacy Legal
Tiny Leaders Legal
Modern Legal
Custom Legal
Canadian Highlander Legal
2019-10-04 Legal
Oathbreaker Legal
Highlander Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Pioneer Legal
Commander / EDH Legal

Time Warp occurrence in decks from the last year

Latest Decks as Commander

Time Warp Discussion

RNR_Gaming on Anowon's Ruin Raiders

1 month ago

Honestly, I've brewed it as more of a tempo turns deck; Time Warp, Capture of Jingzhou, Temporal Mastery, Temporal Trespass, Nexus of Fate, Karn's Temporal Sundering, Walk the Aeons and Part the Waterveil all help you dig your heels in as you amass a rouge army and you inevitably mill or kill everyone with card advantage or they scoop out of boredom.

Feiryn on Ojutai Voltron

1 month ago

I spot someone looking to play my favourite dragon!

First off, what's your budget like? You're running cards such as Mana Drain so I'm going to assume a high budget at least for this comment.

Starting with your lands, you generally want to avoid cards that always enter tapped. This especially goes for a more aggressive list like this where you don't want to be waiting until the next turn for your mana. I recommend dropping all of the lands you have that enter tapped including Temple of the False God, and instead look at picking up others like Adarkar Wastes, Prairie Stream, Seachrome Coast, Nimbus Maze, Skycloud Expanse, Port Town, or even just replacing them with basic Islands/Plains. If you have a lot of money to burn there's always cards like Ancient Tomb, Cavern of Souls, and of course fetchlands.

I highly recommend picking up a Stoneforge Mystic and Batterskull if you can afford them, they go extremely well together. Umezawa's Jitte is another really good piece of equipment but also is a bit more on the expensive side. I recommend cutting Whispersilk Cloak as Shroud makes you unable to equip Ojutai with anything, and Swiftfoot Boots is redundant due to Ojutai's natural hexproof. If you want another way to protect him, there's cheap options such as Sword of Vengeance which gives him a tonne of stuff.

For enchantments definitely look at Aqueous Form, cheap and fills the niche you were going for with Whispersilk Cloak. Battle Mastery and Daybreak Coronet are also fairly good Auras.

As for other cards there's Fabricate, Steelshaper's Gift, and Enlightened Tutor if you want to get pricy. I also recommend cutting Karn's Temporal Sundering, Time Warp, and Ojutai, Soul of Winter since they won't help you in your overall gameplan much.

Apologies for the wall of text, but I hope some of this helps!

RNR_Gaming on Cunning Actions feat. Anowan the Ruin Thief

1 month ago

I'm finding building it as a turns/tempo build really helps it slap. Capture of Jingzhou, Part the Waterveil, Time Warp, Nexus of Fate, Temporal Mastery and Temporal Trespass all give the deck this nasty inevitably that feels very close to edric. Maybe also consider Narset's Reversal, Miscast, Mystical Tutor and Vampiric Tutor

For more casual includes

Coastal Piracy and Bident of Thassa are very good :) redundancy is king.

RNR_Gaming on Wizards of the Coast

1 month ago

This commander is on my list to brew but I'll probably go the turns route. Capture of Jingzhou, Time Warp, Karn's Temporal Sundering, Temporal Trespass, Part the Waterveil, Temporal Mastery and Temporal Mastery will all be jammed in there. Then I'd add in the value wizards you already have most of them but some to think about Spellseeker, Jace, Vryn's Prodigy  Flip, Sea Gate Stormcaller and Baral, Chief of Compliance

TriusMalarky on Fixing White in EDH

2 months ago

DragonSliver9001 it's not that they're 5-mana 1/1s... it's that it's a repeatable effect that doesn't cost you cards. There's a reason it's 5 mana, and that's because if it were 2 or even just 1 it would be crazy.

And maybe you only read that part where I said 'Castle can win games' and ignored the rest of my comments. It can't win the game on its own. Spending every turn on a 1/1 is pretty bad.

However, when used correctly it can act as the following:

  • Repeatable Time Warp

  • A mana sink when you're flooded

  • Another couple tokens so you can finish off the game

etc. It can't win the game without help... but it can take really bad situations and make them usable. In situations were you'd have been guaranteed to lose, it makes it possible to come back and win the game if you draw one or two good cards and know what you're doing.

I'll admit, if you're an absolute noob you'll never be able to see why it's good. But Castle and other repeatable token making effects are insanely good and one of White's best forms of card advantage. Yes, they're skill intensive. But they've won me many a game in Modern, Standard and Pioneer.

TriusMalarky on Fixing White in EDH

2 months ago

DragonSliver9001 I must have mistyped, I meant to add

in the right situations.

For instance, if you have a white weenie deck, and have a board of ~6 power, your opponent is already low. Less than ten. Now, if they've stabilized, you can't really attack. And you got slightly flooded. Well, now you're able to use Castle Ardenvale every turn to keep the game going and prevent it from getting out of reach. Are the tokens going to do the killing? They might help a bit, but mostly no. But are they making sure your board never gets too small even if you topdeck badly? Oh yes.

It's great in or against control. If the opponent doesn't have evasion or trample on their creatures, Castle makes a chump blocker each turn and can literally act as a repeatable Time Warp. Against control, your whole goal is to always have a creature that can get through to deal damage. Castle helps there, too, even if you topdeck badly. Or if you do topdeck well, sometimes it's correct to use Castle.

I've won entire matches off of Ardenvale's back. And not against bad decks either -- it helped leaps and bounds against a competitive Hardened Scales deck in Pioneer when the format was still new. (I didn't win that match, but it was close)

EleshNornsFs enpc personally, the problem is Wizards STOPPED printing the high quality stax and lock and punishment effects. We've got some in Modern... but Pioneer and Standard lose out hard. I mean, it's trivial to build a white weenie deck that wins on turn 4/5 while most of it's threats can eviscerate entire archetype's strategies. Spirit of the Labyrinth? Yep, the hurts Uro and Control in general, and anything with blue. And it's a 2-mana 3/1 that can pile on the hurt. Leonin Arbiter, Ethersworn Canonist, Dryad Militant, and that's not even going into blue or green splashes for Meddling Mage, Unsettled Mariner, Gaddock Teeg and more. But Standard and Pioneer only get the newer, weirder ones that hit planeswalkers specifically, or hate on Escape/commanders, or one or two others that are okayish but not super relevant to the metas.

jaymc1130 on Rielle Midrange

2 months ago


No, there's no good reason to run Time Warp over Temporal Manipulation. I initially had all 3 (including Capture of Jingzhou and cut down to 1. Definitely need to make the correct swap and get Temp in the list instead. Good catch.

Full Voltron eh? I'll have to see how often that's really viable in testing.

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