Time Warp

Time Warp

Sorcery

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

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Time Warp occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Blue: 0.17%

Time Warp Discussion

dingusdingo on Yuriko Reality and Consultants - cEDH

1 day ago

I'll cede the Nevermore point to you, the commander does indeed slip through it and yes I also know the card isn't played. The larger overall point though is that at any table you only have control over 100 of the 400 cards that see play and being vulnerable to a single card that shuts down your entire strategy is a liability. Especially when you play paper, people don't have 100% powered lists and often substitute hoser or situational cards. Regardless, the deck is still 100% dependent on the commander sticking on the table, and its practically your only source of card advantage. Any deck that handles the commander easily is going to shit all over your pile of 99. Replace Nevermore with Lignify or Kenrith's Transformation or Darksteel Mutation or Song of the Dryads or Imprisoned in the Moon and you have the exact same problem, your deck is shut off when your commander is handled. Rather than engage the actual logic of what I'm saying, you and your buddies are getting caught up on specific cards instead of overall types of interaction.

This deck crumples if it can't get commander triggers. That is the point I've been making. Stop misconstruing it.

You'll notice how when I talked about alternate costs, I even said you don't cast it for the regular CMC normally. I did say that in some situations, especially in grindier games, you may find yourself in a position where you end up casting the actual CMC of cards like Force of Negation as you don't wish to -1 card advantage your hand and you're packing the mana. Once again, why do you ask me if I'm reading your primer when you aren't reading my replies?

Yeah its neat that misdirection handles spells, I never said it didn't. I said it doesn't handle the 3 most important spells resolving in the format right now. I am well aware how it interacts with uncounterable cards. Once again, are you reading what I'm writing? Losing a permanent to Abrupt Decay sucks but losing the game to Tainted Pact is 100% worse. This is extremely easy comparative logic for anyone who is trying to win games.

I never spoke badly about Dark Ritual except to note its a consumable piece of mana, and doesn't help you in creating turn loops. I have no problem with its inclusion.

You must be seriously new if you don't understand that when I say Pyroclasm and variants, I'm talking about cards besides simply Pyroclasm. Every time I've mentioned it I've talked about pyroclasm effects, I'm talking about Anger of the Gods Earthquake Toxic Deluge Rolling Earthquake Fiery Confluence Sweltering Suns Fire Covenant Sudden Demise and Subterranean Tremors. There are also all kinds of "Destroy all creatures" effects that I didn't list. Yes, I am highly aware that 2 damage from pyroclasm doesn't kill Yuriko, but it sets back your board state, and all the other pyroclasm VARIANTS do kill Yuriko. This strategy is also seen in decks like Ruric Thar or Keranos. Its more usually seen in tier 2 decks that are able to engage the meta due to how creature heavy the current meta is. Being proud for playing cedh but only playing against 6 different decks doesn't really give you a huge representation of the viable decks in the format. It means you're still new. Yes its good to be aware of the tier 1 decks and the commonly played decks, but if you're running into more fringe decks that are able to leverage these kinds of cards against you, your deck is going to lose in more places than it should. Especially since many tier 1 partner decks are able to utilize these creature blow out cards with things specifically like Sudden Demise.

This leads into Xantcha being a competitive deck. It is 100% a competitive deck, there are decks besides Flash Hulk you need to be aware of. Especially in the current creature heavy meta, continuously blowing out the board turns your Pyroclasm effects into 3-for-1 or 4-for-1 trades to keep ahead of Blue and Green decks. It isn't a tier 1 deck, but if you play cedh you'll run into this deck or another deck that trades specifically on big creature hate. http://tappedout.net/mtg-decks/xantcha-combo-control/

Similarly, you'll run into a planeswalker commander like Animatou that is able to run big creature hate effects like Humility that once again, completely blow this deck apart.

I am not friends with SolelySelesnya and I don't know him personally or online. I just find these lists haven't explored new territory with Yuriko.

You guys can spend all day saying I'm rude until you're blue in the face, but I made a simple comment on both lists asking why they didn't run a specific card. Rather than respond, or tag me, or answer me, they deleted the comment and wrote a note about it that I received no notification for, and had to dig to find. Me posting on their lists is not passive aggressive, not being able to even respond to a comment and deleting it is passive aggressive. Also why complain about my tone when you use the same post to engage in the exact behavior you're so mad about? If you had just taken 3 minutes to respond giving your very basic reasoning for card justification instead of deleting comments, we could have had this conversation without you getting upset.

Now to respond to Rad Dummy specifically

If you don't think pyroclasm is cedh playable you need to reevaluate. Look at the proliferation of green due to the 7 mana different turn 1 mana dorks available to the color. Players keep 2 land hands because it includes a Llanowar Elves. Look at the amount of hatebear strategies that are significantly chipped away at from Pyroclasm and variants. Look at value enablers like Edric, Spymaster of Trest or even just Dark Confidant that are blown out by Pyroclasm. For real, the card definitely sees play. Board wipes ARE relevant for Yuriko because without a creature on the board you must cast then pass, not getting the immediate card advantage trigger. You also lose further card advantage from not being able to land other ninjas on players too for additional triggers. Your inability to see this makes me think little of your critical faculties.

Diving Top is indeed a grindier card, but you're missing the point I've been making the entire time. Your ONLY pile cracker outside of your commander is Brainstorm or Thought Scour. When your commander isn't available, your DD is a dead card in hand. Rather than respond to this point, you keep sidetracking about how its too much mana investment or only good for grindier games. Not every game is going to curve perfectly into a turn 4 or 5 win. Running DD and only running a pilecracker via your commander is short sighted. Rather than respond to that point, you keep sidetracking. Have you considered that maybe Doomsday isn't the exact same strategy as the rest of the Yuriko deck? Maybe by choosing to slot DD, you have to include build around cards to help find it and resolve it smoothly?

Its neat that you're getting real upset and want to patronize me about math. I only talked explicitly about mana costs, and didn't misspeak. The ability to start the time warp with 5 mana and take the extra turn into the land drop for the 6 mana for the loop is neat and should be included in the primer for the combo, but the combo has far bigger problems. You also never responded to my point about assuredly getting to 6 mana reliably with 29 lands and 4 pieces of ramp, only 3 of which can execute the loop. You're assuming a lot of Yuriko triggers that are not guaranteed. Once again, the back up combo still relies heavily on getting Yuriko triggers. It isn't helping you in match ups where Yuriko struggles.

  • Breezecaller is a creature and can be removed by LITERALLY any color at any point to disrupt the combo
  • Mystic requires 3 other islands in play, meaning you absolutely 100% cannot start the combo before turn 4 at the earliest
  • Mystic requiring 3 other islands means you are vulnerable to Strip Mine or Wasteland or MLD while setting up
  • Mystic returning from GY means literally any piece of targeted grave hate stops this combo. Any deck can run Tormod's Crypt, while many opt for more efficient pieces of GY removal or GY hate
  • Time Warp requires a cast every time and can be disrupted. It can also be Misdirection'd lol
  • Extra turn hate is present in some decks especially in the form of Stranglehold.

The combo is basically hoping everyone is tapped out or has 0 instants in their hands. While it may be slot efficient with other things that you wish to run, it is by no means efficient or fast overall.

I know you're trying to carve out a name for yourself, but you are clearly inexperienced. Playing against 6 decks that are copies of Shaper lists doesn't encompass the entirety of the competitive scene. Both this deck and your own list are extremely vulnerable to a handful of cards and a couple overarching strategies. Rather than engage critically and employ your big boy thinking pants, you would rather split hairs over "Xantcha could NEVER be competitive viable" or "Go watch casual YT video". My point stands. Rather than engage with honest critique, your ego is much too fragile to imagine that maybe the list you made has problems and isn't perfect. @ me if you wish to continue further discussing these points, otherwise lets save both of us any future headaches and leave this be.

dingusdingo on Yuriko Reality and Consultants - cEDH

2 days ago

MadCatMax I gave a very clear reasoning. You are able to hit your infinite turns combo much faster if you are able to pay the mana reliably.

Your combo costs

  • for the Oboro activation
  • Play a land and have at least 3 other islands in play
  • Cast Time Warp for
  • Total cost is
  • 3 Islands + Mystic provides
  • There is still required every execution of your turns loop
  • You run 3 rock accelerators in a 99 card deck, and also Dark Ritual which is not effective for the loop
  • Even utilizing the untap effect from Oboro on one of your own lands, the earliest you can rip this combo is turn 6 without accelerators.
  • This is assuming you hit a land drop every turn for 6 turns. 29 lands, probably not.

You have colorless mana costs in Intuition Oboro Breezecaller Commandeer Force of Negation Misdirection Spellstutter Sprite Tale's End Gingerbrute Tetsuko Umezawa, Fugitive Fallen Shinobi Ingenious Infiltrator Mist-Syndicate Naga Mistblade Shinobi Sakashima's Student Skullsnatcher Universal Automaton Brazen Borrower Contagion Cyclonic Rift Snuff Out Submerge Whiplash Trap Back to Basics Chains of Mephistopheles Cursed Totem Grafdigger's Cage Scroll Rack Temporal Manipulation Temporal Mastery Temporal Trespass Time Warp Demonic Tutor Diabolic Intent Hope of Ghirapur and Snapcaster Mage. That's 35 cards, literally exactly half of your non-land cards. Of course you can argue that a handful of these have alternate costs that don't include colorless mana, such as the pitch-to-play and some of the ninjutsu, which removes 10 cards from the "uses colorless mana" list. Either way, a quarter of the actual cards you draw and a third of the non-land cards you draw use colorless mana, and the alternate cost cards you will undoubtedly sometimes pay full price for when games go long and resources are available. I didn't even count your two burn cards.

I know you're trying to be clever by cutting slots, and I know this deck doesn't have the explosive plays of hitting Sol ring into mana rocks. Don't try to reinvent the wheel and get clever by cutting mana positive rocks in a deck that uses mana.

My comment is more directed at your friend, who I wrote a very elaborate response to as for inclusions for Sensei's Top in his Doomsday list, and how being reliant on your commander and creatures entirely for card advantage as well as pile cracking is setting him up for failure. Rather than respond, he chose to delete and block me. These decks have a bigger overall problem of being decent competitive decks against most match ups, but absolutely entirely worthless against certain match ups that completely hose the strategy because of how reliant on the commander these decks are. Nevermore on your commander either causes you to scoop or pray for amazing top deck. Repeated Pyroclasm effects resolving cause scoops. Choosing to run Misdirection over Swan Song means if you're counting on Misdirection to stop Pyroclasm you're scooping, or if you're counting on it to stop Demonic Consultation or Flash or Tainted Pact you're scooping. Yes I know it makes a bird token for blocking, but slotting bad cards is your biggest problem.

No I'm not joining your discord. You two are clowns, enjoy brewing your mediocre deck on your own. I'll enjoy the free wins if I ever end up in a pod against someone playing one of these decks.

dingusdingo on Yuriko Reality and Consultants - cEDH

3 days ago

Doesn't run Sol Ring but your second preferred combo involves repeatedly casting Time Warp. Yeah that's gonna be a "No" from me dog.

I can appreciate high CMC alternate cost spells, but Whiplash Trap is too conditional. Also Contagion is not good enough removal to take a slot.

IMMG54 on Philosophy Represented

1 week ago
  1. Force of Will I enjoy having the answers to everything, and I especially enjoy being able to play a game of "Does he have a force of will?" where my greatest resource may or may not be in my hand. This will force players to play around force or play into it, baiting out my other removal. I enjoy playing modern-jund-like decks, where there's a lot of 1-for-1 trades and I can grind out value while controlling the biggest threats.

  2. Time Warp I enjoy playing solitaire, and while many of my decks are combo decks that do this in other ways, nothing quite says "solitaire" like baiting out a counterspell then chaining extra turn spell into extra turn spell. Even my mono-green deck plays a fair amount of solitaire.

  3. Cyclonic Rift Nothing says "hopeless case" like an overloaded cyclonic rift at the end of someone's turn or in response to an attack the table is eager to take me out after a stressful grindy game of me out-resourcing and out-valuing them. I enjoy winning with Isochron Scepter on the next turn when suddenly nobody has open mana rocks or dorks.

I see fun as a zero-sum game that I intend to win. My decks either play solitaire by preventing anyone else from landing anything useful, so decks that are Blue and Black, and if I know I can't play the long game, like my Selvala deck, I focus on winning as soon as possible and playing solitaire on turn 4. My only deck that isn't ridiculously unfun to play against is my Erebos deck. My decks are extremely predictable and have a single end-game in sight, and unopposed will win very quickly. I'm not proud of this, but this is how I build decks and pilot them.

smilodex on List of all infinite combos 2.0

1 week ago

Infinite Turns:

Beacon of Tomorrows/Nexus of Fate+ Isochron Scepter + Mystical Tutor

Isochron Scepter + Narset's Reversal + any extra turn spell like Time Warp/Temporal Manipulation

Omniscience + Enter the Infinite + Beacon of Tomorrows/Nexus of Fate

Infinite Damage/Life:

Walking Ballista + Heliod, Sun-Crowned

Dramatic Reversal + Isochron Scepter + Aetherflux Reservoir + Artifact mana rocks which produce atleast 2 mana

(if your rocks produce more than 2 mana, you'll also get infinite mana)

Geralda on Бюджетная Кесс

2 weeks ago

А сам почему через Маньяка/Джейса/Огакула + Консультация не играешь? - я вот сам пренципиально не играл "Маньяком" но всё же пауерлевел дек в мете вырос настолько, что пришлось положить эту комбу т.к. она гораздо быстре Изохрондраматика (пару раз удавалось на второй и третий ход её пропихнуть)

Твой вариант с Isochron Scepter + Narset's Reversal + Time Warp очень интересен, откуда ты такие техи берёшь? - я тут в сборках ничего подобного не видел, собственно, твой лист очень выделяется из общей массы и мне очень понравился наличием Dark Deal, Whispering Madness сейчас вот ещё увидел Underworld Breach - великолепно! обязательно их тоже положу. И с Fabricate - тоже спасибо за подсказку т.к. я-дурак использую Tribute Mage, но теперь понял что Fabricate в Кесс гораздо лучше!

Однако, лично я отказазался от такого большого количества манакамней (как у тебя) в пользу контры. Собственно, и Dispel в нашей мете показал себя гораздо лучше чем Pyroblast и REB. Понимаю - у тебя выход на бесконечную ману только с изохрона, мой же лист отличается: (раньше у меня была полностью реаниматорная Кесс и винкон был через быстый каст больших туш, с тех времён осталась одна хорошая комба) Worldgorger Dragon + Animate Dead/Dance of the Dead = выход на бесконечную ману (в некоторых версиях и на бесконечные жизни), при удачном стечении обстоятельств закручевается на третий ход. Даже Entomb лежит ради этой комбы. Ну и наличае реанимации иногда помогает вернуть "Маняка"/Вора/Вымогателя или просто тушку из чужлго кладбища (в нашей мете есть Эльдрази и Демоны). Dockside Extortionist - удивлён что у тебя его нет т.к. это один из луших разгонов в формате. Past in Flames - дешёвая-дорогая вилка (Yawgmoth's Will) Final Parting - в моём случае невероятно сильная карта, т.к. позволяет сразу закрутить Worldgorger Dragon + Animate Dead, а с Кесс в столе можно выйграть и с Thassa's Oracle + Demonic Consultation Spellseeker - позволяет искать почти все комбо-писы (Dramatic Reversal, Demonic Consultation, Torment of Hailfire, Exsanguinate) либо просто контру для прикрытия своей комбы или ответа на чужую.

Bolas's Citadel - в чём закрутка? с Sensei's Divining Top? Aetherflux Reservoir - как часто играет? (- у меня тоже лежит, но редко получается его закомбить - медленный тех) Seat of the Synod - зачем? (- это же не нулевой манаразгон) Chrome Mox - я не фанат этой карты... для меня всегда проблема - что под него импринтить, поэтому играю им только в Урзе. В Кесс даже не пробовал, но попробую... (в Кесс у меня лежит Lotus Petal - он мне больше нравится)

Пытаюсь переделать Кесс в шторм - что бы не быть зависимым от бесконечной маны, мне кажется это должно прибавить стабильности.

П/С - ты карты вручную размечаешь или тут есть автомат какой-то?

Profet93 on Live to Die

1 month ago

Welcome to Magic the Gathering, where magical ..... well, you know Btw. The strategy you are reffering to is known as Aristocrats.

Rings of Brighthearth - Synergizes with your commander. If you are were to add fetchlands (lands which grab other basic lands from the deck) such as Prismatic Vista, Verdant Catacombs and others, you can get 2 lands for each fetchland by using rings. You sacrifice the fetchland putting the ability on the stack, then pay 2 mana and copy the ability with rings.

Urborg, Tomb of Yawgmoth - Makes all of your lands, including itself swamps. The reason for this is mainly to help you ramp with Cabal Coffers

Imp's Mischief - This card does a lot of 2 mana. Lots of spells in MTG target. Removal such as Path to Exile, draw spells like Overflowing Insight, extra turns like Time Warp and even Counterspells target. A cool thing you can do aside from redirecting a spell that has 1 target is the following..... You cast your commander, they cast Counterspell, targetting your commander. You then cast imp's mischief, changing the target of the counterspell to imp's mischief. Imp's mischief resolves. Counterspell tries to resolve and counter imp's mischief but because it is removed from the stack, the counterspell does nothing. Then your commander resolves. Very useful card! Do not overlook it!

I see you already have some decent tutors which is good. Tutors ensure consistency, help you get a combo like Exquisite Blood and Sanguine Bond. They also help you get whatever you need when you need it, it is black's greatest strength in EDH. Now to discuss weaknesses.....

Black has almost no way to get rid of artifacts and enchantments. If an opponent plays Rest in Peace or something similar, you will find yourself in a tough position. As such, having cards such as Blast Zone, Karn Liberated, Ugin, the Spirit Dragon, Ugin, the Ineffable, Meteor Golem, Ratchet Bomb, Lux Cannon and others can be extremely useful.

I don't know what your meta (the group of people you play with) are like and how powerful their decks are, this seems pretty casual. There are lots of cuts and many more cards you can add depending on what you're going for exactly. If you want ideas of other cards to add and/or what to cut, let me know. Mono black EDH is my favorite.

Saljen on

1 month ago

How is this infinite turns? Looks like you've got Time Warp and Mystic Sanctuary , but that is by no means infinite.... You don't even have bounce lands to return Mystic Sanctuary to your hand....

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