Target player takes an extra turn after this one.
|Want (2)||ephemeralAubade , paulorsg1997|
Printings View all
|Explorers of Ixalan (EO2)||None|
|Tempest Remastered (TPR)||Mythic Rare|
|2010 Core Set (M10)||Mythic Rare|
|Starter 1999 (S99)||Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
- Prototype Portal + Time Warp
- Panoptic Mirror + Time Warp
- Crystal Shard + Mnemonic Wall + Time Warp
- Mystic Retrieval + Narset's Reversal + Time Warp
- Scholar of the Ages + Thassa, Deep-Dwelling + Time Warp
- Salvager of Secrets + Thassa, Deep-Dwelling + Time Warp
|Commander / EDH||Legal|
Time Warp occurrence in decks from the last year
Latest Decks as Commander
Time Warp Discussion
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.
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.
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!
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
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
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.
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.
2 months ago
For more extra turns guaranteed:
- Beacon of Tomorrows
- Stitch in Time
- Temporal Manipulation
- Temporal Trespass
- Time Stretch
- Time Warp
- Part the Waterveil
For more combat:
For mana fixing and protection:
For added wincons:
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.