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74 Cards Found

Temporal Mastery #90 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 7
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Miracle

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 3.41 USD / 3.78 USD
    Cardmarket 4.43 EUR / 5.4 EUR
    Cardkingdom 6.49 USD / 5.99 USD
    Manapool 3.35 USD / 4.77 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Take an extra turn after this one. Exile Temporal Mastery. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

    Thousand-Year Storm #248s Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Copies are created even if the spell that caused Thousand-Year Storm's ability to trigger has been countered by the time that ability resolves. The copies resolve before the original spell.
  • If an effect instructs you to cast multiple spells, they're cast one at a time in any order.
  • If the spell has damage divided as it was cast, the division can't be changed (although the targets receiving that damage still can). The same is true of spells that distribute counters.
  • If the spell that's copied has an X whose value was determined as it was cast, the copies will have the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copies will have the same mode or modes. You can't choose different ones.
  • Spells you've cast that were countered were still cast, and so will add copies when Thousand-Year Storm's ability resolves for later spells in the turn.
  • The copies that Thousand-Year Storm's ability creates are created on the stack, so they're not "cast." Abilities that trigger when a player casts a spell (such as that of Thousand-Year Storm itself) won't trigger.
  • The copies will have the same targets as the spell they're copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
  • Thousand-Year Storm's ability will copy any instant or sorcery spell, not just one with targets.
  • You can't choose to pay any additional costs for the copies. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
  • Prices

    Seller Price
    Tcgplayer 1.15 USD
    Cardmarket 1.17 EUR
    Cardkingdom 2.99 USD
    Manapool 3.11 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.

    Tidal Barracuda #39 Creature — Fish

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Fish
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If an effect says that an opponent may cast a spell during your turn, Tidal Barracuda’s restriction overrules that permission.
  • Once a player announces that they’re casting a spell, players can’t try to remove Tidal Barracuda to make it so that spell couldn’t be cast at that time. Spells cast as though they had flash will still resolve if able, even if Tidal Barracuda is no longer on the battlefield at that time.
  • Tidal Barracuda’s abilities apply only while Tidal Barracuda is on the battlefield. Notably, its first ability doesn’t apply to Tidal Barracuda as you’re casting it.
  • Tidal Barracuda’s first ability doesn’t grant flash to any objects. It just changes when spells can be cast.
  • Your opponents can still activate abilities during your turn.
  • Prices

    Seller Price
    Tcgplayer 15.15 USD
    Cardmarket 12.34 EUR / 0.4 EUR
    Cardkingdom 22.99 USD
    Manapool 15.6 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Any player may cast spells as though they had flash. Your opponents can't cast spells during your turn.

    Tidewater Minion #71 Creature — Elemental Minion

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Minion
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Defender

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.15 USD / 0.05 USD
    Cardmarket 0.06 EUR / 0.37 EUR
    Cardkingdom 0.35 USD / 1.49 USD
    Manapool 0.15 USD / 0.45 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Defender (This creature can't attack.) : This creature loses defender until end of turn. : Untap target permanent.

    Time Stop #166s Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Exiling a spell or ability prevents that spell or ability from resolving, but it doesn't technically "counter" anything. This means that Time Stop can exile spells and abilities that "can't be countered."
  • Unless Time Stop is cast during the Ending phase, any "at the beginning of the end step"-triggered abilities don't get the chance to trigger on the turn Time Stop is cast. These abilities will trigger at the beginning of the next end step.
  • Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes Time Stop, though it will continue to resolve. It also includes spells and abilities that can't be countered. 2) All attacking and blocking creatures are removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. The cleanup step happens in its entirety.
  • If any triggered abilities do trigger during this process, they're put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn finally ends.
  • Prices

    Seller Price
    Tcgplayer 1.29 USD
    Cardmarket 0.75 EUR
    Cardkingdom 1.29 USD
    Manapool 1.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    End the turn. (Exile all spells and abilities, including this spell. The player whose turn it is discards down to their maximum hand size. Damage heals and "this turn" and "until end of turn" effects end.)

    Time Stretch #422 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 10
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. In other words, the most recently created extra turn is taken first.
  • Prices

    Seller Price
    Tcgplayer 3.06 USD / 4.09 USD
    Cardmarket 3.69 EUR / 5.1 EUR
    Cardkingdom 5.49 USD / 5.99 USD
    Manapool 3.63 USD / 4.39 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Target player takes two extra turns after this one.

    Timebender #50 Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Morph

    Rules

  • The mode and target of the triggered ability are chosen when it's put on the stack.
  • Prices

    Seller Price
    Tcgplayer 0.16 USD / 1 USD
    Cardmarket 0.12 EUR / 0.69 EUR
    Cardkingdom 0.35 USD / 0.79 USD
    Manapool 0.15 USD / 0.57 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Morph When this creature is turned face up, choose one — • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a timecounteron it or suspended card.

    Timecrafting #109 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.46 USD / 5.97 USD
    Cardmarket 0.35 EUR / 1.23 EUR
    Manapool 0.42 USD / 5.47 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Choose one — • Remove X time counters from target permanent or suspended card. • Put X time counters on target permanent with a timecounteron it or suspended card.

    Timestream Navigator #59 Creature — Human Pirate Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 2
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Wizard
  • Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Prices

    Seller Price
    Tcgplayer 1.17 USD / 7.67 USD
    Cardmarket 1.1 EUR / 12.96 EUR
    Cardkingdom 12.99 USD
    Manapool 0.51 USD / 6.36 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) , , Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.

    Ulamog's Crusher #6 Creature — Eldrazi

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 8
    Power/Toughness: 8/8
    Types:
  • Creature
  • SubTypes:
  • Eldrazi
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Annihilator

    Rules

  • Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
  • If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
  • If Ulamog's Crusher can't attack for any reason (such as becoming tapped or having just entered the battlefield), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD / 0.31 USD
    Cardmarket 0.21 EUR / 0.41 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.28 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.) This creature attacks each combat if able.

    Temporal Mastery Sorcery Normal - ~$4.7

    Thousand-Year Storm Enchantment Normal - ~$2.11

    Tidal Barracuda Creature — Fish Normal - ~$13.3

    Tidewater Minion Creature — Elemental Minion Normal - ~$0.38

    Time Stop Instant Normal - ~$1.12

    Time Stretch Sorcery Normal - ~$4.43

    Timebender Creature — Human Wizard Normal - ~$0.48

    Timecrafting Instant Normal - ~$2.32

    Timestream Navigator Creature — Human Pirate Wizard Normal - ~$6.11

    Ulamog's Crusher Creature — Eldrazi Normal - ~$0.29

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