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Rules guide · Instant

ClockspinningHow it works & interactions with other cards

By the ManaCount desk· 9 min read· Time Spiral· October 6, 2006
Carte Magic Clockspinning

Clockspinning is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.

Complete guide

Clockspinning is a versatile blue instant that offers players complete control over the flow of time and the growth of permanents. With its powerful buyback ability, this spell can be cast repeatedly to manipulate counters across the battlefield and the exile zone.

What Clockspinning Does

Clockspinning allows you to choose a counter on a target permanent or a suspended card. Once chosen, you can either add another counter of that same type or remove one. The Buyback {3} cost is an optional additional cost; if paid, the spell returns to your hand instead of going to the graveyard upon resolution, allowing for repeated use.

Step-by-Step Resolution

First, you cast the spell and choose a target permanent or suspended card. As the spell resolves, you then choose one type of counter already present on that target. You cannot choose a counter type that isn't there. Finally, you decide whether to increment the count by one or decrement it by one. If you paid the Buyback cost, the card moves directly from the stack to your hand.

Common Mistakes

A common error is trying to target a permanent with no counters; if the target has no counters when Clockspinning resolves, the spell does nothing. Note that for suspended cards, it only works if the card is in exile and has at least one time counter. Also, remember that you don't choose whether to add or remove the counter until the spell is actually resolving.

When to Play It

Use Clockspinning to accelerate your own suspended spells by removing time counters, or delay an opponent's threat by adding them. It is also excellent for proliferating +1/+1 counters on your creatures or loyalty counters on your planeswalkers. Because it is an instant, you can use it at the end of an opponent's turn to ensure you have the mana available to buy it back.

Interaction examples

Protecting Your Loop

If you cast Clockspinning with Buyback, your opponent may cast Counterspell targeting it. If Clockspinning is countered, it goes to the graveyard regardless of whether the Buyback cost was paid, as the Buyback effect only applies if the spell successfully resolves.

The Cost of Negation

When you cast Clockspinning with Buyback for a total of four mana, your opponent might respond with An Offer You Can't Refuse. Even though you spent four mana, the mana value of Clockspinning remains 1. If countered, you will create two Treasure tokens, but Clockspinning will be placed in your graveyard instead of your hand.

Manipulating Time

If you have a card in exile with Suspend and two time counters on it, you can cast Clockspinning targeting that card. Upon resolution, you choose 'time counter' and choose to remove one. This immediately triggers the check for the last counter; if it was the last one, you may then cast the suspended card.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Clockspinning

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Cards exiled with suspend are exiled face up.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    If the target is a permanent and it has no counter on it when Clockspinning resolves, nothing happens.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    Clockspinning can affect any kind of counter, not just a time counter. The type of counter isn't chosen until resolution. Whether to add or remove a counter isn't chosen until resolution.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

There and Back Again
+Clockspinning
#1

There and Back Again + Clockspinning

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite artifact tokens
  1. 1At the beginning of your precombat main phase, There and Back Again triggers, putting a lore counter on it and triggering its third chapter ability.
  2. 2Holding priority, cast Clockspinning with buyback by paying {3}{U}, removing a lore counter from There and Back Again and returning Clockspinning to your hand.
  3. 3Resolve the There and Back Again ability, creating a 6/6 Smaug legendary creature token.
  4. 4Cast Clockspinning with buyback by paying {3}{U}, putting a lore counter from There and Back Again and returning Clockspinning to your hand.
  5. 5There and Back Again's third chapter ability triggers. Holding priority, cast Clockspinning with buyback by paying {3}{U}, removing a lore counter from There and Back Again and returning Clockspinning to your hand.
  6. 6Resolve the There and Back Again ability, creating a 6/6 Smaug legendary creature token.
  7. 7Put either Smaug into your graveyard due to the legend rule. The Smaug that dies triggers, creating fourteen Treasure tokens.
  8. 8Activate eight Treasure tokens by tapping and sacrificing them, adding {6}{U}{U}.
Orvar, the All-Form
+Peregrine Drake
+Clockspinning
#2

Orvar, the All-Form + Peregrine Drake + Clockspinning

Infinite artifact ETBInfinite copies of permanents you controlInfinite creature tokensInfinite creature ETB
  1. 1Activate up to five lands you control by tapping them, adding at least {4}{U}.
  2. 2Cast Clockspinning with buyback by paying {3}{U}, targeting Peregrine Drake.
  3. 3Orvar's first ability triggers, creating a token copy of Peregrine Drake.
  4. 4The Peregrine Drake token enters the battlefield, untapping up to five lands.
  5. 5Resolve Clockspinning, returning it to your hand.
  6. 6Repeat.
  7. 7Once you have infinite mana, you can target any permanents you control in step 2 to create infinite token copies of them.
Orvar, the All-Form
+Spark Double
+Clockspinning
#3

Orvar, the All-Form + Spark Double + Clockspinning

Infinite artifact ETBInfinite copies of permanents you controlInfinite creature tokensInfinite creature ETB
  1. 1Cast Clockspinning with buyback by paying {3}{U}, targeting Spark Double.
  2. 2Orvar triggers, creating a token copy of Spark Double that enters the battlefield as a nonlegendary token copy of Orvar.
  3. 3Resolve Clockspinning, returning it to your hand.
  4. 4Cast Clockspinning with buyback by paying {3}{U}, targeting Spark Double.
  5. 5Orvar and the Spark Double token trigger, creating two token copies of Spark Double that enters the battlefield as a nonlegendary token copy of Orvar.
  6. 6Resolve Clockspinning, returning it to your hand.
  7. 7Cast Clockspinning with buyback by paying {3}{U}, targeting any Island that enters the battlefield untapped.
  8. 8Orvar, Spark Double and the three Spark Double tokens trigger, creating five token copies of the Island.
Orvar, the All-Form
+Sakashima of a Thousand Faces
+Clockspinning
#4

Orvar, the All-Form + Sakashima of a Thousand Faces + Clockspinning

Infinite artifact ETBInfinite copies of permanents you controlInfinite creature tokensInfinite creature ETB
  1. 1Cast Clockspinning with buyback by paying {3}{U}, targeting Sakashima of a Thousand Faces.
  2. 2Orvar triggers, creating a token copy of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar.
  3. 3Resolve Clockspinning, returning it to your hand.
  4. 4Cast Clockspinning with buyback by paying {3}{U}, targeting Sakashima of a Thousand Faces.
  5. 5Orvar and the Sakashima of a Thousand Faces token trigger, creating two token copies of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar.
  6. 6Resolve Clockspinning, returning it to your hand.
  7. 7Cast Clockspinning with buyback by paying {3}{U}, targeting any Island that enters the battlefield untapped.
  8. 8Orvar, Sakashima of a Thousand Faces and the three Sakashima of a Thousand Faces tokens trigger, creating five token copies of the Island.
Orvar, the All-Form
+Clockspinning
+Roaming Throne
#5

Orvar, the All-Form + Clockspinning + Roaming Throne

Infinite artifact ETBInfinite creature ETBInfinite storm countInfinite creature tokens
  1. 1Cast Clockspinning with buyback by paying {3}{U}, targeting Roaming Throne.
  2. 2Orvar triggers twice, creating two token copies of Roaming Throne.
  3. 3Resolve Clockspinning, returning it to your hand.
  4. 4Cast Clockspinning with buyback by paying {3}{U}, targeting Roaming Throne.
  5. 5Orvar triggers four times, creating four token copies of Roaming Throne.
  6. 6Resolve Clockspinning, returning it to your hand.
  7. 7Cast Clockspinning with buyback by paying {3}{U}, targeting any nonlegendary permanent you control that enters the battlefield untapped and that can tap to produce at least {U}.
  8. 8Orvar triggers eight times, creating eight copies of the mana-producing permanent.
Taigam, Master Opportunist
+Clockspinning
+Time Stretch
#6

Taigam, Master Opportunist + Clockspinning + Time Stretch

Infinite turnsLock
  1. 1Cast Time Stretch by paying its mana cost.
  2. 2Taigam triggers, copying Time Stretch and exiling the original Time Stretch with four time counters on it.
  3. 3Resolve the Time Stretch copy, causing you to take two extra turns after this one.
  4. 4Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Stretch and returning Clockspinning to your hand.
  5. 5Repeat step 4 one additional time.
  6. 6Move to your next turn. At the beginning of your upkeep, Time Stretch's suspend ability triggers, removing a time counter from it.
  7. 7Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Stretch and returning Clockspinning to your hand.
  8. 8Time Stretch's suspend ability triggers, causing you to cast it from exile without paying its mana cost.
Orvar, the All-Form
+Treachery
+Clockspinning
#7

Orvar, the All-Form + Treachery + Clockspinning

Infinite artifact ETBGain control of all creaturesInfinite copies of permanents you controlInfinite magecraft triggers
  1. 1Activate up to five lands you control by tapping them, adding at least {4}{U}.
  2. 2Cast Clockspinning with buyback by paying {3}{U}, targeting Treachery.
  3. 3Orvar's first ability triggers, causing you to create a copy of Treachery and attach it to any creature.
  4. 4The Treachery token enters the battlefield, causing you to untap up to five lands.
  5. 5Resolve Clockspinning, returning it to your hand.
  6. 6Repeat.
  7. 7Once you have infinite mana, you can target any other permanents you control in step 2 to get infinite token copies of them.
Taigam, Master Opportunist
+Clockspinning
+Time Warp
#8

Taigam, Master Opportunist + Clockspinning + Time Warp

Infinite turnsLock
  1. 1Cast Time Warp by paying its mana cost.
  2. 2Taigam triggers, copying Time Warp and exiling the original Time Warp with four time counters on it.
  3. 3Resolve the Time Warp copy, causing you to take an extra turn after this one.
  4. 4Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Warp and returning Clockspinning to your hand.
  5. 5Repeat step 4 one additional time.
  6. 6Move to your next turn. At the beginning of your upkeep, Time Warp's suspend ability triggers, removing a time counter from it.
  7. 7Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Warp and returning Clockspinning to your hand.
  8. 8Time Warp's suspend ability triggers, causing you to cast it from exile without paying its mana cost.
03

Legal formats

modernlegacypaupervintagecommanderoathbreakerpaupercommanderduelpredhtlr
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