Dust of Moments 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.
Official card text
Choose one — • Remove two time counters from each permanent and each suspended card. • Put two time counters on each permanent with a time counter on it and each suspended card.
Complete guide
Dust of Moments is a versatile white instant that allows you to manipulate the flow of time itself on the battlefield and in exile. By either accelerating or delaying effects tied to time counters, you can seize control of the game's pace. Whether you are rushing a powerful spell into play or stalling a dangerous permanent, this card offers unique tactical flexibility.
Choosing Your Path
When you cast Dust of Moments, you must choose one of two modes. The first mode removes two time counters from every permanent on the battlefield and every suspended card in exile. The second mode adds two time counters to every suspended card and every permanent that already has at least one time counter on it. Note that the second mode cannot place counters on permanents that do not already have time counters.
Step-by-Step Resolution
First, as you cast the spell, you choose which mode to use and pay the mana cost. Upon resolution, the game checks all zones for permanents and suspended cards. If the first mode was chosen, you subtract two counters from each; if a suspended card reaches zero counters this way, its 'cast this card' trigger will be placed on the stack immediately after Dust of Moments finishes resolving. If the second mode was chosen, you add two counters to valid targets simultaneously.
Common Pitfalls
A common mistake is trying to use the second mode to add counters to a permanent that has none, such as a creature you wish to delay. The Oracle text specifies it only affects permanents 'with a time counter on it.' Additionally, remember that Dust of Moments affects all players' cards, not just your own. You might accidentally help an opponent cast their suspended spell sooner if you aren't careful.
Strategic Timing
Dust of Moments is best played when you have multiple cards in suspension, as it effectively acts as a double 'Time Walk' for your suspended spells. It can also be used defensively to keep an opponent's Vanishing creature on the board longer or to force their powerful suspended spell to resolve during your turn when you have countermagic ready.
Interaction examples
If you have cast Teferi's Protection, your permanents are phased out and 'do not exist' according to the game rules. If you then cast Dust of Moments, it will not add or remove counters from your phased-out permanents, as they cannot be affected by spells that check for permanents on the battlefield.
If an opponent uses Generous Gift to destroy your permanent and give you an Elephant token, Dust of Moments cannot interact with that token at all. Since the Elephant token does not use time counters, the second mode of Dust of Moments will not add any counters to it, nor will the first mode affect it.
If you have a card with three time counters currently suspended, you can cast Dust of Moments during your opponent's end step using the first mode. You remove two counters, leaving only one. When your upkeep begins, the final counter is removed naturally, allowing you to cast the spell a full turn earlier than expected.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Dust of Moments
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Dust of Moments
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Teferi's Protection
Generous Gift