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Stall for TimeHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Dominaria United· September 9, 2022
Carte Magic Stall for Time

Stall for Time 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

Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Tap up to two target creatures. If this spell was kicked, put a stun counter on each of those creatures. (If a permanent with a stun counter would become untapped, remove one from it instead.) Draw a card.

How it works : Stall for Time

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a spell's kicker cost was paid, the spell is "kicked."

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The kicker ability doesn't let you pay a kicker cost more than once.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Stun counters replace untapping for any reason, including players untapping tapped permanents during their untap steps.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If a permanent has more than one stun counter on it, only one will be removed each time it would become untapped.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Abilities that trigger when a permanent "becomes untapped" won't trigger if a stun counter is removed instead.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If untapping a permanent is part of a cost (such as that of Halo Fountain's first ability), you may pay that cost by "untapping" a tapped permanent with a stun counter on it. The stun counter will be removed and the creature will remain tapped. However, the cost will still be paid.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If a tapped permanent with a stun counter on it would become untapped, a stun counter will be removed from it instead. This is a replacement effect.

    No other card is named in this ruling.

02

Interactions with other cards

These cards' text mentions Stall for Time.

03

Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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Meta decks with Stall for Time

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