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Rules guide · Instant

Teferi's Time TwistHow it works & interactions with other cards

By the ManaCount desk· 3 min read· War of the Spark· May 3, 2019
Carte Magic Teferi's Time Twist

Teferi's Time Twist 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

Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters as a creature, it enters with an additional +1/+1 counter on it.

Complete guide

Teferi's Time Twist is a versatile blue instant that allows you to temporarily remove a permanent from the battlefield to protect it or retrigger its abilities. By shifting a card out of time, you ensure it returns stronger than before, provided it arrives back as a creature. This spell is a staple for tactical players looking to dodge removal or reset their board state.

A Masterclass in Temporal Displacement

When you cast Teferi's Time Twist, you exile a permanent you control. This card remains in the exile zone until the beginning of the next end step, at which point it returns to the battlefield under its owner's control. If the card enters the battlefield as a creature—either because it is a creature card or because an effect makes it one—it receives an additional +1/+1 counter.

Navigating the Timeline

The resolution happens in two distinct phases. First, the permanent is moved to exile immediately upon the spell resolving. This causes all Auras attached to it to go to the graveyard and Equipment to become unattached. Second, at the start of the next end step, a delayed triggered ability puts the card back onto the battlefield. Because it is a new object, it has no 'memory' of its previous state, meaning it returns untapped and free of any previous damage or negative effects.

Common Chronological Errors

A frequent mistake involves using this spell on tokens. If you exile a token with Teferi's Time Twist, it ceases to exist as soon as it leaves the battlefield and will never return. Additionally, remember that the +1/+1 counter is only applied if the permanent is a creature the moment it enters the battlefield. If it becomes a creature later in the turn, it does not get the counter.

When to Twist Time

Use this spell defensively to fizzle an opponent's removal spell or offensively to reset a card with a 'when this enters the battlefield' ability. It is also an excellent way to save a key permanent from a board wipe, as the card will safely reside in exile until the end step, long after the destruction has passed.

Interaction examples

Dodging Negation

If your opponent casts Counterspell targeting your Teferi's Time Twist, your spell will be removed from the stack and put into the graveyard. The permanent you intended to exile remains on the battlefield, and no time-traveling occurs. You must ensure the Twist resolves for the exile and return effect to take place.

The Price of Protection

If you cast Teferi's Time Twist to save a creature and your opponent responds with An Offer You Can't Refuse, your spell is countered. However, as the controller of the countered noncreature spell, you will create two Treasure tokens. While your creature didn't get to travel through time, you at least walk away with extra mana for your next play.

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

How it works : Teferi's Time Twist

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a token is exiled this way, it will cease to exist and won’t return to the battlefield.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Auras attached to the exiled permanent will be put into their owners’ graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. Once the exiled permanent returns, it’s considered a new object with no relation to the object that it was.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The permanent returns untapped unless another effect causes it to enter the battlefield tapped.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    To determine whether the entering permanent is entering as a creature, consider any effects that will modify that permanent’s characteristics once it’s on the battlefield, including that permanent’s own abilities that affect only itself and effects from other objects.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    A creature returned to the battlefield this way enters the battlefield with one +1/+1 counter if it would otherwise enter with no +1/+1 counters.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Kaervek's Spite
+Teferi's Time Twist
+Barren Glory
#1

Kaervek's Spite + Teferi's Time Twist + Barren Glory

Win the game
  1. 1During the turn before yours, cast Teferi's Time Twist by paying {1}{U}, exiling Barren Glory until the next end step.
  2. 2Cast Kaervek's Spite by paying {B}{B}{B}, discarding your hand, and sacrificing all permanents, causing target player to lose 5 life.
  3. 3At the beginning of your the next end step, Teferi's Time Twist triggers, returning Barren Glory from exile to the battlefield.
  4. 4At the beginning of your next upkeep, Barren Glory triggers, causing you to win the game.
03

Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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