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Rules guide · Sorcery

Temporal MachinationsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Dominaria· April 27, 2018
Carte Magic Temporal Machinations

Temporal Machinations 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

Return target creature to its owner's hand. If you control an artifact, draw a card.

Complete guide

Temporal Machinations is a versatile blue sorcery that combines board control with card advantage. By bouncing a threat and potentially replenishing your hand, it allows you to maintain tempo while digging deeper into your deck. This card is particularly potent in decks that lean into artifact synergies to maximize its value.

What It Does

This spell performs two distinct actions: it returns a target creature to its owner's hand and, provided you meet a specific condition, lets you draw a card. The 'If you control an artifact' clause is a conditional effect that rewards you for having an established board presence with artifacts.

How It Resolves Step by Step

First, you choose a target creature as you cast the spell. Upon resolution, the spell checks if the target is still legal; if it is, the creature is returned to its owner's hand. Immediately after the creature leaves the battlefield, the game checks if you control at least one artifact. If you do, you draw a card. Note that if the only artifact you controlled was the creature you just bounced, you will not draw a card because the check happens after the bounce.

Common Mistakes

The most common error is misjudging the timing of the artifact check. Because the check happens after the creature is returned, you cannot count the target creature itself if it is an artifact creature. Additionally, if the target creature becomes illegal (for example, it gains Hexproof or leaves the battlefield before resolution), the entire spell fails to resolve, and you will not draw a card regardless of your artifacts.

When to Play It

Use this card to reset an opponent's dangerous blocker or to save one of your own creatures from a removal spell. It is best played in the main phase when you already have a cheap artifact like a Treasure or a mana rock on the field to ensure you replace the card in your hand.

Interaction examples

Securing the Draw

You first cast Fabricate to search your library for an artifact and put it into your hand. After casting that artifact, you now control one. When you subsequently cast Temporal Machinations, you are guaranteed to draw a card because the condition is met upon the spell's resolution.

Refilling After a Reset

If you have an artifact in play, you can cast Temporal Machinations to return a creature to your opponent's hand. This increases their hand size by one card. If you then cast Windfall, every player (including you) will draw more cards because the opponent had that extra creature in their hand during the discard and draw process.

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

How it works : Temporal Machinations

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Whether you control an artifact is checked only after returning the target creature to its owner’s hand. If the target creature is the only artifact you control, you won’t draw a card.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the target creature is an illegal target by the time Temporal Machinations tries to resolve, the spell doesn’t resolve. You won’t draw a card.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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Meta decks with Temporal Machinations

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