Time Machine 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
: Exile this artifact and target nontoken creature you own. Return them to the battlefield at the beginning of your upkeep on your turn X in the next game you play with one of your opponents in this game, where X is the mana value of the exiled creature.
Complete guide
Time Machine is a unique artifact from Magic's 'Un-sets' that allows you to carry your board state across the boundaries of time and space. By activating its ability, you can send a creature into the future to help you in a completely different match. It is the ultimate way to plan ahead for your next gaming session.
Temporal Displacement
When you activate the ability of Time Machine, you pay the cost by tapping it. You must target a nontoken creature you own. Both the Time Machine and the targeted creature are then exiled. Unlike most blink effects, they don't return later this turn or even this game; they are set aside for the start of a future encounter.
The Jump Through Time
The cards remain in exile until you play a new game against one of your current opponents. During your upkeep of turn X in that next game, where X is the mana value of the exiled creature, both cards return to the battlefield under your control. If the creature had a mana value of zero, they return during the upkeep of your very first turn in that next game.
Cross-Game Consistency
It is important to keep the exiled cards with your deckbox so you don't forget them for the next match. Since the ability specifies 'nontoken creature you own,' you cannot use this to steal an opponent's creature permanently. Additionally, because the cards return to the battlefield, they will trigger any 'enters the battlefield' abilities they possess at the start of that future turn.
When to Use Time Machine
Use this card when you realize you are about to lose the current game but have a powerful creature you want to guarantee for your next match. It acts as a bridge, allowing you to sacrifice your current board position to secure a massive advantage in the early turns of your next battle.
Interaction examples
You target your Solemn Simulacrum with Time Machine and exile both. In your next game against the same opponent, both cards return during your fourth upkeep (since the Golem's mana value is 4). When Solemn Simulacrum enters, its ability triggers, allowing you to search for a basic land and put it onto the battlefield tapped, effectively ramping you for free on turn four.
If you have used Time Machine to exile a creature in a previous game, and you currently have The One Ring on the battlefield in your new game, the incoming cards will enter during your upkeep. Note that while The One Ring provides protection if cast, the returning Time Machine and creature are put onto the battlefield by the effect of the exile ability, not cast, so you would not gain protection from them entering.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Time Machine
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Time Machine
No archived Top 8 deck with this card yet.



Solemn Simulacrum
The One Ring