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Rules guide · Instant

Time OutHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Unsanctioned· February 29, 2020
Carte Magic Time Out

Time Out 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

Roll a six-sided die. Put target nonland permanent into its owner's library just beneath the top X cards of that library, where X is the result.

Complete guide

Time Out is a versatile blue instant from the Unstable set that offers a unique way to handle problematic permanents. By incorporating a six-sided die roll, it introduces an element of chance to your removal strategy, potentially burying a threat deep within an opponent's deck. Whether you need a temporary reprieve or a long-term solution, this card keeps your opponents guessing.

What It Does

Time Out is a targeted removal spell that affects nonland permanents. Unlike standard 'bounce' spells that return cards to the hand, or destruction effects that send them to the graveyard, Time Out tucks the card into the library. The specific depth at which the card is placed is determined by rolling a six-sided die (d6) during the spell's resolution.

Resolution Step by Step

First, you cast the spell and choose a legal target nonland permanent. When the spell resolves, you roll a single six-sided die. The result (X) dictates exactly how many cards will sit on top of the target. For example, if you roll a 1, the permanent is placed second from the top. If you roll a 6, it is placed seventh from the top. If the library has fewer than X cards, the permanent is simply placed at the bottom of the library.

Common Mistakes to Avoid

A frequent error is trying to target a land; remember that Time Out specifically specifies 'nonland permanent.' Additionally, because the destination is the library, if the target is a token, it will cease to exist after being moved to the library as a state-based action. Finally, note that you do not choose the depth; the die roll decides it for you.

When to Play Time Out

This spell is most effective when your opponent has a single, high-value threat that they cannot easily search for again. Because it is an instant, you can use it during your opponent's end step to clear a blocker or in response to an attack. It is especially potent against indestructible creatures or those with powerful 'when this enters the battlefield' triggers that you want to delay.

Interaction examples

Dealing with a Big Attacker

If your opponent attacks with multiple creatures, you might first use Aetherize to clear the board. However, if they have one specific creature that is too dangerous to let them keep in hand, you can cast Time Out instead. If you roll a 3, that creature is tucked 4th from the top, ensuring they won't be able to cast it again for several turns.

Protecting Your Removal

When you cast Time Out targeting a commander, your opponent might try to counter it. Since Time Out is a blue card, you could potentially exile another blue card to cast Force of Will for its alternative cost. Once Force of Will counters their spell, Time Out resolves, you roll your die, and the threat is successfully tucked away.

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

How it works : Time Out

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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