Time Stop 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
End the turn. (Exile all spells and abilities, including this spell. The player whose turn it is discards down to their maximum hand size. Damage heals and "this turn" and "until end of turn" effects end.)
How it works : Time Stop
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes Time Stop, though it will continue to resolve. It also includes spells and abilities that can't be countered. 2) All attacking and blocking creatures are removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. The cleanup step happens in its entirety.
No other card is named in this ruling.
- #2· Wizards of the Coast
If any triggered abilities do trigger during this process, they're put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn finally ends.
No other card is named in this ruling.
- #3· Wizards of the Coast
Exiling a spell or ability prevents that spell or ability from resolving, but it doesn't technically "counter" anything. This means that Time Stop can exile spells and abilities that "can't be countered."
No other card is named in this ruling.
- #4· Wizards of the Coast
Unless Time Stop is cast during the Ending phase, any "at the beginning of the end step"-triggered abilities don't get the chance to trigger on the turn Time Stop is cast. These abilities will trigger at the beginning of the next end step.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Magar of the Magic Strings + Last Chance + Time Stop
- 1Cast Last Chance by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 2Activate Magar by paying
, noting Last Chance and putting it face down on the battlefield as a 3/3 creature.
- 3Activate Magar by paying
, noting Time Stop and putting it face down on the battlefield as a 3/3 creature.
- 4During your next turn, deal combat damage to an opponent using the face down creatures that have Last Chance and Time Stop noted. The creatures trigger.
- 5Resolve the first trigger, casting a copy of Last Chance without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 6Resolve the second trigger, casting a copy of Time Stop without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Last Chance trigger from causing you to lose the game.
- 7Repeat from step 3.
Magar of the Magic Strings + Warrior's Oath + Time Stop
- 1Cast Warrior's Oath by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 2Activate Magar by paying
, noting Warrior's Oath and putting it face down on the battlefield as a 3/3 creature.
- 3Activate Magar by paying
, noting Time Stop and putting it face down on the battlefield as a 3/3 creature.
- 4During your next turn, deal combat damage to an opponent using the face down creatures that have Warrior's Oath and Time Stop noted. The creatures trigger.
- 5Resolve the first trigger, casting a copy of Warrior's Oath without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 6Resolve the second trigger, casting a copy of Time Stop without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Warrior's Oath trigger from causing you to lose the game.
- 7Repeat from step 3.
Magar of the Magic Strings + Final Fortune + Time Stop
- 1Cast Final Fortune by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 2Activate Magar by paying
, noting Final Fortune and putting it face down on the battlefield as a 3/3 creature.
- 3Activate Magar by paying
, noting Time Stop and putting it face down on the battlefield as a 3/3 creature.
- 4During your next turn, deal combat damage to an opponent using the face down creatures that have Final Fortune and Time Stop noted. The creatures trigger.
- 5Resolve the first trigger, casting a copy of Final Fortune without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 6Resolve the second trigger, casting a copy of Time Stop without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Final Fortune trigger from causing you to lose the game.
- 7Repeat from step 3.
Time Stop + Narset's Reversal + Isochron Scepter + Seedborn Muse
- 1During your opponent's upkeep step, Seedborn Muse untaps all permanents you control.
- 2Cast Time Stop.
- 3With Time Stop on the stack, activate Isochron Scepeter, casting a copy of Narset's Reversal.
- 4Copy Time Stop with Narset's Reversal, returning Time Stop to your hand and ending the turn.
- 5Repeat on each opponent's turn.
Magar of the Magic Strings + Time Stop + Chance for Glory
- 1Cast Chance for Glory by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 2Activate Magar by paying
, noting Chance for Glory and putting it face down on the battlefield as a 3/3 creature.
- 3Activate Magar by paying
, noting Time Stop and putting it face down on the battlefield as a 3/3 creature.
- 4During your next turn, deal combat damage to an opponent using the face down creatures that have Chance for Glory and Time Stop noted. The creatures trigger.
- 5Resolve the first trigger, casting a copy of Chance for Glory without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 6Resolve the second trigger, casting a copy of Time Stop without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Chance for Glory trigger from causing you to lose the game.
- 7Repeat from step 3.
Legal formats
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Meta decks with Time Stop
No archived Top 8 deck with this card yet.












