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Rules guide · Sorcery

Time StretchHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Dominaria Remastered· January 13, 2023
Carte Magic Time Stretch

Time Stretch 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

Target player takes two extra turns after this one.

Complete guide

Time Stretch is one of the most powerful sorceries in Magic: The Gathering, offering a massive advantage by warping the flow of time. By granting a player two full extra turns, it allows for back-to-back attacks, multiple draw steps, and double the mana production. This high-cost blue spell is a definitive game-ender in many control and combo decks.

What it Does

Time Stretch targets a single player and adds two additional turns to the turn order immediately following the current one. Unlike some modern extra-turn spells, it does not exile itself upon resolution, meaning it can be recovered from the graveyard by other effects. It is a targeted spell, so it can be used to give yourself the turns or, in rare political scenarios, another player.

How it Resolves Step by Step

First, you choose a target player as you cast the spell. When Time Stretch resolves, it checks if the target is still legal. If the target is legal, two extra turns are created and inserted into the game schedule. These turns occur one after another before the game returns to the normal turn rotation that existed before Time Stretch was cast. If multiple extra turns are created by different effects in a single turn, the most recently created turn is always taken first.

Common Mistakes

A frequent point of confusion involves the order of turns when stacking multiple effects. If you cast another extra-turn spell during your first extra turn, that new turn will happen before the second turn originally granted by Time Stretch. Additionally, if Time Stretch is countered or its target becomes illegal (such as gaining Hexproof), no extra turns are granted at all.

When to Play It

Because it costs ten mana, Time Stretch is best played when you have a stable board presence or can cheat the mana cost. It is most effective when you have planeswalkers that can activate their abilities twice more or creatures that can swing for lethal damage across two consecutive combat phases.

Interaction examples

Stacking Extra Turns

If you cast Time Stretch and it resolves, you have two extra turns waiting. If you then cast Temporal Trespass during that same original turn, its effect resolves last. According to the rules, the most recently created extra turn is taken first. You will take the turn from Temporal Trespass first, followed by the two turns from Time Stretch.

Voting for Time

If you cast Expropriate and everyone votes for 'time', you gain several extra turns. If you then cast Time Stretch later in the same turn, the two turns from Time Stretch are added to the 'top' of the turn queue. You will complete both turns from Time Stretch before you begin the turns generated by the Expropriate votes.

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

How it works : Time Stretch

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. In other words, the most recently created extra turn is taken first.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Ghostly Flicker
+Mystic Sanctuary
+Time Stretch
+Archaeomancer
#1

Ghostly Flicker + Mystic Sanctuary + Time Stretch + Archaeomancer

Infinite turnsSkip your draw stepsLock
  1. 1Activate Mystic Sanctuary by tapping it, adding {U}.
  2. 2Cast Time Stretch by paying its mana cost, causing you to take two extra turns after this one.
  3. 3Move to your first extra turn.
  4. 4Activate Mystic Sanctuary by tapping it, adding {U}.
  5. 5Cast Ghostly Flicker by paying {2}{U}, blinking Mystic Sanctuary and Archaeomancer.
  6. 6When Archaeomancer and Mystic Sanctuary enter the battlefield, they trigger.
  7. 7Resolve the Archaeomancer trigger, returning Ghostly Flicker from your graveyard to your hand.
  8. 8Resolve the Mystic Sanctuary trigger, putting Time Stretch from your graveyard onto the top of your library.
Taigam, Master Opportunist
+Clockspinning
+Time Stretch
#2

Taigam, Master Opportunist + Clockspinning + Time Stretch

Infinite turnsLock
  1. 1Cast Time Stretch by paying its mana cost.
  2. 2Taigam triggers, copying Time Stretch and exiling the original Time Stretch with four time counters on it.
  3. 3Resolve the Time Stretch copy, causing you to take two extra turns after this one.
  4. 4Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Stretch and returning Clockspinning to your hand.
  5. 5Repeat step 4 one additional time.
  6. 6Move to your next turn. At the beginning of your upkeep, Time Stretch's suspend ability triggers, removing a time counter from it.
  7. 7Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Stretch and returning Clockspinning to your hand.
  8. 8Time Stretch's suspend ability triggers, causing you to cast it from exile without paying its mana cost.
Panoptic Mirror
+Time Stretch
#3

Panoptic Mirror + Time Stretch

Infinite turnsLock
  1. 1At the beginning of your upkeep, Panoptic Mirror triggers, casting a copy of Time Stretch without paying its mana cost.
  2. 2Resolve Time Stretch, causing you to take two extra turns after this one.
  3. 3Repeat each turn.
The Tenth Doctor
+Taigam, Master Opportunist
+Time Stretch
#4

The Tenth Doctor + Taigam, Master Opportunist + Time Stretch

Infinite turnsLock
  1. 1Cast the self-suspending card by paying its mana cost if its in your hand, or any other spell otherwise if you have not cast a spell this turn.
  2. 2Cast Time Stretch by paying its mana cost.
  3. 3Taigam triggers, copying Time Stretch and then exiling it with four time counters on it and giving it suspend.
  4. 4Resolve the copy of Time Stretch, causing you to take two extra turns after this one.
  5. 5Move to your first extra turn. At the beginning of that turn's upkeep, Time Stretch and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
  6. 6Move to your second extra turn. At the beginning of that turn's upkeep, Time Stretch and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
  7. 7Activate The Tenth Doctor by paying {7}, removing three time counters from Time Stretch and the self-suspending card, triggering their suspend abilities.
  8. 8Resolve the self-suspending card's suspend trigger, causing you to cast it from exile without paying its mana cost, and eventually exile it with time counters on it.
Thassa, Deep-Dwelling
+Archaeomancer
+Time Stretch
#5

Thassa, Deep-Dwelling + Archaeomancer + Time Stretch

Infinite turnsLock
  1. 1Cast Time Stretch by paying {8}{U}{U}, getting two extra turns after this one.
  2. 2At the beginning of your end step, Thassa triggers, blinking Archaeomancer.
  3. 3Archaeomancer enters the battlefield, returning Time Stretch from your graveyard to your hand.
  4. 4Repeat every other turn.
Doom's Time Platform
+Time Stretch
#6

Doom's Time Platform + Time Stretch

Infinite turnsLock
  1. 1Cast Time Stretch by paying its mana cost, causing you to take two extra turns after this one.
  2. 2Declare any creature as an attacker. When you do, Doom's Time Platform triggers, exiling Time Stretch from your graveyard with two time counters on it.
  3. 3Move to your first extra turn.
  4. 4At the beginning of your upkeep, Time Stretch's suspend ability triggers, removing a time counter from it.
  5. 5Move to your second extra turn and repeat step 4 once.
  6. 6Time Stretch's suspend ability triggers, causing you to cast it without paying its mana cost.
  7. 7Resolve Time Stretch, causing you to take two extra turns after this one.
  8. 8Repeat from step 2.
Conjurer's Closet
+Archaeomancer
+Time Stretch
#7

Conjurer's Closet + Archaeomancer + Time Stretch

Infinite creature ETBInfinite creature LTBInfinite turnsLock
  1. 1Cast Time Stretch by paying {8}{U}{U}, taking an extra turn after this one.
  2. 2At the beginning of your end step, Conjurer's Closet triggers, blinking Archaeomancer.
  3. 3Archaeomancer enters the battlefield, returning Time Stretch from your graveyard to your hand.
  4. 4Repeat.
Jin-Gitaxias // The Great Synthesis
+Time Stretch
+Archaeomancer
#8

Jin-Gitaxias // The Great Synthesis + Time Stretch + Archaeomancer

LockNear-infinite turns
  1. 1At the beginning of your precombat main phase, The Great Synthesis triggers, putting a lore counter on it. Its third chapter ability then triggers, causing you to cast Time Stretch and Archaeomancer without paying their mana costs, and then exiling The Great Synthesis and returning it to the battlefield as Jin-Gitaxias.
  2. 2Resolve Time Stretch, causing you to take two extra turns after this one.
  3. 3Resolve the Archaeomancer spell. When it enters, it triggers, returning Time Stretch from your graveyard to your hand.
  4. 4Activate Jin-Gitaxias by paying {3}{U}, exiling it and returning it to the battlefield as The Great Synthesis.
  5. 5When The Great Synthesis enters with a lore counter on it, its first ability triggers, causing you to draw cards equal to the number of cards in your hand and not have a maximum hand size for the rest of the game.
  6. 6Move to your first extra turn. At the beginning of your precombat main phase, The Great Synthesis triggers, putting a lore counter on it. Its second chapter ability then triggers, returning all non-Phyrexian creatures (including Archaeomancer) from the battlefield to their owner's hand.
  7. 7Repeat from step 1 during your second extra turn
03

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpremodernpredh
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Meta decks with Time Stretch

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