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Rules guide · Sorcery

Time WarpHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Marvel Super Heroes Commander· June 26, 2026
Carte Magic Time Warp

Time Warp 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 an extra turn after this one.

Complete guide

Time Warp is a classic blue sorcery that grants the most precious resource in Magic: the Gathering—more time. By allowing a player to take an extra turn immediately following the current one, it creates opportunities to press an advantage or find a way out of a losing situation.

Bending the Timeline

When you cast Time Warp, you choose a target player. While you will usually target yourself, the spell allows you to target any player in the game. Upon resolution, a new turn is inserted into the game structure directly after the turn in which Time Warp resolved. This extra turn functions exactly like a normal turn, including an untap step, upkeep, and draw step.

Stacking Extra Turns

If multiple extra turn effects are created during a single turn, they do not resolve simultaneously. Instead, they are added to the game schedule one by one. The most recently created extra turn is always taken first. If you cast two copies of Time Warp in one turn, the second one to resolve will be the first extra turn you actually play.

Strategic Timing

Because Time Warp is a sorcery, you normally play it during your main phase. It is best used when you already have a established board presence or a hand full of resources that need another untap cycle to be fully utilized. Using it on an empty board often results in just drawing one card and playing one land, which may not be worth the five-mana investment.

Interaction examples

The Ultimate Recovery

If your opponent has a massive army of Elves, you can cast Raise the Palisade and choose 'Human' to bounce all their creatures to their hand. By following this up with Time Warp, you ensure they cannot immediately replay their creatures on their next turn, as you will take your extra turn first to attack while their board is empty.

Drawing into Victory

With several Goblins on the battlefield, you can cast Distant Melody to draw a large amount of cards. After drawing your new hand, you cast Time Warp. This allows you to immediately untap all the mana you spent and use your newly drawn cards during the extra turn before your opponent has a chance to react.

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

How it works : Time Warp

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
+Archaeomancer
+Time Warp
#1

Ghostly Flicker + Mystic Sanctuary + Archaeomancer + Time Warp

Infinite turnsSkip your draw stepsLock
  1. 1Activate Mystic Sanctuary by tapping it, adding {U}.
  2. 2Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one.
  3. 3Cast Ghostly Flicker by paying {2}{U}, blinking Mystic Sanctuary and Archaeomancer.
  4. 4When Archaeomancer and Mystic Sanctuary enter the battlefield, they trigger.
  5. 5Resolve the Archaeomancer trigger, returning Ghostly Flicker from your graveyard to your hand.
  6. 6Resolve the Mystic Sanctuary trigger, putting Time Warp from your graveyard onto the top of your library.
  7. 7Move to your next turn, drawing Time Warp during your draw step.
  8. 8Repeat.
Thassa, Deep-Dwelling
+Archaeomancer
+Time Warp
#2

Thassa, Deep-Dwelling + Archaeomancer + Time Warp

Infinite turnsLock
  1. 1Cast Time Warp by paying {3}{U}{U}, getting an extra turn after this one.
  2. 2At the beginning of your end step, Thassa triggers, blinking Archaeomancer.
  3. 3Archaeomancer enters the battlefield, returning Time Warp from your graveyard to your hand.
  4. 4Repeat.
Exalted Flamer of Tzeentch
+Time Warp
#3

Exalted Flamer of Tzeentch + Time Warp

Infinite turnsLock
  1. 1Cast Time Warp by paying {3}{U}{U}.
  2. 2Exalted Flamer of Tzeentch's second ability triggers, dealing 1 damage to each opponent.
  3. 3Resolve Time Warp, causing you to take an extra turn after this one.
  4. 4Move to your extra turn.
  5. 5At the beginning of your upkeep, Exalted Flamer of Tzeentch's first ability triggers, returning Time Warp from your graveyard to your hand.
  6. 6Repeat.
Conjurer's Closet
+Archaeomancer
+Time Warp
#4

Conjurer's Closet + Archaeomancer + Time Warp

Infinite creature ETBInfinite creature LTBInfinite turnsLock
  1. 1Cast Time Warp by paying {3}{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 Warp from your graveyard to your hand.
  4. 4Repeat.
Ephemerate
+Archaeomancer
+Time Warp
#5

Ephemerate + Archaeomancer + Time Warp

Infinite turnsLock
  1. 1Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one.
  2. 2Cast Ephemerate by paying {W}, blinking Archaeomancer and exiling Ephemerate.
  3. 3When Archaeomancer enters, it triggers, returning Time Warp from your graveyard to your hand.
  4. 4Move to your next turn. At the beginning of your upkeep, Ephemerate's rebound ability triggers, causing you to cast it from exile without paying its mana cost.
  5. 5Resolve Ephemerate, blinking Archaeomancer.
  6. 6When Archaeomancer enters, it triggers, returning Ephemerate from your graveyard to your hand.
  7. 7Repeat.
Panoptic Mirror
+Time Warp
#6

Panoptic Mirror + Time Warp

Infinite turnsLock
  1. 1At the beginning of your upkeep, Panoptic Mirror triggers, casting a copy of Time Warp without paying its mana cost.
  2. 2Resolve Time Warp, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
Mystic Sanctuary
+Capsize
+Time Warp
#7

Mystic Sanctuary + Capsize + Time Warp

Infinite turnsSkip your draw stepsLock
  1. 1Cast Time Warp by paying {3}{U}{U}, getting an extra turn after this one.
  2. 2Play Mystic Sanctuary to put Time Warp on top of your library.
  3. 3Cast Capsize for its buyback cost by paying {4}{U}{U}, returning Mystic Sanctuary to your hand.
  4. 4Move to your next turn.
  5. 5Repeat.
Dour Port-Mage
+Archaeomancer
+Time Warp
#8

Dour Port-Mage + Archaeomancer + Time Warp

Infinite turnsLock
  1. 1Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one.
  2. 2Cast Archaeomancer by paying its mana cost.
  3. 3When Archaeomancer enters the battlefield, it triggers, returning Time Warp from your graveyard to your hand.
  4. 4Move to your next turn.
  5. 5Activate Dour Port-Mage by paying {1}{U} and tapping it, returning Archaeomancer from the battlefield to your hand.
  6. 6Dour Port-Mage triggers, causing you to draw a card.
  7. 7Repeat.
03

Legal formats

timelessgladiatormodernlegacyvintagepennycommanderoathbreakercompetitivebrawlpremodernpredh
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