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Moxonomy

Telling Time

Instant1 generic manaBlue mana

The third card is the entire design. Most cheap blue card selection of its era hands you one card and buries or shuffles away the rest; this one keeps all three in play, distributing them across the deck rather than discarding. The middle card goes back on top, and that is the quiet engine: you take the best of three now and guarantee that next turn's draw is one you have already vetted, so a single instant smooths two turns of draws. The bottom slot is where you pay. You do not pick one of three and toss the others; you are forced to demote the weakest card to the bottom of the library, where in most games it functionally leaves the deck. That asymmetry (one to hand, one queued for next turn, one effectively gone) is the balance: dig and consistency without raw card advantage. The instant timing compounds it. Cast at the end of an opponent's turn, the spell loads your draw step while leaving mana open for a counter, so a control deck never sacrifices tempo to keep its hand flowing. This is selection built to hold a slow deck together: find the answer the moment it is needed, line up the following draw, and quietly retire the dead card without ever spending a turn on the project.

Telling Time (10e)
10E · #114uncommon
Pricing
Normal: $0.36
Foil: $7.00
Oracle Text

Rules text

Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

6 sets
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