Temporal Trespass
Time Walk's modern descendants have all been about making the eleven-mana sticker price a lie. The printed cost reads like a clause you will never satisfy honestly, so delve does the honest-seeming part for you: the graveyard becomes the manabase, and every card already burned through (cantrips, fetchlands, dead removal) becomes a generic payment against those eight generic pips. Where a graveyard fills quickly, the floor is roughly three mana for an extra turn, the same rate that has made extra-turn spells dangerous since the game's earliest days, but reached by a different road. The triple-blue commitment is the one part of the cost delve cannot touch, which keeps it a deep-blue payoff rather than a splashable one. The self-exile clause closes the obvious loop: the spell removes itself instead of hitting the graveyard, so it cannot feed the next Trespass or any other delve outlet, denying the recursive turn-chaining that broke older free time-walk effects. The discount and the speed pull on the same lever: the better your graveyard, the cheaper the extra turn, and the extra turn is worth most in exactly the spell-dense, draw-heavy shells that pile up fuel fastest. This is delve aimed at the one effect blue most wants and least wants to pay full price for.





