Time Warp
The clean template for the entire extra-turn category. Strip away the rate and what remains is the purest dangerous primitive in blue's kit: a sorcery that hands a player another turn, with the "target player" wording leaving room for the rare political gift but the deck always pointing it back at its caster. The five-mana price is the discipline that makes the effect survivable as a one-of: too expensive to chain casually, cheap enough that a recursion or copy engine turns it into a soft lock. Every extra-turn spell since has been measured against this baseline. Wizards has spent decades bolting restrictions onto the effect to soften the rate (Temporal Mastery hides behind miracle, Karn's Temporal Sundering demands a legendary, Part the Waterveil exiles itself on cast) precisely because the unconditional version is so easy to abuse. An extra turn is not just an untap and a draw; it is another attack step, another land drop, another window for everything on the board to compound, and it does all of that while the opponent stands still. Time Walk did it for two mana and got restricted into legend; this is the rebalanced descendant that proved the effect survives at a fair cost, and the entire "take another turn" archetype, from chaining to looping to a single tempo blowout, traces its modern shape back to the wording here.

Rules text
Format Status
More formatsFewer formats
Other printings
- Marvel Super Heroes Commander#788
- Strixhaven Mystical Archive#85
- Strixhaven Mystical Archive#22
- Explorers of Ixalan#12
- Tempest Remastered#74
- Magic 2010#75
- Judge Gift Cards 2004#3
- Starter 1999#56








