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Moxonomy

Wibbly-wobbly, Timey-wimey

Sorcery1 generic manaBlue mana

Time counters are among the fiddliest bookkeeping objects in the game, and Time Travel is the mechanic that gave them a payoff worth tracking. The core of this design is a two-mana cantrip stapled to a toolbox effect that does nothing unless you have already committed to a suspend-heavy board. When you have, the ceiling is high: you can rip counters off a suspended bomb to fast-forward its cast, or pile them onto a permanent whose time counter you want to preserve, then replace the whole thing by drawing a card. Suspend and vanishing were always self-contained clocks you set once and could not touch again; this turns those static timers into a resource you can manipulate mid-game, which retroactively makes every older suspend card a little more flexible than its printing intended. What keeps the effect from misfiring is the "you may" on each adjustment: you choose add or remove per object, so the card never accidentally sabotages your own suspend sequencing. The floor is a plain two-mana draw spell, and for most decks that is exactly what it will be. But in a shell built around time counters, it is the closest thing the mechanic has to a lever, letting you spend two mana to bend a clock you would otherwise be stuck watching tick.

Wibbly-wobbly, Timey-wimey (who)
WHO · #667common
Pricing
Normal:
Foil: $7.54
Oracle Text

Rules text

Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) Draw a card.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
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
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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