First the good news, Time Stretch lets you take
TWO EXTRA TURNS in a row. A lot of cards are
compared to Time Walk. Every time a great new
card comes along, SOMEONE inevitably compares it
to Time Walk. But seriously, Time Stretch REALLY
IS a lot like a Time Walk. In fact, Time Stretch
is just exactly like TWO Time Walks in a row.
For the very large price of ten mana.
As powerful as Time Walk is, you can actually
make it terrible if you make it cost enough. A
mana cost of ten just about takes Time Stretch
out of the Serious Constructed picture. I
recognize that it has been successfully used in
the past in a few decks that generated huge
mana, but in general, Time Stretch is just plain
too expensive to roll with. Time Stretch is too
expensive to fit in most good limited decks. If
your booster draft or sealed deck has Time
Stretch in it, something has gone wrong. That
having been said, it DOES happen sometimes, and
when you DO manage to cast it on turn one
zillion, you will be pretty happy with the
results.
It costs ten mana. Unless you've got a deck
designed to use Riddle of Lightning to reveal it
for ten damage, it just costs too much to see
any serious play.
Limited, especially Sealed Deck, can actually
use this. Games often go long and result in
creature stalls, so you might get ten mana. Once
you've got it, you have to hope that you can use
those two extra turns prudently, since you
essentially burned a turn tapping out to cast
Time Stretch. The best way to exploit this would
be superior board position, letting you attack
aggresively knowing you'll get to untap and
attack again, or a few upkeep triggers you'd
like to get extra mileage out of.
And then there's casual. This could work in
casual, even in multiplayer, where people don't
like to charge out of the gates too quickly. You
might even get some politics out of it, since it
does say "target player".
Constructed- 1
Casual- 2.5
Limited- 3
David Fanany
Player since
1995
Time Stretch
What an effect. You may as well write "Resolve
this and win the game!" in the text box.
Unfortunately, it's very, very hard to cast
without something like the Urzatron or Cloudpost.
If you don't have that something, Time Stretch
is far too expensive and unwieldy for actual
use. Unless you have some kind of turbo-Tron-Tooth
and Nail deck or some such, Time Warp is much
more attainable even in casual play. I can't
imagine you would ever be able to play this in
limited, much less play it well; unless you have
lots of copies of Sift and Tidings, doesn't it
sort of say "8UU: Draw three cards?"
Constructed: 2/5
Casual: 3/5
Limited: 1/5
Necro
nomikron
MTG Rules Advisor
Necronomikron:
Time Stretch:
This card is just way too expensive. Sure,
you'll probably win the game when you play it,
but, for 10 mana, it needs to say "You win the
game". Now, that said, this is actually ok in
limited, though I've never had the chance to
play it there. However, a faster, more agressive
deck will have you dead by the time you can play
this, so, that tempers it quite a lot.
Constructed: 1/5
Casual: 2/5
Limited: 3.5/5
PsychoAnime
#1
Magic Noob in Canada since 2002
Time Stretch
(8UU)
Sorcery
Target player takes two extra turns after this
one.
10 mana is a lot for constructed play. The only
way I see for this to
be even remotely used is in a combo deck that
can somehow play this
over and over again, but I don't see how this
can be done at the moment
in Standard. In Extended, if you want to recur
this over and over again,
you might as well just recur Orim's Chant or
even Time Stop over and
over again instead.
In casual, this is a pretty cool card, although
I still think it's not
very good. It's better in multiplayer though
because skipping 3 or 4
opponents' turns is better than just skipping
just 1 opponent.
In limited, it costs a lot so it's going to be a
very low pick.