I'm kind of sorry the half-muscled skeletons on
this card didn't become a recurring theme. Walk
the Aeons gave them a shout out, but that was
it. You don't see that on non-black cards often,
and it could've been neat if these
personifications of time were actually a
canonical creature type that blue gets every
once in a while. Maybe they'd have time-based
abilities?
Anyway, Magic is a war of resources. What's the
single most basic, most important resource? Your
turn. That's when your lands untap and you get
more mana. It's when you draw a new card. It's
when you get to chip away at your opponent's
resources by attacking him. An extra turn just
means more of everything.
At various times, Time Walk has been one of the
most imitated cards in Magic, usually at a much
higher cost. This effect has been seen as
dangerous, and Wizards of the Coast's designers
have been wary of the possibility of a player
setting up a lot of creatures or mana-generating
permanents, taking an extra turn for cheap, and
then doing something big. Two mana for that
extra turn is very cheap when you consider that
things like Savannah Lions and Sol Ring cost one
mana, and that artifacts have often produced
more mana than they cost. Despite the fact that
later sets (even in the 1990s) began to favor
high-cost spells and creatures, Time Walk's cost
remained and remains easy to fit in between all
sorts of setup spells. This is why it is one of
the most feared and coveted cards of all time
(and perhaps why you rarely ever see it outside
of competitive Vintage).
Welcome back readers todays card of the day is
another member of the prestigious power nine,
Time Walk. Time Walk for two mana allows you to
take an extra turn and all the benefits that
come with it. Outside of vintage tournaments
this card is not seen the most often due to the
prohibitive pricing. Price aside this card has
had a fundamental impact on the way the game is
played and is often replicated but never
duplicated. Due to its high power level this
card wherever it is legal to play should be
played. More of a collectible than something for
the kitchen table, time walk has had a
tremendous influence on the game and is
undoubtedly one of the most powerful cards
created.
Today's card of the day is Time Walk which is a
two mana Blue sorcery that has you take an extra
turn after the current turn. The cost is
incredibly low for the huge advantage it offers
at any stage of the game with an extra draw,
combat phase, untap step, and potentially a land
drop all in one. With no in game drawbacks
this is pretty much the definition of a five
star card and why it, along with the other eight
members of the power nine, last saw print almost
twenty years ago.
There are very few situations where having this
is not a benefit and the ease of casting
combined with the advantage given make it one of
the top cards ever printed.
Time Walk is a card that if I had an extra
$10,000 in my sock drawer I would buy a mint
play set! How fun would it be to play a casual
game with your buddies and walk all over them?
Time Walk is another card that will never be
reprinted but if you are looking for a similar
card, Temporal Mastery is the closest thing we
players have to a Time Walk. If you have
never taken an extra turn while playing Magic
the Gathering, then you are seriously missing
out! Taking an extra turn dramatically increases
your chances of winning. Taking an extra
turn for only 2 mana dramatically increases your
chances of being punched in the face! LoL Time
Walk is awesome!