_Time Spiral_(TM) Frequently Asked Questions

Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, and Lee Sharpe

Document last modified August 30, 2006

_Time Spiral_ Prerelease tournaments: September 23-24, 2006

_Time Spiral_ official release date: October 6, 2006

The _Time Spiral_ set becomes legal for sanctioned Constructed play October 20, 2006.

The _Time Spiral_ set contains 301 cards (121 common, 80 uncommon, 80 rare, 20 basic land), plus 121 "timeshifted" reprints.

This FAQ has two sections, each of which serves a different purpose.

The first section ("General Notes") explains the new mechanics and concepts in the set. The second section ("Card-Specific Notes") contains answers to the most important questions players might ask about a given card in the main card set; the timeshifted cards are listed at the end of this section.

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GENERAL NOTES

***"Timeshifted" Cards***

The _Time Spiral_ set contains a subset of 121 cards known as "timeshifted" cards. There's one timeshifted card in each _Time Spiral_ booster pack, and there are three in each _Time Spiral_ tournament pack. Some "timeshifted" cards appear in each _Time Spiral_ theme deck as well.

Each timeshifted card is a reprint of a _Magic_(TM) card from a set released prior to the _Mirrodin_(R) set. It appears in a pre-_Eighth Edition_ card frame and has a purple expansion symbol. Each of the cards in this subset is equally rare, regardless of their rarities when they were originally printed.

For game play purposes, timeshifted cards are considered part of the _Time Spiral_ set. They're allowed in all formats in which the _Time Spiral_ set is legal.

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***New Keyword Ability: Flash***

Flash is a new keyword for an existing ability.

Ashcoat Bear

{1}{G}

Creature -- Bear

2/2

Flash (You may play this spell any time you could play an instant.)

The official rules for the flash ability are as follows:

502.57. Flash

502.57a Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could play an instant."

502.57b Multiple instances of flash on the same object are redundant.

* All older cards with this ability will be getting errata to change the ability to flash.

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***New Keyword Ability: Split Second***

Split second is a static ability that works on the stack.

Krosan Grip

{2}{G}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Destroy target artifact or enchantment.

The official rules for the split second ability are as follows:

502.58. Split Second

502.58a Split second is a static ability that functions only while the spell with split second is on the stack. "Split second" means "As long as this spell is on the stack, players can't play other spells or abilities that aren't mana abilities."

502.58b Multiple instances of split second on the same spell are redundant.

* Players still get priority while a card with split second is on the stack.

* Split second doesn't prevent players from playing mana abilities.

* Split second doesn't prevent triggered abilities from triggering. If one does, its controller puts it on the stack and, if applicable, chooses targets for it. Those abilities will resolve as normal.

* Split second doesn't prevent players from performing special actions. Most notably, players may turn face-down creatures face up while a spell with split second is on the stack.

* Split second won't affect spells and abilities that are already on the stack.

* If the resolution of a triggered ability involves playing a spell, that part of the effect won't work if a spell with split second is on the stack.

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***New Keyword Ability: Suspend***

Suspend is an ability that essentially lets you spend time instead of mana to play spells. The suspend cost and number of time counters will vary from card to card.

Corpulent Corpse

{5}{B}

Creature -- Zombie

3/3

Fear

Suspend 5--{B} (Rather than play this card from your hand, you may pay {B} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

The official rules for the suspend ability are as follows:

502.59. Suspend

502.59a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the removed-from-the-game zone. "Suspend N--[cost]" means "If you could play this card from your hand, you may pay [cost] and remove it from the game with N time counters on it. This is a special action that doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's removed from the game, play it without paying its mana cost if able. If you can't, it remains removed from the game. If you play it this way and it's a creature, it gains haste until you lose control of it."

502.59b A card is "suspended" if it's in the removed-from-the-game zone, has suspend, and has a time counter on it.

502.59c Playing a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 409.1b and 409.1f-h.

* The phrase "if you could play this card from your hand" checks only for timing restrictions and permissions. This includes both what's inherent in the card's type (for example, if the card with suspend is a creature, it must be your main phase and the stack must be empty) and what's imposed by other abilities, such as flash or Meddling Mage's ability. Whether you could actually follow all steps in playing the card is irrelevant. If the card is impossible to play due to a lack of legal targets or an unpayable mana cost, for example, it may still be removed from the game with suspend.

* Removing a card from the game with its suspend ability is not playing that card. This action doesn't use the stack and can't be responded to.

* If a spell with suspend has targets, the targets are chosen when the spell is played, not when it's removed from the game.

* If the first triggered ability of suspend is countered, no time counter is removed. The ability will trigger again during its owner's next upkeep.

* When the last time counter is removed from a suspended card, the second triggered ability of suspend will trigger. It doesn't matter why the time counter was removed or whose effect removed it. (The _Time Spiral_ reminder text is misleading on this point.)

* If the second triggered ability of suspend is countered, the card can't be played. It remains in the removed-from-the-game zone without any time counters on it for the rest of the game, and it's no longer considered suspended.

* If the second triggered ability of suspend resolves, the card's owner must play the spell if possible, even if that player doesn't want to. Normal timing considerations for the spell are ignored (for example, if the suspended card is a creature and this ability resolves during your upkeep, you’re able to play the card), but other play restrictions are not ignored.

* If the second triggered ability of suspend resolves and the suspended card can't be played due to a lack of legal targets or a play restriction, for example, it remains in the removed-from-the-game zone without any time counters on it for the rest of the game, and it's no longer considered suspended.

* As the second triggered ability of suspend resolves, if playing the suspended card involves an additional cost, the card's owner must pay that cost if able. If he or she can't, the card remains removed from the game. If the additional cost includes mana, the situation is more complex. If the player has enough mana in his or her mana pool to pay the cost, that player must do so. If the player can't possibly pay the cost, the card remains removed from the game. However, if the player has the means to produce enough mana to pay the cost, then he or she has a choice: The player may play the spell, produce mana, and pay the cost. Or the player may choose to play no mana abilities, thus making the card impossible to play because the additional mana can't be paid.

* A creature played via suspend comes into play with haste. It still has haste after the first turn it's in play as long as the same player controls it. As soon as another player takes control of it, it loses haste.

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***Rules Change: Cards with No Mana Cost (REVERSAL)***

The rules about objects with no mana costs are changing. Previously, the rules stated that an object with no mana cost can't be played as a spell. These rules (213.1a and 401.1b, which are identical) will instead state that a nonexistent mana cost can't be paid.

This change affects some _Time Spiral_ cards with suspend, as well as the _Saviors of Kamigawa_(TM) card Evermind.

* A card with no mana cost can't be normally played as a spell, because it's impossible to pay a nonexistent cost in step 401.9h. (Note that this is different than a spell that costs {0}, which is a cost that can be paid.) If there are any additional costs associated with playing a spell, a card with no mana cost still can't be played this way: {} + {1} is an impossible operation to calculate.

* If there’s a way to play such a card without paying its mana cost, then it can be played as a spell. This is possible if an effect allows it to be played "without paying its mana cost" (such as suspend or Spelljack do, for example), or if an effect allows it to be played for an alternative cost (such as Fist of Suns does, for example).

* A card with no mana cost has converted mana cost 0.

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***New Game Rule: +1/+1 and -1/-1 Counters***

A new state-based effect is being introduced in conjunction with the _Time Spiral_ release:

420.5n If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.

* This rule doesn't apply to any other type of counters. If a permanent has a +1/+0 counter, a +0/+1 counter, and a -1/-1 counter on it, they will all remain on that permanent.

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***Returning Keyword Ability: Buyback***

Buyback is an ability originally seen in the _Tempest_(TM) block. It lets you pay an additional cost to put the spell with buyback back into your hand as it resolves.

Reiterate

{1}{R}{R}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Copy target instant or sorcery spell. You may choose new targets for the copy.

The buyback rules are changing slightly to clarify some interactions. The revised rules for the buyback ability are as follows:

502.16. Buyback

502.16a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you play this spell" and "If the buyback cost was paid, put this spell into your hand instead of into your graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in rules 409.1b and 409.1f-h.

* Buyback is an additional cost. You choose whether to pay the buyback at the time you play the spell. If you choose to pay the buyback cost, then after the spell's effect happens, the spell will be returned to your hand instead of being put into your graveyard.

* Buyback returns the spell to your hand only if the spell resolves. If the spell is countered, it goes to the graveyard as normal.

* If you control a spell you don’t own whose buyback cost was paid, that spell is put into its owner’s graveyard as normal as it resolves. The card wouldn't be put into your graveyard, so buyback's replacement effect has nothing to replace.

* If you control a copy of a spell whose buyback cost was paid, the copy will be put into your hand as it resolves, then it will cease to exist.

* Whether the spell is returned to your hand depends on whether the choice to pay buyback was made, not on the actual payment of buyback (in the unusual cases where cost-reduction effects mean the buyback cost isn't actually paid).

* Buyback costs don't count toward a spell's mana cost or converted mana cost, whether they're paid or not.

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***Returning Keyword Ability: Echo***

Echo is a keyword ability originally seen in the Urza block.

Basalt Gargoyle

{2}{R}

Creature -- Gargoyle

3/2

Flying

Echo {2}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

{R}: Basalt Gargoyle gets +0/+1 until end of turn.

The echo rules are changing, but that doesn't functionally change any existing cards with echo. The revised rules for the echo ability are as follows:

502.19. Echo

502.19a Echo is a triggered ability. "Echo [cost]" means "At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost]."

* The old rules said to sacrifice the permanent unless its mana cost is paid. The new rules say to sacrifice the permanent unless its echo cost is paid. For all older cards, those two costs will be the same.