Time Stop
Instant
—
Market price
$5.22
Foil
2
Public decks
Rules Text
Card Facts
Legality
Alchemy
LegalBrawl
LegalCommander
LegalCompetitive Brawl
LegalDuel Commander
LegalFuture
LegalGladiator
LegalHistoric
LegalLegacy
LegalModern
LegalOathbreaker
LegalPenny Dreadful
LegalPioneer
LegalPreDH
LegalStandard
LegalStandard Brawl
LegalTimeless
LegalVintage
LegalOld School
Not legalPauper
Not legalPauper Commander
Not legalPremodern
Not legalTLR
Not legalRulings
- Jul 15, 2007 · Wizards of the Coast
Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes Time Stop, though it will continue to resolve. It also includes spells and abilities that can't be countered. 2) All attacking and blocking creatures are removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. The cleanup step happens in its entirety.
- Jul 15, 2007 · Wizards of the Coast
If any triggered abilities do trigger during this process, they're put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn finally ends.
- Dec 1, 2004 · Wizards of the Coast
Exiling a spell or ability prevents that spell or ability from resolving, but it doesn't technically "counter" anything. This means that Time Stop can exile spells and abilities that "can't be countered."
- Dec 1, 2004 · Wizards of the Coast
Unless Time Stop is cast during the Ending phase, any "at the beginning of the end step"-triggered abilities don't get the chance to trigger on the turn Time Stop is cast. These abilities will trigger at the beginning of the next end step.
Every version
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Decks using this card
2 public decks run Time Stop.










