Urza's 99
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Twice Upon a Time // Unlikely Meeting
USD $0.18
USD foil $0.46
EUR €0.17

Twice Upon a Time

{4}{U}{U}

Sorcery

Cast this spell only if you control two or more Doctors.

Take an extra turn after this one. Exile Twice Upon a Time.

Unlikely Meeting

{2}{U}

Sorcery — Adventure

Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.

Set
Doctor Who (WHO #61)
Rarity
Rare
Mana value
6
Released
2023-10-13
Artist
Elizabeth Peiró
EDHREC rank
#12,487
Colour identity
{U}
Finishes
Nonfoil, Foil
Served from
Local database

Commander bracket

3 +
Bracket 3 and up — Upgraded
Extra turnsIn a two-card combo

Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules

EDHREC

Salt Score 0.67
How much players resent seeing this card. The scale tops out around 3.1.

Combos 10

The Tenth Doctor+Taigam, Master Opportunist+Twice Upon a Time // Unlikely Meeting
{U}{R}
Infinite turnsLock
Taigam, Master Opportunist+Clockspinning+Twice Upon a Time // Unlikely Meeting
{U}
Infinite turnsLock
Panoptic Mirror+Twice Upon a Time // Unlikely Meeting
{U}
Infinite turnsLock
Fire Lord Azula+Narset's Reversal+Vedalken Orrery+Twice Upon a Time // Unlikely Meeting
{U}{B}{R}
Infinite turnsLock
Fire Lord Azula+Narset's Reversal+Tidal Barracuda+Twice Upon a Time // Unlikely Meeting
{U}{B}{R}
Infinite turnsLock
Riku of Two Reflections+Narset's Reversal+Twice Upon a Time // Unlikely Meeting
{G}{U}{R}
Infinite turnsLock
Fire Lord Azula+Narset's Reversal+Valley Floodcaller+Twice Upon a Time // Unlikely Meeting
{U}{B}{R}
Infinite turnsLock
Fire Lord Azula+Narset's Reversal+Hypersonic Dragon+Twice Upon a Time // Unlikely Meeting
{U}{B}{R}
Infinite turnsLock
Fire Lord Azula+Narset's Reversal+Twice Upon a Time // Unlikely Meeting+Whirlwing Stormbrood // Dynamic Soar
{U}{B}{R}{G}
Infinite turnsLock
Efreet Flamepainter+Isochron Scepter+Pull from Eternity+Twice Upon a Time // Unlikely Meeting
{U}{R}{W}
Infinite turnsLock

All 10 combos.

Format legality

Rulings

  • 2023-10-13

    An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

  • 2023-10-13

    Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

  • 2023-10-13

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a non-Adventure spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

  • 2023-10-13

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a non-Adventure spell.

  • 2023-10-13

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy from exile.

  • 2023-10-13

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

  • 2023-10-13

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell.

  • 2023-10-13

    In every zone other than the stack, Twice Upon a Time uses only its non-Adventure characteristics, and you ignore its alternative characteristics in those cases. For example, while it's in your graveyard, its mana value is 6.

  • 2023-10-13

    When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

  • 2023-10-13

    You must still follow any relevant timing rules for the non-Adventure spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

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