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CardName: Infinity Clock Cost: 0 Type: Artifact Pow/Tgh: / Rules Text: {U}, {T}: Put an eon counter on Infinity Clock, then end the turn. Activate only during your upkeep. {U}, {T}, Remove an eon counter from Infinity Clock and return it to your hand: Take an extra turn after this one. Flavour Text: "A clock that merely tells time? You have lots of potential, but your creations lack both form and function." --Stusur, to Temmar Set/Rarity: Infinite Potential Well Mythic ![]() ![]() ![]() ![]() "A clock that merely tells time? You have lots of potential, but your creations lack both form and function."
--Stusur, to Temmar |
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Obviously, this is based on Magosi, the Waterveil. Stusur was Temmar's mentor, the clockmaker who taught him everything he needed to know about the art. This card is based on the short story “Clockmaker’s Requiem” by Barth Anderson, which also served as the impetus for creating this world.
I just realized that this causes the Pacts' drawback to change from "lose the game" to "skip your next turn." The Pacts aren't played fairly anyway, though, so it probably doesn't matter.
It doesn't matter, because Sundial of the Infinite already provides that utility.
It seems a bit too good for
, as far as I'm concerned. Unlike Magosi, Infinity Clock let's you untap your permanents. That's pretty huge if you're playing a deck full of instants... you don't really need your main step for that. I suppose this does beg the question, though, of "What is that deck full of instants going to do with their extra turn." Hmm... maybe it is fair after all? Assuming that assembling combo pieces in two turns, or play a giant genie, then swing isn't really that threatening?