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Twice Upon a Time // Unlikely Meeting

Blue

2 printings listed in our catalog, from newest to oldest.

Twice Upon a Time // Unlikely Meeting, Doctor Who printing
Doctor Who WHO · No. 61 2023-10-13

Card text

{4}{U}{U} // {2}{U}
Sorcery // Sorcery — Adventure
Cast this spell only if you control two or more Doctors. Take an extra turn after this one. Exile Twice Upon a Time. // Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
EDHREC rank #12838 Rare Not on the Reserved List
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The 2 printings

All, with their prices ↓

Standard ∅ Not legal
Pioneer ∅ Not legal
Modern ∅ Not legal
Legacy ✓ Legal
Vintage ✓ Legal
Pauper ∅ Not legal
Commander ✓ Legal
Oathbreaker ✓ Legal
Brawl ∅ Not legal
Historic ∅ Not legal
Timeless ∅ Not legal
Alchemy ∅ Not legal
Explorer ∅ Not legal
Gladiator ∅ Not legal
Penny ∅ Not legal
Duel ✓ Legal

Official rulings

10 rulings · in English, source Scryfall

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 · Wizards of the Coast

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 · Wizards of the Coast

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.

2023-10-13 · Wizards of the Coast

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 · Wizards of the Coast

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 · Wizards of the Coast

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 · Wizards of the Coast

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 · Wizards of the Coast

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 · Wizards of the Coast

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 · Wizards of the Coast

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 · Wizards of the Coast

All printings