Home / Magic: The Gathering / Doctor Who / Crack in Time
Crack in Time
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment

Crack in Time

rare · Enchantment · Doctor Who
$0.20
Low
$0.23
Market
$0.29
High

Oracle Text

Vanishing 3 (This enchantment enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this enchantment enters and at the beginning of your first main phase, exile target creature an opponent controls until this enchantment leaves the battlefield.

Card Details

-/-Power / Toughness
{3}{W}Mana Cost
4Prints

Character Background

Crack in Time is a clean, Doctor Who-flavored control tool that rewards patience and timing. On its face, it’s a three-turn temporary answer, but the extra exile trigger on entry and again at the beginning of your first main phase makes it especially strong for tempo and midrange-white shells that want to blunt an early attacker while developing safely. It can buy crucial turns against your opponent’s best creature, and because the creature only returns when the enchantment leaves, you can plan around your upkeep counters rather than rush to close the game. The best synergies are with enchantment recursion or blink-style support that can reset the lock or reuse the enter-the-battlefield trigger, and with control decks that simply need time to stabilize. Pair it with tax effects, sweepers, or token makers so you can keep pressure off while your opponent’s best threat is temporarily lost in time.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.20 - $0.29
At the current market price of $0.23.
Average Time to Sell
3 days
At the current market price of $0.23.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Crack in Time is a clean, Doctor Who-flavored control tool that rewards patience and timing. On its face, it’s a three-turn temporary answer, but the extra exile trigger on entry and again at the beginning of your first main phase makes it especially strong for tempo and midrange-white shells that want to blunt an early attacker while developing safely. It can buy crucial turns against your opponent’s best creature, and because the creature only returns when the enchantment leaves, you can plan around your upkeep counters rather than rush to close the game. The best synergies are with enchantment recursion or blink-style support that can reset the lock or reuse the enter-the-battlefield trigger, and with control decks that simply need time to stabilize. Pair it with tax effects, sweepers, or token makers so you can keep pressure off while your opponent’s best threat is temporarily lost in time.

Generated using gpt-5.4-mini · Updated at 2026-10-04 04:10:43 UTC

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