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Teleportation Circle
Price$3.88 – $12.33
Buy on TCGplayer

Teleportation Circle

{3}{W}

Enchantment

LegalRank #1,009

At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.

Why is this card good?

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Related cards

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Printings (6)

pzaTeenage Mutant Ninja Turtles Source Material · #2M$3.88Buy
afrAdventures in the Forgotten Realms · #364R$11.22Buy
afrAdventures in the Forgotten Realms · #39R$9.38Buy
pafrAdventures in the Forgotten Realms Promos · #39aR$57.32Buy
pafrAdventures in the Forgotten Realms Promos · #39sR$13.87Buy
pafrAdventures in the Forgotten Realms Promos · #39pR$12.33Buy

Combos (8)

  • Wernog, Rider's Chaplain + Time Sieve + Academy Manufactor + Teleportation Circle

    → Infinite turns, Lock

  • Teleportation Circle + Archaeomancer + Time Warp

    → Infinite turns, Lock

  • Azor, the Lawbringer + Teleportation Circle

    → Opponents can't cast instant spells during their turns, Opponents can't cast sorcery spells, Lock

  • Glorious Protector + Icewind Stalwart + Teleportation Circle

    → Infinite blinking of most creatures, Infinite ETB, Infinite LTB

  • Teleportation Circle + Archaeomancer + Temporal Manipulation

    → Infinite turns, Lock

  • Teleportation Circle + Eternal Witness + Time Warp

    → Infinite turns, Lock

Rulings (2)

  • 2026-01-27

    Once a permanent exiled this way returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.

  • 2026-01-27

    If a token is exiled this way, it will cease to exist and won't return to the battlefield.

Discussion (0)