Time Out!

Time Out! Card

Time Out! is a 3 Mana Cost Common Paladin Spell card from the Rastakhan's Rumble set!

Card Text

Your hero is Immune until your next turn.

Flavor Text

Highly effective against 3 year olds.

Time Out! Additional Information

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96 Comments

  1. Vociferous
    January 29, 2020 at 9:16 AM

    Immunity does not counter Mechathun.

    You’re partly immune, yet vulnerable.

  2. sumduud
    November 9, 2018 at 1:17 PM

    The card itself is great. If this came during the gadgetzan-un’goro -period, I would have welcomed this to my control paladin with open arms. That deck with it’s N’zoths and tirions would have welcomed a card like this to heal, draw, play deathrattles or just stall for free while delaying the equality for a turn and tempoing out from there. That kind of deck hasn’t been very viable lately for paladins though, so I don’t think the card will make waves for a while. Here’s to hoping we can get to relive those epic moments of working to get the perfect one-turn window against overwhelming odds like jade druid in fatigue mode and getting the kill with a combination of perfectly timed clearing and tempo.

    • Jonnymeerkat
      November 10, 2018 at 1:07 AM

      “Stall for free.”

      *costs 3 mana*

      -_-

      • Soup And Salad
        November 10, 2018 at 7:09 AM

        For a control deck, that’s not really a whole lot.

        • Jonnymeerkat
          November 10, 2018 at 10:28 AM

          Oh, I totally agree. It was just a funny way of phrasing it.

          • sumduud
            November 11, 2018 at 8:21 AM

            Well yes, it’s technically not free, but relative to other options, this card can stall many dangerous boardstates, like a classic big board, incoming combo or just direct damage when on low health. Most importantly, this card allows you the time to heal and/or draw in high-pressure situations and conserve your answers, like equality-pyro/consecrate. And relative to those answers, this card is basically a free stopgap measure.

          • Jonnymeerkat
            November 14, 2018 at 1:18 PM

            For the record, as the site review indicates, 3 mana does matter, considering that you can’t just play it whenever you have 3 free mana like you could with Ice Block.

  3. Peter
    November 8, 2018 at 5:39 AM

    There is just no deck for it right now. Uther OTK is a joke in comparrison to other decks, even in wild.
    Paladin can do nothing with the stall, even though they have equality boardclears.
    Having no deck to put it in, means this won’t be played at all and is a shit-card. Right?
    I love it tho so…. 4.5/5 great card

  4. NousOne
    November 8, 2018 at 4:44 AM

    My Howlfiend Warlock wants to meet all these OTK Paladins 🙂

    • akaji
      November 8, 2018 at 8:10 AM

      The question is, will this safe you from Mecha Cthun and the 4 horsemans. I mean, it says immune… But Im not sure about it. And howlfiend will be roate out of standart with the next expansion…And howlfiend WL isnt playable like controle or even lock.

      • Swolelord
        November 9, 2018 at 4:48 AM

        No it won’t immunity won’t save you from game Enders and fatigue

  5. davidus
    November 8, 2018 at 3:52 AM

    This has a big downside in comparasion to Ice Bloc, you can’t play but the turn before you are suposed to die. In addition, taking adventage of the stall may be harder in pally than in mage. But in the other hand has upsides
    1) Can’t be countered by secret removal (rare right now, but who know in the future)
    2) It also works in your turn so you can atack with your weapon wittout loosing life
    3) Ice Block was broken, son even beeing worst, can be great

  6. HOLY ICE BLOCK
    November 7, 2018 at 9:08 PM

    WAIT WHAT I THOUGHT IT SAID TILL THE END OF YOUR TURN, HOLY THIS IS BROKEN

  7. MortalWombat
    November 7, 2018 at 6:51 PM

    Odd Paladin: *Sinister laughing*

    • sadas
      November 7, 2018 at 7:46 PM

      I couldn’t think of a worse deck to use this in than odd paladin

    • Soup And Salad
      November 8, 2018 at 3:29 AM

      How exactly would Odd Paladin get more out of this than say a generic three mana 3/4?

  8. Xalik
    November 7, 2018 at 2:41 PM

    Pali bubble FTW!

    Those saying this is for the wrong class never played Wow.

    • Ridanculous
      November 7, 2018 at 8:06 PM

      Lore correct
      Playability wrong

      …is what they’re saying. This is Ice Block, and we all know how good (annoying) that is

  9. Naggar
    November 7, 2018 at 8:04 AM

    Its a good card for the wrong class.
    I cant even see a deck in wild with this there is no good paladin controll deck and dont think this card will make shitty horseman deck good you just lose against aggro before you can even play the lame hero card

  10. Mossydirt
    November 7, 2018 at 6:45 AM

    I think HS topdecks accidentally uploaded Ice Block instead of the new Paladin card.

  11. Jed
    November 7, 2018 at 3:39 AM

    I arrived late to the party on this baby.
    Idk it looks ok, it’s definitely worth experimentation. Is it worth a card a lot in an already pretty full deck to maybe take an extra turn to try and draw a board clear, or a combo piece or taunt etc? Guess we will see.

    However, I guess 3.5/5

  12. maelstrom
    November 7, 2018 at 2:28 AM

    New Meta … TEMPORUS PRIESTADIN. XD

  13. ThisSeemsBroke
    November 6, 2018 at 5:30 PM

    3 mana, take an extra turn…hmm…seems fair

    • Henkspermatank
      November 6, 2018 at 6:48 PM

      You can’t see this one up early though, which was why iceblock was so broken. You have to time it, iceblock worked on any turn, not every turn, but any turn, this only works on the one you play it.

      • MockRock
        November 6, 2018 at 7:32 PM

        You don’t even really need to time it that well, though, because where this will see play is the OTK deck. It essentially means that if you’ve drawn your deck, you now win by bouncing a single Horseman rather than 3. Trying to survive during the bounces is hard, and it’s why the deck isn’t amazing right now. This will help a LOT.

        • MattH
          November 6, 2018 at 10:10 PM

          It doesn’t make the horseman immune, they can still be removed after you play this spell.

          • MockRock
            November 6, 2018 at 10:48 PM

            That’s not how the deck works at all, you bounce 3 Horsemen back to your hand.

          • MattH
            November 7, 2018 at 3:15 PM

            Won’t let me reply to your comment for some reason MockRock so i will reply here.
            I understand how the deck works, your comment was that you would only need to bounce one horseman back because of this new cards. I don’t understand how that is the case, as you have now rightly pointed out you need to bounce three back.
            Even with two extra turns there is no gaurentee that you get the correct horsemen 3 turns in a row so bouncing 1 horseman back then having two of these does not mean that you have won the game.

          • MockRock
            November 8, 2018 at 5:01 PM

            I can’t reply to you either, weird. The horsemen aren’t random, they spawn in a fixed rotation. Here’s the point I’m going for: You’ve drawn your deck, you’ve played Uther, you’ve assembled the bounce cards, and you’re ready to start setting up the OTK. Previously, this would have meant having to commit 3 turns to bouncing horsemen back to your hand, which is a horrible task a lot of the time because while you’re spending half your mana doing nothing, a midrange deck is trying to kill you. OR your opponent’s combo is going off. OR…you get the idea. Now, though, as long as you can survive a single turn of bouncing, the game’s essentially over. Your next 3 turns will be bounce/Time Out -> bounce/Time Out -> Play all four horsemen and win the game.

          • Novagod
            November 8, 2018 at 6:48 PM

            wait so let me get this straight. So with this card the combo would go like this:
            tap bounce
            time-out tap bounce
            time-out tap bounce
            end

            BUT, that’s assuming all the horseman you get are different. if not then it isn’t guaranteed lethal.

          • MattH
            November 8, 2018 at 8:45 PM

            I’m fairly certain that they are not in order as you suggest, only the board counts which means that you can get the same horseman which is already in your hand however you will always roll a different horseman to the ones on board.

            If you look up the article on this website tittled “TK PALADIN DECK LIST GUIDE – BOOMSDAY – SEPTEMBER 2018” it states the following:

            “hen you press the Hero Power, you can’t get a duplicate of the one that is already on the board, but it doesn’t count the hand. Let’s say that you rolled Darion Mograine first and bounced it back. Next turn you can roll Mograine again – if that’s the case, then you DON’T want to bounce it, since having a second copy will be useless. It makes your combo a bit RNG, and if you get unlucky, you might keep getting the same minions you already have in your hand.”

            For this reason it seems that there is still a fair bit of RNG to getting the correct 4 horseman which this card will not fix alone (although it does give you more time).

  14. It's ok
    November 6, 2018 at 5:10 PM

    It’s a good card but you have to play it the turn before. Ice block is better since you can play it whenever and it’ll still save you. Definitely including it in otk paladin. 4/5

  15. MockRock
    November 6, 2018 at 4:02 PM

    Ummm…whoa. This might single-handedly make OTK Paladin a top tier deck.

    • Soup And Salad
      November 7, 2018 at 5:02 PM

      The primary thing keeping OTK DK Paladin from being competitive is the OTK combo itself.

      • MockRock
        November 7, 2018 at 5:47 PM

        Yeah, I know, it’s fairly easy for Paladins to draw their deck but trying to actually survive through 3 turns of bouncing is brutal. Now, if you’ve drawn enough, you only need to survive a single bounce. For the other two, you just play Time Out in the same 2 turns, then win.

        • Soup And Salad
          November 7, 2018 at 8:14 PM

          How exactly is it easy for a Control Paladin to draw through their deck? They have Prismatic Lens and Call to Arms. The former just can’t draw out the center piece of the OTK while the latter merely increases the chances of drawing it.

          • MockRock
            November 7, 2018 at 9:39 PM

            Crystology…

          • Soup And Salad
            November 8, 2018 at 3:24 AM

            To MockRock

            Crystology doesn’t help draw out the necessary parts of the OTK. In fact, it makes Call to Arms in the deck worse since Righteous Protector is probably one of the best minions to pull out with Call.

        • Pindead
          November 8, 2018 at 8:39 PM

          I agree with you. Paladin is the class that draws the faster in the game at the moment. You play call to arms, then you recruit loot hoarders and stuff. You get untill 5 cards out of your deck. It’s even faster than utilimate infestation for only 5 mana. You draw your combo pieces naturally because you deck has so few cards left in it.

  16. Soup And Salad
    November 6, 2018 at 3:37 PM

    While Time Out! is certainly exciting, if Rebuke from The Witchwood is anything to go by, this won’t usher in the return of Control Paladin.

    The two cards I feel are best to compare this to are Ice Block and Shield Block.

    When compared to the former, Time Out! cannot just be played whenever one has three spare mana in a turn and know it’ll save them when lethal is out on the board. This needs to played this the turn before one’s opponent can kill them. It will be a skill testing card since playing this just right could easily delay an opponent’s Leroy drop, but, unlike Ice Block, it won’t always save its player from a surprise damage burst. Granted, unlike Ice Block again, your opponent can’t being you down from a higher health total to almost nothing during the turn this is in effect. Even with that though, Time Out! is probably somewhere between a single step to a step-and-a-half below Ice Block.

    When compared to the latter, it still comes up short. Shield Block can be played early and have an impact on the board beyond the life gain and is still perfectly playable whenever one has three extra mana lying around. I am aware Paladin doesn’t have much of an armor component, but Time Out’s lack of a cycling effect and synergy with the class overall also hurts the card.

    This does also prevent damage done by swinging in with a weapon, but between the usual four attack ceiling on Paladin weapons, the life gain already attached to Truesilver Champion, and the abundance of good taunts and lifesteal tools a control Paladin would already play, I’m fairly sure that aspect of the card won’t matter that much.

    If Control Paladin returns to the metagame, it will likely play this, but its presence won’t be the reason the deck works out. It may be part of that reason, but without better early game healing and maybe a form of AOE damage that isn’t reliant on Equality, Control Paladin won’t become very viable.

    • MockRock
      November 6, 2018 at 7:20 PM

      You seem to have missed the point of the card completely. No, it’s not remotely comparable to Rebuke or Shield Block, I don’t even know where you’re coming from there. This is two extra turns for an OTK Paladin. You’ve written an essay that brings up weapon swing damage but doesn’t even touch the blindingly obvious, extremely powerful reason for this card to be played.

      • Soup And Salad
        November 6, 2018 at 7:46 PM

        It’s comparable to Rebuke because it’s also a Paladin card that people hyped to the max during the preview season that seems like it would go well in a Control Paladin. It’s also fine as a card, but it just isn’t a complete game changer.

        It is two extra turns for OTK DK Paladin (assuming they draw it in time) , but I am not convinced giving two extra turns to that deck will make it any better than the myriad of other OTK strategies out there at the moment, especially if the only card draw option slow Paladin decks have is still Prismatic Lens come December. The hurdle the deck has yet to really overcome is not so much surviving to get to the combo, but being able to efficiently draw it out, and two more top decks won’t help that much.

        Druid has Branching Paths, Nourish, and Ultimate Infestation to name only three. Warlock has its hero power and Kobold Librarian. Priest has Northshire Cleric, Power Word Shield, and uses Hemet, Jungle Hunter to great effect. Paladin has nothing like that other than Prismatic lens, which is most often used as an Arcane Intellect that costs four, and the OTK DK deck does use Call to Arms to improve future draw.

        If Paladin is given access to an efficient draw spell or two, then we might be able to discuss whether OTK Paladin can really compete with what Druid, Warlock, and even Priest have to offer. This card alone will not make the deck viable outside of fringe play.

        • JoyDivision
          November 6, 2018 at 11:45 PM

          Well , there’s Lay On Hands, right?

          • Jirwin
            November 7, 2018 at 1:12 AM

            Well this does rebukes job alot better for 1 more mana

          • Soup And Salad
            November 7, 2018 at 3:37 AM

            It’s also take up most of a turn in the late game to draw three cards, something other classes do for five mana. While it also gains you life, that aspect of the card is rather minor by comparison for the class.

        • Nickname23
          November 7, 2018 at 1:40 AM

          I agree with Soup. The Horseman win condition is on average just too slow and clunky in comparison to other stuff out there. It’s playable, but it won’t outclass a good Malygos build.
          Nevertheless, the card itself is decent and has high potential. I really think Malygos’ HoF rotation is going to happen and there are 3 more expansions to come.

          5/5 for potential in combo decks
          3,5/5 as a decent stall card in general

        • Fatmexican
          November 7, 2018 at 5:05 AM

          Well theres cta

  17. Piterno
    November 6, 2018 at 2:57 PM

    Good control card. Auto include in paladin control, moreso combo decks like the holy wrath shirvallah or four horsemen combos.

  18. Merlin
    November 6, 2018 at 1:46 PM

    This is the card Blizzard wishes they had after revealing diablo immortal.

  19. Fareh
    November 6, 2018 at 1:25 PM

    Has nobody pointed out it´s a common!!! How can this card be a common!!!

    • Liam
      November 6, 2018 at 1:26 PM

      Blizzard’s wants control/OTK Paladin to be a thing this expansion it seems

    • Soup And Salad
      November 6, 2018 at 3:13 PM

      The same reason Rebuke was a common: detaching it from the card it was originally taken from makes it far worse.

      Plus, rarity is a sign of a card’s complexity, not power.

      • DeadlyPants
        November 7, 2018 at 4:25 AM

        Honestly, I think this card is complex enough to be an epic. It’s a worthless card in the hands of a new player, while it’s (probably) comletely broken when given to an expert. I feel like that’s how you measure complexity, not by how much text is on the card.

        • Soup And Salad
          November 7, 2018 at 3:51 PM

          Yeah it probably could, but there is the occasional simple Epic card like Wispering Woods and complex common like this and Weapons Project.

      • No soup for you
        November 7, 2018 at 2:56 PM

        Rarity has nothing to do with the complexity of of card.

        • Soup And Salad
          November 7, 2018 at 3:46 PM

          Yes it does.

          Compare the average complexity on a common to that on a Epic espcially, and you’ll see just how many more interesting effects are given to Epic cards.

          The average common with a battlecry will simply buff a minion in some way and occasionally add a card to hand. While with Epics, there really isn’t an average. Some do buff and only buff like Quartermaster, but then there’s stuff like Spiteful Summoner, Mysterious Challenger, and Twilight Acolyte.

          Added complexity also means they’ll often do more, and, yes, end up being better cards as a result.

          • No soup for you
            November 7, 2018 at 5:10 PM

            Rarity is a rough measurment of a card’s quality and scarcity. Obviously cards that are higher rarity are typically more powerful and more useful. I wouldn”t consider Ultimate Infestation to be very complex and of course we all know how strong of a card it is…

          • Soup And Salad
            November 7, 2018 at 5:43 PM

            To No Soup For You

            No. Complexity and Uniqueness is what dictates a cards rarity between commons, rares, and epics. Legendary cards, due to the one per deck restriction, are the one rarity that is allowed to be overtly more powerful.

            Epics and rares tend to be better than the average common because they’re added complexity allows them to do more, and a card that does more will usually be better than a card that does less.

            Ultimate Infestation is actually a very complex card because it does so much. It is similar to Tirion Fording in that regard. There is hardly any other card that does four things at once. Off the top of my head, only Zilliax, a legendary card actually does more because of all of its keywords.

          • No soup for you
            November 7, 2018 at 6:04 PM

            Your using complexty to describe card power or card usefullness. I mean i guess you can call it whatever you want. And btw I gave you a rarity definition from hearthstone wiki.

  20. Elia Ortolani
    November 6, 2018 at 12:40 PM

    Ahahah duuuuuude paladin ice block that’s insane and I love it.

  21. Titan
    November 6, 2018 at 12:12 PM

    It’s official Ben Brode has gone off the deep end

    • Moltar
      November 6, 2018 at 12:25 PM

      This contest is over, give this man the $10,000

      You can close the comments section for this card now.

      • Jonnymeerkat
        November 6, 2018 at 1:07 PM

        I don’t understand this comment period, and certainly don’t understand how it’s some great/hilarious comment.

    • Number2323
      November 6, 2018 at 2:42 PM

      Didn’t Ben Brode leave the Hearthstone team?

  22. MM
    November 6, 2018 at 11:59 AM

    Better ice block, push Lynessa and dk just before rotate out

    • snuppe
      November 6, 2018 at 1:36 PM

      it is not better than ice block

      • Dud
        November 6, 2018 at 2:08 PM

        I wouldn’t say it’s better or worse, it’s different. One your opponent decide when to pop, the other you decide when to pop.

        • Soup And Salad
          November 6, 2018 at 3:40 PM

          Ice Block was something that’ll always buy you an extra turn.

          This played at the wrong time will have a minimal effect on the game.

          • nope
            November 6, 2018 at 5:30 PM

            This includes the effect of Violet Illusionist for one turn. Illusionist is obviously better at this, but I view it as this card having a relevant second effect. Tack on Valanir and this functionally adds a Shadow Bolt.

    • Warptens
      November 6, 2018 at 3:39 PM

      Actually it’s more of a better frost nova
      because it also blocks chargers and blasts
      in exchange for not protecting your minions (no doomsayer combo)

  23. Dud
    November 6, 2018 at 11:53 AM

    Would mech C’thun kill this?

    • Titan
      November 6, 2018 at 12:14 PM

      Immune is resistant to destroy effects if I’m correct

      • mateo
        November 6, 2018 at 1:10 PM

        immune is not resistant to game winning effects like mecha’thun and the four hoursemen

        • Warptens
          November 6, 2018 at 3:40 PM

          mateo do you actually know that or are you just speculating

          • MrPoison
            November 6, 2018 at 4:42 PM

            Inmunity works by avoiding taking any damage, but Inmune minions can still be destroyed by twisting nether and doomsayer, so it’s mostly probably mecha’thun effect would apply anyway.

          • Benn
            November 6, 2018 at 4:47 PM

            He is correct, ‘immune’ only prevents you from taking damage, that’s the definition of immune. Mecha’thun or Paladin quest don’t deal damage at all, they just end the game.

            It has also been tested, Mal’ganis for example doesn’t save you from either of the two effects.

    • Belton
      November 6, 2018 at 4:27 PM

      Mecha’thun would because immune only prevents damage not destroy effects
      Otherwise when people were using violet illusionist to prevent fatigue when doing fun combo videos on youtube they wouldn’t lose to the 80 turn auto kill both heroes, Note 80 turn counting both players turns

  24. Omnitarian
    November 6, 2018 at 11:53 AM

    They’re going all in on control Pally! While this probably isn’t good enough to make Control work on its own, it’s obviously a good inclusion for that sort of deck. Rogue has a similar card, after all, but it’s not very common since she doesn’t have other compelling defensive options to help that gameplan (plus it’s easier to play around than this). In contrast, Mage was all about Ice Block since she had clear win conditions to work towards.

    Paladin has control-based win conditions, but let’s look at the caveats:
    – Instawin due to Uther of the Ebon Blade is still very slow, and your lategame turns still need lots of mana to generate and bounce the horsemen. Even with this card, it may be vulnerable to other OTK decks. And it’s rotating out in the spring.
    – Paladin is possibly the hardest class to combo with Mechathun, requiring a Prismatic lens highroll or Galvanizers+Equality+Skaterbot. New tools might pop up in this expansion, though.
    – Holy Wrath + Shirvallah? Untested, but possible…
    – Pure Fatigue strategy? I’m not sure Pally has the value tools to make this option very compelling, but that can change a lot based on the other expansion cards that pop up.

    • Williamebf
      November 7, 2018 at 12:49 AM

      You Can also revive Mecha’tun and double missile launcher with kangor’s endless Arly and then use equality

    • DeadlyPants
      November 7, 2018 at 4:36 AM

      If you have an empty deck, you can play Shirvallah, Baleful Banker it and pull it out with Holy Wrath for 25 damage. 30 damage with a 5 attack weapon if you really need it, and two Shirvallah’s to push through taunts. Let’s make it happen!

  25. Thraben
    November 6, 2018 at 11:31 AM

    I’m so freaking happy Blizzard is pushing paladin toward more of mid-range or even control style. This card won’t be good for an aggro deck after all.

  26. Wikator
    November 6, 2018 at 11:20 AM

    Blizzard really want OTK to be good.

  27. Tids
    November 6, 2018 at 11:12 AM

    Big priest anyone? NO!

  28. NirvanaX
    November 6, 2018 at 11:12 AM

    ice block 2.0

    • Kingmhd
      November 6, 2018 at 11:33 AM

      I think it’s better than ice block. Ice block will prevent only the last lethal damage so if you have 16 health and your opponent has 4 minions with 5/5 your health will go down to 1 but with this spell it’s remain 16.

      • KingKalevi
        November 6, 2018 at 11:55 AM

        But unlike Ice Block, you can’t just play this on 3 and be safe in the late game. You have to know when to play it. I think it’s a lot healthier for the game than IB.

        • Nefretete
          November 6, 2018 at 2:02 PM

          And still, another big pus for time out is that it gives you immunity on both your turn and opponents, you can hit a minion with a weapon without taking dmg.

          • Random Dude
            November 12, 2018 at 12:49 AM

            And Paladin totally has the hard hitting, difference making, game ending weapons, to make this real.

            As it’s been said – good card, wrong class.