Temporal Manipulationextra_turnBudget$10.76A direct functional analogue to Time Walk that simply grants an extra turn. It is one of the closest pure extra-turn spells in blue.
Capture of Jingzhouextra_turnBudget$11.19Another near-identical extra-turn spell with the same basic effect. It plays the same role in combo and control shells that want to chain turns.
Temporal Masteryextra_turnBudget$4.01Provides an extra turn and can be cast for a reduced cost via miracle, making it a similar but sometimes cheaper tempo play. It is one of blue's best upgrade-style extra-turn effects.
Time Warpextra_turnBudget$14.53The classic extra-turn spell most similar in function to Time Walk. It costs more, but fills the same slot as a straightforward extra turn enabler.
Walk the Aeonsextra_turnBudget$1.36Another extra-turn sorcery in blue that can be looped with buyback in long games. It is slower and more expensive, but serves the same core role.
Nexus of Fateextra_turnBudget$6.36A self-recycling extra-turn effect that can keep coming back when drawn. It is more expensive, but functions as a repeatable turn-advantage engine.
Time Stretchextra_turnBudget$2.86A much bigger version of the same effect, granting two extra turns instead of one. It is a top-end upgrade for decks built to exploit extra turns.
Part the Waterveilextra_turnBudget$0.98It can grant an extra turn and also has a late-game awakened mode. It is a broader, more expensive version of the same blue time-walk effect.