Temp Null has no combat or board effect
Temp Null does nothing on its own: it has no combat or board effect. When it appears in your hand, discard it into the pit for the normal discard reward rather than expecting it to produce a spell effect.
How you get Temp Null
Temp Null is a King of Time card whose description says it does nothing because the space-time continuum was broken. It belongs to the trash card category. Treat that description literally when deciding whether it can help your kingdom.
The Nullify broken decree grants three Temp Null cards. Time-card replay interactions can also leave you with unusable cards, so inspect the resulting hand before choosing your next play. Receiving more cards is only useful to your combo when those cards can do something you need.
Play useful cards, use Rewind, then discard Temp Null
Rewind depends on the cards you actually played previously and replaces your current hand with copies of recently played cards. Before discarding it, review both your recent plays and anything still in hand that you want to use. Make the useful plays first so the cards you want to recover are part of that history.
- Play the beneficial cards you want to recover. Choose plays that advance your current plan, giving Rewind useful cards to copy when its condition is satisfied.
- Discard Rewind into the pit after those useful plays. When its condition is satisfied, it replaces your hand with copies of recently played cards.
- Replay the useful cards returned to your hand when they still fit your plan. Assess the actual result before committing to another replay sequence.
- Discard any Temp Null in the resulting hand into the pit. You receive the normal discard reward, while clearing a card that supplies no standalone combat or board effect.
Useful cards to play before Rewind
Portal provides a concrete Time-card sequence. Stack Portal copies on the same plot until it reaches maximum level, which sends your kingdom two years back in time. After a Portal turn, discard Rewind into the pit to recover Portal cards.
Patronage is another useful card to put immediately before Rewind when you have it. It adds three levels to your base beyond its maximum level, and Rewind used straight afterwards can return Patronage. Patronage is a Rainbow card rather than part of the Time deck, so this sequence depends on obtaining it.
In either sequence, the useful outcome comes from recovering the card you deliberately played. If the resulting hand contains Temp Null, discard it for the normal pit reward. Check what you recovered before deciding whether the sequence is worth continuing.
Mistakes that waste your replay
Using Rewind before your intended useful plays puts the sequence in the wrong order. Its result depends on your actual previous plays, so make the plays you want copied before discarding it. Do not assume that having Rewind in hand guarantees the cards you need will come back.
Choosing Nullify for an immediate combat boost also misses what it gives you. Its three Temp Null cards can occupy hand space without advancing your combo or strengthening the board. Consider what you need from the decree before treating those extra cards as an advantage.
Finally, avoid planning around an unlimited chain of valuable Rewind copies. The recovered hand can be unhelpful, and Temp Null does not turn that result into another useful spell. Base your next decision on the cards you actually received, and send unwanted Temp Null cards into the pit.