Teferi, Hero of Dominaria

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Brawl Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Mythic Rare

Combos Browse all

Tokens

Teferi, Hero of Dominaria

Legendary Planeswalker — Teferi

+1: Draw a card. At the beginning of the next end step, untap two lands.

-3: Put target nonland permanent into its owner's library third from the top.

-8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."

Price & Acquistion Set Price Alerts

DOM

Ebay

Recent Decks

Teferi, Hero of Dominaria Discussion

Thescarabbob on Beating Nexus of Fate

10 hours ago

You're pretty set up already. Nezehal Is impossibe for them to interact with, boarding in Duress and Negate will stop their key spells, like Teferi, Hero of Dominaria and Nexus of Fate

hungry000 on Input on deck idea

1 day ago

Idk how much you know, but most competitive midrange decks in modern these days are 3 color, jund and abzan are generally the colors of choice but with the rise of Death's Shadow grixis has also become a good midrange/aggro deck. Burn also plays in naya colors, splashing G for Atarka's Command and white for Boros Charm and Lightning Helix. I think RW is most popular rn though. Mardu Pyromancer has made a push recently, and Jeskai Control is also a thing. With the printing of Stitcher's Supplier a Jund Vengvine/Bridge from Below deck became popular, though it's more BR than jund (I think it splashes green for Ancient Grudge or something).

2 color decks are still popular tho, some of the competitive ones being BR Hollow One, UB Death's Shadow, and UW Control (which finally became a thing when Jace, the Mindsculptor was unbanned, though a lot of decks now prefer Teferi, Hero of Dominaria over him). GW midrange decks used to be seen occasionally, UR Storm is still played. GW Bogles and UG Infect are kinda played too.

Another recent change in the meta has been 5c Humans, which was made a lot more consistent with the printing of Unclaimed Territory. It's won several big tournaments and is probably the most played of these decks. On that note, some other tribal decks that see play are Merfolk, Elves (G/GB/abzan), and Spirits (UW/bant).

KCI Eggs is rising as one of the best combo decks in the format. Affinity, G Tron, UB Tezzerator, and Lantern Control are some other competitive decks that have been around for a while.

I probably missed a bunch of decks here, but to sum it up there are a ton of 3 color decks now, possibly more than there are 2 color decks.

RingweMakil on Ravaging Command

4 days ago

Nathanaiel Field of Ruin is an absolute must-have in this format, I fear. Any reactive or midrange deck that is not utilising the free land destruction provided by Field is a strictly inferior version of another deck that is. Celestial Colonnade, Azcanta, the Sunken Ruin, Academy Ruins, Raging Ravine, Urza's Tower, Sea Gate Wreckage, Eldrazi Temple, Moorland Haunt, Gavony Township, Valakut, the Molten Pinnacle and I could go on - the point is, there are a lot of lands with powerful effects in Modern, and to not have the free answer provided to them in the form of Field is a serious omission that only the most proactive strategies can afford to make. A land drop that also double times as a spell is extremely powerful, especially one that answers the powerful lands of other decks.

So, given the necessity of Field of Ruin, is it greedy to play 3 colours? With any less than 22 coloured sources, I think so, but given that I play 26 lands, generally speaking, being colour screwed is not an issue. This is also greatly helped by the fact that so many of my cards only require one mana of a certain colour - the exceptions being the planeswalkers and Kalitas, Traitor of Ghet. I think it would be extremely greedy to attempt to play Cryptic Command in this list, for instance, but when most spells can be cast within the realm of having just one black, blue and red, Field really doesn't hurt a lot. Also worth noting is that unlike Ghost Quarter, Field does not put you down a land, and also does fix your mana after it is activated, so in most cases, Field really shouldn't hurt.

The only time when Field is a real pain is if you have 2 of your 3 lands are Field of Ruin, because then your hand can be really slowed down. In such cases, either mulligan, or keep and pull through with Thoughtseize and Fatal Push. Consider also the early requirements of this list - with a single black mana, most of the relevant 1 and 2 drops are castable. The lack of Lightning Bolt is a conscious choice, one made for many reasons, one among which is the mana.

Inquisition of Kozilek misses too much. Cryptic Command, Jace, the Mind Sculptor, Teferi, Hero of Dominaria, everything Tron plays, all of Jund's big drops including Bloodbraid Elf, Primeval Titan, Through the Breach, all the random four mana planeswalkers a bunch of different decks play, Gurmag Angler, Tasigur, the Golden Fang, and I could go on - but the point is, in a deck that isn't seeking to proactively push through damage and end the game, unconditional answers are better than conditional ones, and Thoughtseize excels in many a situation where Inquisition is only medium. The life loss is not as big a deal as it is in other decks, owing to the 3 Kalitas, Traitor of Ghet and 3 Collective Brutality.

The list initially did have 2 Inquisition of Kozilek alongside its current package, but that proved to be too much discard in a primarily reactive shell. They were removed for more versatile and unconditional answers in Kolaghan's Command and Dreadbore. So far, that choice has definitely served me very well. Only 3 pure discard spells means the chance of dead draws is much lessened; besides, Kolaghan's Command, Collective Brutality, Sedraxis Specter and Nicol Bolas, the Ravager  Flip all double time as hand disruption that also has additional effects, and so unlike the one mana discard spells, is much less often a dead draw.

Re: Tron, yes, game 1 is god awful. Game 2, however, is actually favoured. If Tron is heavy in your meta, I would recommend sideboarding more Pithing Needle and Fulminator Mage; otherwise, the general plan is Thoughtseize into Extirpate + Field of Ruin , with a bunch of countermagic to survive through their big threats. Kalitas, Traitor of Ghet is invaluable in this matchup owing to his ability to exile Wurmcoil Engine; Thundermaw Hellkite can also come down and eat a Karn Liberated or a Ugin, the Spirit Dragon. You can also set up some nasty loops with Kolaghan's Command and Fulminator Mage that completely shuts the Tron player out of the game; and since, unlike traditional control lists, this one can turn the corner and end the game super fast, once you've gotten your disruption down, you should be able to power through to the finish before they start making their seventh and eighth land drops.

Another line of play to keep in mind is Extirpate on one of their big threats - Tron is not a threat dense deck, and if it is clear they are going to be able to make their mana and start casting big guys, then it may be worth your while to think of all the threats in their deck, and then just start cutting through the lot, so that they have nothing to do with all their mana. Tron does not really have a draw engine either, so once you've dealt with the first 3-4 threats, you're in a very very favoured position to win.

I will be testing a lot more with this deck and I plan to post the results to https://patreon.com/invite/bxlvxg in a few days; stay tuned if this deck is something that interests you, and you want to see where this goes!

TheAnnihilator on Lf random legacy/modern/standard cards to ...

5 days ago

I have a surgical and relics (plus a paradox engine from your wants list) and I am really hoping you have a Teferi, Hero of Dominaria?

Vazoun on Selesnya Enchants !

1 week ago

=> Joe9 Thanks for your comment ! Your suggestions for post-rotation are welcome ! We don't know what cards we'll get from Ravnica, but we can anticipate the changes ! In particular, I'm afraid of losing Sram, Senior Edificer and Blossoming Defense, because Sram is a key to the deck, and Hexproof is difficult to set in GW. :/ If you're searching for a rotation-proof build of this, you can look to a Naya version, with Champion of the Flame and Valduk, Keeper of the Flame. I also tried a Bant version, more control, with Psychic Corrosion, Patient Rebuilding, Tatyova, Benthic Druid and Teferi, Hero of Dominaria (maybe a sweet overwhelming Splendor for the fun ^^ ), but for the moment I don't have the cards, but it looks really cool !

humatinee on Raffwyn’s historic combo!

1 week ago

Greetings! Always great to see another Raff player's take.

I really like your list, and I only have an observation or two. My first is that you should consider trying out a card I'm really high on: Chain of Vapor. I use it to save my combo pieces from removal, or to get rid of Stony Silence and its ilk in a pinch.

My second is that I would consider taking out your filter/selection cards (primarily Ponder, Impulse, Board the Weatherlight, and Anticipation) for card advantage or more control elements. Mid to late game, I often find these cards to be disappointing. In addition, you already have an excellent suite of tutors to get the job of finding combo pieces done. I recommend: Search for Azcanta  Flip (also legendary!), Teferi, Hero of Dominaria, and Remand.

I also tend to prefer Day's Undoing over Windfall as it shuffles my graveyard into my library, but I see what you're doing here with Stroke of Genius and friends!

Randomsome1 on Enchant deez nuts

1 week ago

Good start, a few cards don't seem to fit the goal of the deck.

Cut:

Laboratory Maniac - I dont see a infinite draw engine to make this a viable win condition.

Teferi, Hero of Dominaria - You have an okay amount of instants (It's just how the deck wants to be built), but I think you're a little short on benefiting from his + enough for his cost.

Asceticism - This is great if you want to go into a Aura Voltron route, but the Sterling Grove and Privileged Position Combo is enough for protecting your creatures.

Sigarda, Heron's Grace - You're got 6 Humans and Tuvasa ain't one.

Acidic Slime - Great removal, but because it costs so much it's only worth it in decks that can consistently bring it back from the grave or blink it.

Pacifism - Because Arrest, Desert's Hold, Encrust, Lost in Thought

Maybe:

Aura Shards - I don't think you have enough creatures to really abuse this, but it is still really good.

Burgeoning and Exploration - good ramp cards, but only if you have the lands in available. With only 36 lands you will probably won't be using them as much as you'd like.

Abundant Growth - Great color fixing, but not ramp.

Luminarch Ascension - You might have enough protection to get this going, maybe.

Parallax Wave - I might be missing something, but this card just seems bad outside of a blink deck. It doesn't combo with Solemnity if that's what you were thinking.

Add:

Estrid, the Masked - She's still great protection for your Enchantments and your commander.

Wild Growth - 1 drop enchantment ramp

New Horizons - Color fixing, ramp, and some pump.

Nature's Lore Rampant Growth Selesnya Signet Simic Signet ETC - Even though they don't fit, they are always great consistent ramp.

Sol Ring - Come on, Really? xD

Mystical Tutor - Grab that board wipe or Approach of the Second Sun

Open the Vaults - cheaper Replenish

Leyline of Anticipation - Enchantment version of Vedalken Orrery

Supreme Verdict - Just a good wipe.

Thoughts:

Land Tax - Might be able to do some cheeky things with Burgeoning and Exploration

One reason why you might not want to go the way im about to suggest is because my Controlling Girlfriend(s) deck does this too. But, feel free to copy me (You always do xD)

Ghostly Prison Propaganda Collective Restraint Sphere of Safety Norn's Annex - No one will be able to attack you.

Aura of Silence - more tax and can destroy something.

Auras:

Totem Armor is strong. If you want to go down that path the precon has some good ones, but look up cards that give totem armor, they aren't bad.

RingweMakil on Nevermore Prison

2 weeks ago

Is there any thought to playing Enduring Ideal?

Personally I do like the suggestion of Starfield of Nyx over, perhaps, Elspeth, Knight-Errant. Having that additional layer of protection for your enchantments seems superior to having a comparatively low impact planeswalker. By that I mean Elspeth won't win games for you that you're behind in, and if you're ahead or even, any other win condition will do just fine (by contrast, a planeswalker like Liliana of the Veil or Teferi, Hero of Dominaria will often swing the board in your favour).

I'll admit I am also a little surprised at the lack of Wrath of God. But I suppose your creature prison elements are strong enough that having some spot removal and chump blockers is good enough? Not to mention, given time, Porphyry Nodes does work (I adore that card, and people forget it actually won Pro Tour Born of the Gods).

Load more