Teferi, Mage of Zhalfir

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
From the Vault: Legends (V11) Mythic Rare
Time Spiral (TSP) Rare

Combos Browse all

Teferi, Mage of Zhalfir

Legendary Creature — Human Wizard

Flash (You may play this spell any time you could play an instant.)

Creature cards you own that aren't in play have flash.

Each opponent can play spells only any time he or she could play a sorcery.

Teferi, Mage of Zhalfir Discussion

Cloudius on A Timmy Control Deck?

1 week ago

+1 For one of the most refreshing and innovative decks I've come across on T/O.

It does take awhile to comprehend the set up and your game plan and I'm sure we've only grasp the tip of an iceberg, the mammoth mechanics and thought process that goes into conceptualizing this deck and play testing it.

Have you consider adding Muldrotha, the Gravetide as a means to recur your key combo pieces and as redundancy just in case Ravos, Soultender and Havengul Lich get hated out.

I noticed the deck is light on protection package (as with many decks that devote majority of the resources to combo pieces), perhaps can consider some of these:

1) Grand Abolisher and City of Solitude - Act as a redundancy for Teferi, Mage of Zhalfir so you've a captive audience who can only watch you combo off without interrupting. City is a double edge sword though so probably only drop this the turn you want to combo off.

2) Energy Field - Hide behind this shield until your combo pieces are assembled. At worst, it helps eat up a removal which was original intended for your other combo pieces. You only have 17 Instants/Sorceries out of 100 cards so casting most of your cards (Permanents) won't blow this up.

I'm sure you've given much more thoughts for this deck as compared to me so my humble suggestions for your consideration. Hope this helps. Cheers!

lothshteth on The Dark One

1 week ago

I agree that Teferi, Mage of Zhalfir is a more eloquent design. This is probably why WOTC hasn't touched upon Drain Power since Pygmy Hippo .

If I go with the Damping Sphere ability, would you suggest any changes to cost or anything else?

cdkime on The Dark One

1 week ago

Just to provide the counterargument regarding Teferi, Mage of Zhalfir I contend it is a better designed card for the same reason you might argue it is worse--"it affects every opponent all the time." By being mutually harmful, the effect is static, and does not change based on where players happen to be sitting at the table. Further, by not locking down only one player, it does not lead to meta-conflict between players if someone feels they are being specifically targeted to not enjoy the game.


With regards to your suggestion, I like this one. Control decks frequently have mana rocks such as Mox or Azorius Signet , so it does not provide a hard lock on your opponents. It further fits in line with some recent artifact Damping Sphere (Blue creatures often borrow abilities from artifacts), and has some precedent within Blue itself, such as Imprisoned in the Moon .

Luarviq on Fixed T7 Win! [[Kaho, Minamo Historian]] *Primer*

1 week ago

This is so stupid, I like it.

To make it more efficient, you might drop in Teferi, Mage of Zhalfir - not only there will be no counters flying your way, but also you can flash him with labmaniac on your upkeep.

lothshteth on The Dark One

1 week ago

cdkime, I see what you're saying and it definitely wouldn't be fun for that player. But, Teferi, Mage of Zhalfir is arguably worse as it affects every opponent all the time.

The other idea I had was this...

If an opponent would tap a land for mana during your turn, it produces instead of any other type or amount.

This still hurts control players, but doesn't necessarily lock people out of mana on other players' turns.

Luarviq on Arcanis the Pit Champion

1 week ago

I would say more untappers and effect doublers. Fatestitcher or other untapper with Illusionist's Bracers will let you draw your entire library in a single turn, and if you have Vedalken Orrery , Teferi, Mage of Zhalfir or Leyline of Anticipation you can do it before your upkeep to dig for Laboratory Maniac and flash him for the win. Or just put pingers that deal dmg on tap, and tap-untap them infinitely. So much potential.

tacitproxy on Yuriko Rogues

1 week ago

Dimir Infiltrator - Tutor and unblockable.

Dowsing Dagger  Flip - Assuming you'll get in with an unblockable or evasive creature early on, this will be a very good ramp spell.

Reality Shift - Good exile effect in blue.

Curse of the Swine - Also good exile effect in blue.

Imprisoned in the Moon - Incredible psudo removal.

Teferi, Mage of Zhalfir - Provides psudo haste for an aggressive build like this. Teferi also doubles as a good control card here.

Devastation Tide - Blue/Black have a hard time dealing with enchantments. You will find use for this at some point.

You can also add some on-color cycling lands. They become useful after you don't care about drawing any more lands in the late game. Additionally, other on-color utility lands would be a plus. For example, Bojuka Bog or Halimar Depths would be fine additions.

I_dont_play_magic on Inalla Wizard EDH

1 week ago

Counterspell , Frantic Search , Sundial of the Infinite (you keep your token copies), Stonybrook Banneret , Teferi, Mage of Zhalfir (great card), Vedalken AEthermage (find the wizard you need), Watertrap Weaver . Each of those cards costs $3 or less. If you want to spend a little more, Glen Elendra Archmage is about $8 and is very good.

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Teferi, Mage of Zhalfir occurrence in decks from the last year

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.03%

Blue: 0.25%

G/U (Simic): 0.1%

W/U (Azorius): 0.12%

RUG (Temur): 0.1%

BUG (Sultai): 0.08%

U/B/R (Grixis): 0.05%