|Commander / EDH||Legal|
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|Commander 2014 (C14)||Mythic Rare|
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Teferi, Temporal Archmage
Planeswalker — Teferi
+1: Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
-1: Untap up to four target permanents.
-10: You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant."
Teferi, Temporal Archmage can be your commander.
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Teferi, Temporal Archmage Discussion
4 hours ago
Going from a pure power standpoint the top two Mono-blue commanders are Teferi, Temporal Archmage and Arcum Dagsson. If you are judging along a metric besides pure power please let us know so that suggestions can be tailored to what you are looking for.
12 hours ago
I assume you mean mono-Blue? You have a lot of options:
Teferi, Mage of Zhalfir has a great ability, allowing you to leave mana open for responses, without the risk of wasting a turn.
Padeem, Consul of Innovation can be used in an Artifact combo deck.
Kira, Great Glass-Spinner makes your creatures a bit harder to kill.
Teferi, Temporal Archmage has a set of powerful abilities.
Talrand, Sky Summoner is strong for spellslinging.
Mistform Ultimus can be an interesting Voltron Commander alongside tribal bonuses (think Merflok and Slivers for mono-Blue).
BlueStar220 on Roon
3 days ago
SynergyBuild, I appreciate your comment. But I would have to disagree with some of the things you mentioned.
A: Wining turns 1-4 may be consistent in formats like modern, legacy, or vintage, but it ISN'T very consistent in commander. Heavy control decks specifically require a few turns to get their combos going. I have played with multiple tier one decks (including Teferi, Temporal Archmage), and I don't recall hardly ANY winning by turn 4. NOTE: I am not saying it's impossible, I'm saying it's not very consistent even for a tier one deck. In a 100 singleton format, there will always be hiccups that will prevent a strategy from working all the time. At best I would say a good Zur the Enchanter deck is the closest thing to consistency as you can get early game.
B and C: I do have ways to lock my opponents decks by using Palinchron + Deadeye Navigator or the equivalent + Any ETB removal creature. (Epsecially with Acidic Slime, I can simply say that I am the only one that plays lands). I also have an infinite turn combo with Time Stretch + Deadeye Navigator or the equivalent + Archaeomancer. I can also somewhat lock down my opponents lands with Hokori, Dust Drinker + Seedborn Muse.
In regards to only having 18 removal cards, I went through the decks you linked, and most of them had under 20 removal cards. Only one had a few more than 20, but non of them were even close to 30+. (And that was with me being somewhat generous.)
And in regards to competitive decks, Roon qualifies as being a 2.5 Tier deck. (At least according to this list: http://tappedout.net/mtg-decks/list-multiplayer-edh-generals-by-tier/).
I am not saying that this deck I made is the best version there is. If you look at the settings, I specifically say that it needs improvement. But the goal is to make this a competitive as possible. If you don't think it's competitive as of right now, do you have any suggestions as to what to put in/take out?
3 days ago
Two stax lists, a midrange list, and five combo lists, all are tier one, and this had not won a single game against them.
I understand that "Competitive is far more than rushing through the first turns for a win, it about gaining of hold of every advantage the deck offers with the given hand and draws." I started this by going over the three competitive archetypes, combo, stax and control, this lists offers about nothing to all three of those archetypes.
Your list runs no powerful combos, no stax locks, and extremely little control. Your commander synergies very little with the deck, and runs no ramp, minimal card draw, and bad countermagic.
Lets take a look at this deck considered competitive:
The best you can do is a Tome Scour, of course this won't mill the card on top, as they did it on your end step, but whatever.
Wow, you have all of 1 card that is actually castable turn 1. Half of your non-land cards require 4+ mana to cast. Many cEDH decks require 3 or less mana to cast every spell in their deck. You run all of 0 pieces of ramp, and no efficient way to win a game against those decks cosnidering even your commander won't cheat them out until turn 8 on your curve.
That is fine though, that means you aren't a fast-paced combo build, it doesn't mean you are not competitive though, stax and control can be great decks, that win very late in the game, turn 8-20 occasionally are when they win.
Stax decks attempt to shut out their combo opponents, you opponent over with Food Chain + Eternal Scourge trying to make infinite mana? Sphere of Safety shuts them down. Try to go off with turns in Narset, Enlightened Master, Stranglehold that. Trying to beat my face in with Blood Pod, Moat that. Then I will go off with infinite flying Pestermite tokens turn 13 with Kiki-Jiki, Mirror Breaker after all of you can't do anything.
What does this deck have in terms of stax?
Well, it has War Tax, which require mana that you cannot efficiently use against a Blood Pod deck, as they will stax you out before you them, Armageddon and Ravages of War are a blowout to this deck since you don't run artifact or creature mana. Propaganda would be a better choice, despite not being good enough a choice to make this deck competitive.
Opposition and Aphetto Grifter are decent options for token builds with tons of creatures, on the upkeep of an opponent's turn, you tap down all of their lands, it is pretty good, but as this deck can't do that before it will die, they aren't very good at a competitive table.
Frozen AEther this is truely the best stax you run, it can stop some Kiki-Jiki, Mirror Breaker combos, slows down other peoples mana in terms of dorks, rocks, and lands. It is also good as it doesn't affect you, if you could run a Sol Ring, Mana Crypt, Mana Vault or anything to make it come down before your opponents win, then it might be useful.
Fatespinner at least it is in your tribe, otherwise it would just occasionally deny 1 or 2 damage, any time a player needs combat, they win that turn. If they do, they you deny a card, and die immediately after, otherwise they take away a combat they wouldn't need anyway.
Orbs of Warding good card if it was a couple mana less, or you could control/stax a game to pull it off, otherwise it doesn't need to be here.
All in all, you aren't a stax deck, you run little to no good stax cards, the few you run that sees play require ramp.
Well, I guess this is a bad cEDH deck, or control. You run 21 spells that could be used as removal or countermagic, 10 that are 4 or less mana. This is awful for a control deck, unless they are Force of Will and just look like 5 mana, or you run a lot of ramp, sadly neither are true.
Again, this is not a bad deck, simply a casual one, not cEDH material. That is why your list isn't competitive, yes, I have run a spellshaper tribal Damia deck at state level play, not a tournament at state level, just a game at a grand prix side event. That deck isn't good, but it is fun. State level play means nothing. cEDH is actual competitive decks, unlike this one, playing at the upper echelons of the format, in fact, it is so different compared to normal EDH, that is it called cEDH.
This may be winning games where you play, but I have tested it, and I implore you to sit down next to some good stax and fast-paced combo players, against $5600 The Gitrog Monster builds, $6000 General Tazri builds, $5000 Teferi, Temporal Archmage builds, and tell me this deck will win a game against them.
You are wrong, not based on my own opinion, but with playtesting a deck that supposedly wins by turn 10 at the slowest, goldfishing it.
I have yet to see another deck in ALL OF CEDH, that goldfishes a win, or complete stax lock down past turn 6, ever.
Your deck is misleading by using the hub "competitive", all I want is for you to remove it.
3 weeks ago
Hope this helps!
1 month ago
I don't think you should claim the top tier decks netdecked.
Yes people may copy them, but they have to play them properly and tune them for their specific meta. They are generally the best (or most "powerful") lists, but not alone. Only when a good player takes them, and tunes them do they get truely powerful.
Lets take a comparison instead of to decks like General Tazri (hyper-efficient fast-paced combo) but more like decks in the likeness to Teferi, Temporal Archmage or Tana/Tymna Blood Pod. These decks are "Prison/Stax/Combo". Teferi can combo out super fast, like turn 3 without a god hand or anything, but more commonly sets up a lock, then uses Teferi, Temporal Archmage's -1 ability to get out of a Stasis or Winter Orb or Static Orb, etc.
On the other hand Blood Pod is a combo list that nearly never sets up combo wins until it has locked out each opponent. It has tons of stax and prison effects, and an easily tutorable wincon once each opponent is unable to respond. It is slow, but efficient.
The reason I bring up these decks is because if you claim being fast isn't necessarily good, you are right, but if it isn't fast, it has to lock out the opponents thoroughly. I'll take a look at every single prison/stax card you run. Then I will compare them. Enchantress can be built to be efficient stax, or fast-paced combo. This one clearly isn't fast-paced combo, so if you claim it is the "most powerful" Enchantress list. I would find it insulting if your deck isn't powerful. That would mean every other enchantress list is less powerful than a weak deck, wouldn't it?
Mystic Remora and Rhystic Study are the two cards that represent actual stax in your list. That is all. Ghostly Prison effects aren't really stax, and removal (unless it is land destruction) isn't stax either. The fact that your two cards that are stax are "may" triggers makes them some of the weakest stax. This isn't to say that they aren't good, but in fact only that they are not going to lock down the opponents.
This would make you incomparable to stax or prison lists, and you are too slow at combo to make up for it.
But maybe you just made a typo, because instead of "prison/stax/combo" you meant "control/combo", bit of a large typo, but I digress. Control is the last main archetype of the higher tier lists, and this deck appears to be closer to control on the face of it.
Control lists like Azami, Lady of Scrolls, or other lists try to build a draw engine, because otherwise they wouldn't have enough answer for each of the threats placed by the opponents. In this case Enchantresses are the draw engine. They normally run answers like removal and counterspells to stop locks set by stax decks, or slow down the combo decks enough for them to pull out their own combo wincon. In this case you run many combos. I wouldn't call it Control though, but I think that is the closest this deck is to a real archetype.
Why is it not control? in a 4 player game, which I assumed this deck was made for (it is under the tag "Multiplayer"), this deck needs to answer a lot of things. A The Tabernacle at Pendrell Vale that the stax player dropped, the Hermit Druid that Scion of the Ur-Dragon combo player just dropped, or the Mystic Remora that's been drawing General Tazri a ton of cards. In Commander, there are tons of different types of threats to deal with. Since you don't run the catch-all Counterspells, you have all of 7 pieces of removal, and lets look at all 7 in total.
Banishing Light - Okay, this one is real removal, 3 mana may be exorbitantly high in terms of mana, but it hits a whole lot of things, so I will claim it works. Unless they spend one mana and a Nature's Claim, or any other 1 mana removal for enchantments.
Detention Sphere - Same as above, good with tokens, same glaring downsides.
Doomwake Giant - Well, this is a sweeper, and can trigger multiple times, but 5 mana is a lot for a deck with only a decent amount of ramp, hits hard on dorks though.
Oblivion Ring - Same as Banishing Light, but is better, you can sacrifice it in response to it's enter the battlefield effect to permanently exile a non-land permanent. It can also hit your permanents, for what it's worth, still too high on mana.
Tainted AEther - I mean, yes it can slow a few combos down, but at four mana it feel pretty mediocre.
Overall, your removal either is way to expensive to expect this deck to be considered control, and doesn't run nearly enough, or isn't a control deck.
If the deck isn't control, stax, or fast-paced combo, I ask you, what is it and how is it supposed to be the "most powerful" Enchantress deck? I apologize if you think I am hating on your deck, because I love seeing a fun deck with interesting limitations like no infinite comboes, but limited casual decks aren't the most powerful, and it is an insult to many deck builders to claim their lists are weaker than this.
1 month ago
If you want to add green so you can have access to more broken and protective things, I would suggest a commander that has all 5 colors in its color identity. With the release of the Dominaria set, the obvious choice is Jodah, Archmage Eternal because he's basically Fist of Suns on a stick. Since planeswalkers are legendary now and governed only by the 'legendary rule' at this time, another few cards you might want to make room for might be Captain Sisay, Jhoira, Weatherlight Captain, and Thran Temporal Gateway. If you're going to use The Chain Veil to abuse planeswalker abilities, you should also consider Teferi, Temporal Archmage. The one card that's going to become your worst nightmare against this deck will be The Immortal Sun, so watch out for that. If you want to shut down token decks, the best (and funniest) way to do it is with Leyline of Singularity.
@CivilisedSin is right about Oaths. The newest ones, Oath of Teferi and Oath of Ajani is REALLY good, and so are proliferate effects. Things that move counters around are always fun too, especially if you plan to put Sagas from the new Dominaria set in your deck. You also need more global creature destruction in order to keep your walkers alive longer. I hope I've given you enough pointers to get you started on thinking where you actually want to go with this deck. The only other thing I would say is keep both Narsets, but less creature stuff and more noncreature stuff. Not only will this help you stay more stabilized in the face of board wipes, including your own, but it also gives you room for more of the things your deck wants to play with, as well as give you more ridiculous turns from swinging at people with your Narset, Enlightened Master.
Beyond that, just make the deck your own. Shape it to a feel that best suits the way you like to play it.
1 month ago
Honestly, haven't seen him yet in gameplay. In fairness to him though, I would never tutor him, one day I will draw/resolve him.
Have you played him? Works? My sense is that the draw + potential for multiple draws will be very cool.
I think I took Archangel Avacyn Flip out for him, but lately I've been missing Stranglehold + Maralen of the Mornsong with all the Teferi, Temporal Archmage Infinite Turns I've run into. (Also: Izzet & Grixis )