Teferi, Temporal Archmage

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.

Teferi, Temporal Archmage Discussion

Savage1988 on Nicky B and his Pro-Life Posse

1 month ago



  • still think chromatic lantern might be good, should probably run over commander’s sphere

Savage1988 on Nicky B and his Pro-Life Posse

1 month ago

Thanks both for all the input so far!

I see the upside on familiar, it just doesn’t make up for its downsides IMO.

Cuts I’m looking at:

Possible adds

1empyrean on Urza: Mono-Blue Big Bad Burly Boi Beats [[PRIMER]]

1 month ago

I like the idea of running Urza as a super fast blue stompy deck, I built a Teferi, Temporal Archmage deck the same way. I used the playtester to make sure it played as you described, and it seems like a fun deck to pilot, for sure.

I'll admit that I would be using cards like Nim Deathmantle to keep my big things from getting blown up (on top of what you already use), but that's more personal preference than anything. Can't hurt to try it out, I guess.

Savage1988 on Nicky B and his Pro-Life Posse

1 month ago


I'm still not sure I understand your aversion of the vivid lands, but let's say i cut them, would you add basics (as long as i haven't tested how early my proliferation is online)?

Throne of Geth doesn't need many other artifacts. At the point where I want to activate this more than once I image having some signets / talismans that I don't need anymore, allowing them to be useful again as fodder for the throne. I don't expect to ativate this before turn 4 at all, probably even later than that. Yes, it's amazing if i get to activate it every turn (e.g. when i have Daretti, Ingenious Iconoclast or Saheeli, Sublime Artificer), but i feel like it's done its job when i activate it twice, and i can always use it once in a pinch.

On winning:

I know you specifically said "not necessarily infinites" but I'm not sure what other kind of I win buttons other than copying planeswalker ults you might mean. I have a Torment of Hailfire that I may want, I could probably get to enough mana through proliferation that everyone has to sac their board, hand and life, but honestly it might take too long and i prefer not to run any tutors, so it's kinda hit or miss. Any other non-infinite suggestions?

It also doesn't help that my playgroup actually frowns a little on infinite combos. I think the 4 card combo that i discovered after adding all the pieces is convoluted enough to be appreciated. Then there's a lot of ways to get infinite turns with Magistrate's Scepter here too, but this can also easily be interrupted by artifact removal - even this may be too much for them though. I guess what I'm saying is that we mostly play for the fun and "doing our thing", less for the winning. I probably wouldn't play this deck in a competitive environment (but who knows!)

Also: I'm cutting solemn, but Jace, Cunning Castaway might be too meme-y, which walker do you think fits the bill best? I'm thinking

  • Jace Beleren: Party jace! cheap, draws cards, could be left alone if i draw the table cards

  • Tezzeret, Artifice Master: helps throne of geth, draws cards, has cool ult

  • Teferi, Temporal Archmage: untap can help our artifacts do double duty, is another walker to go infinite with chain veil and mana artifacts that produce 4 mana, has cool ult

  • Ugin, the Ineffable: helps control, builds boardstate, helps cast artifacts (and ugins/karns)

  • Sorin Markov: Drains slowly, can help table take care of archnemesis, resets the lifegain deck, has evil ult

I'm leaning towards teferi now that i realised it can help me combo (or at least proliferate more). Am i missing any good ones (that aren't Jace, the Mind Sculptor or Dack Fayden since those are too expensive)

PS: what's your stance on wilds/terramorphic: cut for basics or keep?


I agree with your take on what's likely to happen to me during a game but I don't think Force of Despair is the answer. It’s a decent card but i don’t think it helps us much:

It only takes care of creatures from 1 opponent, and only the turn they entered, making this feel more like a counterspell, less like a wrath or even regular removal. In that sense it’s somewhat like sorcery speed removal, which might even be better in this case because we can at least interact with all the threats since our previous turn.

It’s a free spell, it can’t be that bad, but i’m not sure it does what we need.

Buckshot11 on Okos work in progress

2 months ago

I really am sorry to be the person who does this, but Legendary planeswalkers are not considered commanders except for cards like Teferi, Temporal Archmage that specifically say that they can be used as commanders.

1empyrean on Lithoform Enginge: Not Broken, Definitely …

2 months ago

Not that the commander actually needs it but Lithoform Engine gives you infinite blue mana with Teferi, Temporal Archmage. (assuming you have at least 3 islands on the field...Tall order, I know)

NivStormfront on Super Stax, With Golos

2 months ago

You should definitely run Chain Veil. Besides being a great card in general for superfriends, it combos extremely well with Teferi, Temporal Archmage.

Also, Call the Gatewatch is a great tutor for walkers, and you should also definitely run Ugin, the Spirit Dragon

SynergyBuild on What is the Greatest Number …

3 months ago

DeinoStinkus not only did you not mention Teferi, Temporal Archmage's ultimate, which seems a little important, but also, Narset's Reversal actually says you bounce the spell, so you can't target that spell with later reversals, or the resolving copy of Narset's Reversal (due to the copy then fizzling before it resolves).

It would take 2 blue mana to deal 1 damage so unless you have infinite blue mana as well, your combo doesn't work infinitely, even though you did add cards afterwards to it.

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