Teferi, Time Raveler

Teferi, Time Raveler

Legendary Planeswalker — Teferi

Each opponent can cast spell only at any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.

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Trade

Have (3) Eckat , metalmagic , gildan_bladeborn
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Printings View all

Set Rarity
Secret Lair (SLD) Rare
War of the Spark (WAR) Rare

Combos Browse all

Legality

Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Arena Legal
Pioneer Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Teferi, Time Raveler Discussion

Lanzo493 on Ramp to Progenitus, What About …

2 days ago

Niv-Mizzet Reborn is hard to play right without lots of money for cards like Assassin's Trophy, Vindicate, Teferi, Time Raveler, etc. He's not that great otherwise.

I'd just suggest to have more card draw. It's essential in commander to draw cards, mostly because of the prevelance of boardwipes and the fact that 3 people are killing off your stuff at most points in the game. You've got to get enough cards out to overwhelm several people around the same time. Card advantage is half of it. The other half is mana ramp.

DeinoStinkus on Strange Tales #1 - War …

2 weeks ago

Strange Tales #1

Hello everyone. I’m DeinoStinkus, TappedOut’s resident crocodile and ultimate master of jank and underappreciated strategies. This is the article series Strange Tales, where we’ll be exploring everything custom, from the craziest custom cards and user-made formats to wild speculation and analysis of sets.

Today, we will be looking at the wonderful world of War of the Spark. Is it underrated? Yes. Is it brilliantly designed? Yes. Were there issues regarding communication between the story and card design? Unfortunately, the answer is also yes. War of the Spark was a letdown in some respects, but many overlook the fact that it not only contributed massively to Standard archetypes but it also introduced many unique and underestimated cards.

To take a look at War of the Spark, we must first examine the mechanic known as amass. Amass, found on cards like Dreadhorde Invasion and my favorite, Eternal Skylord, is a mechanic that allows you to emulate the creation of an army. Flavorfully potent and a decent mechanic, although unfortunately it probably won’t be reprinted as it was a very specific ability that fitted War of the Spark very well, but not much else. The most likely plane for amass to return to is Innistrad, but even that seems very improbable. Amass as a mechanic is fairly powerful, especially when compared to mechanics like trample or first strike. It generates a creature or makes it stronger. Its interaction with cards like Doubling Season or The Ozolith is interesting and makes for a neat and fun way to play. Unfortunately, amass did not have any cards that are sufficiently powerful enough for competitive play, except Dreadhorde Invasion in niche decks. Lazotep Plating is decently powerful, but Heroic Intervention beats it in every way, unfortunately. Amass as a mechanic needed better support in my opinion, and cards that helped amass synergies rather than simply having amass would have helped. The Grixis-colored cycle of “Zombie Armies have {insert keyword}” was a good try, but only Eternal Skylord really stands out. Deathtouch is counterintuitive for a massive army to have, trample is kind of decent, but only flying is a powerful enough evasion ability to be worth the mana investment of the creature. Amass isn’t very powerful when combined with blink effects, mostly due to the highest amass X being printed on a creature being 2. Overall, despite amass’s potent effect, it did not make it very far due to a general lack of support. Widespread Brutality was too underpowered, Enter the God-Eternals had it as a side thought, and even Invade the City was simply a big creature. Amass, while an amazing and well-built mechanic, did have shortcomings in the long run.

The return of proliferate, however, was much better in this set. The strangest thing about this is that despite proliferate being a very-well supported mechanic there is not a single rare in War of the Spark that has the word proliferate on it. Roalesk, Apex Hybrid is the only mythic with the ability. While this is strange, there are many synergies that exist within the rare slot to be supported by proliferate, a few examples being Krenko, Tin Street Kingpin and Awakening of Vitu-Ghazi. Proliferate even adds its own power to amass, despite a small discontinuity between their colors (proliferate was in GWU in this set while amass was in UBR) and this synergy is part of the reason why War of the Spark Limited is painfully easy to draft.

Let’s talk power level.

Teferi, Time Raveler, Finale of Devastation, and Liliana, Dreadhorde General stand out as the three most powerful cards from the set. Teferi defined Standard for a long time, giving control decks a (rather annoying) tempo play that allowed them to execute their game strategy without delay. Devastation actually did not hit Standard very hard. Its power level (and by association its price) have been mainly due to Commander players. In Commander, this Finale is better than Green Sun's Zenith in every way except mana cost. It searches graveyards, it doesn’t have the color limitations, and let’s be honest, the “final” cost of the spell essentially says “I win the game”. Dreadhorde General is an incredible enabler for Aristocrats. Her passive is generous, her +1 is fodder for her -4 which is bonkers and breaks parity very easily, and her -9 is a pretty decent ultimate, but not super beneficial for her passive. These three cards have each stayed at around $20 recently. They are the face of War.

However, we must not forget that War of the Spark introduced quite a few cards that people still use today, even if they are not equipped with $20 price tags. They include Nicol Bolas, Dragon-God, an amazing flavor win and a really neat planeswalker, Arboreal Grazer, a cute ramp card that sees play in a lot of Commander and Standard decks, and Kiora, Behemoth Beckoner, a neat Elemental Bond/Kiora's Follower crossover that makes Simic stompy players feel jiggy.

Overall, War of the Spark was a set that was really good. People often take it for granted, and look to sets such as Double Masters or Throne of Eldraine as the best sets of recent times. But War of the Spark not only managed to end an era of Magic: the Gathering lore, it also created some really neat cards in the process, and brought many amazing characters together in a unique way. It’s hard to pull off something like that.

Thanks for reading my article! Feel free to leave some feedback below or contact me about any ideas you have for future articles, I plan them one in advance. My email is [email protected] if you want to reach me that way. If not, have a good day, be cool and kind to everyone, and GIVE ALL YOUR WORLDLY POSSESSIONS TO Omniscience_is_life, a cool and funny deckbuilder whom I have had a lot of fun times with on the site. See you next time where we will talk about a subject that often generates some controversy in the MTG community: custom cards! See you then!

Cornelius_1216 on Aminatou: Social Distancing 101

2 weeks ago

Why do you run Teferi, Time Raveler? It means that only you have the option to interact with your opponents, and you are only running three counterspells. Also, why only run three counterspells? Why Counterspell over Mana Drain? Competitive decks, even stax-focused ones, generally should run more than three. Negate, Spell Pierce, Flusterstorm, Fierce Guardianship, Delay, and Force of Negation are all common good ones. Why are you running Windfall but not/instead of Timetwister? I don't see your deck caring about its graveyard. Since you have a subtheme of wheels, why not run Smothering Tithe and Alms Collector? Or Whispering Madness for extra density? Furthermore, you deck needs a real, tangible, hard win condition. Simply locking your opponents is not enough to win at a competitive table. Why not include Demonic Consultation and/or Tainted Pact and Thassa's Oracle and/or Jace, Wielder of Mysteries? Solid wincon that doesn't require long games to win, but works just fine in them.

goldlion Wishclaw Talisman is probably in there because of its interaction with Aminatou. -1 Aminatou targeting Talisman, activate Talisman in response, then Aminatou's flicker resolves. Unlimited tutors that cost {1} apiece. Avarice Totem is bad.

Destroyerbirb on Dragonstorm (Transformers)

1 month ago

Haven't the standard bannings been the best thing to happen this year?

Jokes aside, with Teferi, Time Raveler gone, you don't have to worry about casting Transmogrifying into a Terror of the Peaks just to have it bounced by Teferi, Time Raveler. In historic, people are doing a similar thing, just with Craterhoof Behemoth. The only problem with this deck is that when Reptilian Reflection and Riddleform become creatures, it doesn't count as them entering the battlefield. (They turn into creatures, not leave the battlefield and re-enter.) I would put in some Castle Ardenvales for token production, and take out Reptilian Reflection and Riddleform for 3x Satyr's Cunning and 3x Angelic Ascension.

+1 from me.

zapyourtumor on Esper ZSB

1 month ago

This list/concept looks really cool. Nice work.

I know it isn't really a commonly played card, but Porphyry Nodes wouldn't be too bad in this deck, imo. It slows the game down a lot, messes up your opponent's tempo, and gives them two choices: either stop casting creature spells and let them all die (which sucks for them) or just spam as many creatures as possible to try to overwhelm your defenses (and then you can wipe their overextended board with one of your three copies of Supreme Verdict). Although it isn't super economical, if your opponent chooses option 1 you can keep nodes in play just one extra turn by activating Myth Realized on your upkeep (when it destroys your opponent's last creature) and then again on your opponent's upkeep, so they are forced to avoid playing creatures one extra turn.

Although I assume you've already considered some of these, other cards you could add are Force of Negation (also deals with an opponent's turn 1 Thoughtseize), Mana Leak, Cryptic Command, Teferi, Time Raveler (gives protection for combo plus its op).

SynergyBuild on Oko in cEDH settings

1 month ago

RambIe "Win more", when I used it at least (not speaking for anyone else that uses it) means to me the types of cards like Overrun after you already had lethal on field. They are cards that don't need to be run, because when they are good you are already winning.

"Lose less" is another term meant to describe cards like Fog in a situation where it saves you a turn, but you do nothing with that turn and die the next turn. It stalls defeat, but doesn't change the situation.

A card that is great, but only when you are winning, or can stall, but only when you are losing are not good cards, and because it's hard to block creatures from 3 opponents, walkers have a disadvantage in EDH, making the thought that Oko protects itself from opposing creatures (one of the hallmarks of the card in formats like Standard and Modern, and even currently running through legacy) almost faulty, and while it being at 5 loyalty helps, often because it doesn't give direct card advantage, many deck will just beat it.

That's not saying I don't run and love the card, but I'd still pick Drake over Oko if I had to pick! I don't run Karn, Ashiok, or Narset often either. Oko is probably the toughest of them all, but my metagame is a lot of decks with Oakhame Adversary, Tymna the Weaver, partner decks, etc. that can deal with all sorts of walkers.

Yuriko is never really a big deal, as it's such an easy deck to whiff and die to itself. Our metagame is really just Kenriths, partner decks, Najeela (soo much najeela that just easy kills a walker), etc. that mean that slower Oko style plays are the more untenable variants.

Still, even on MTGO, while I would run both I'd still rather Drake, it's just a cleaner card overall, and more efficient, and easier to tutor, etc.

I also agree with RambIe, that Oko, Thief of Crowns is a bit in a strange color combo for him to be run.

BTW: I compare him more to Dack Fayden, Teferi, Time Raveler, and Grasp of Fate than to Gilded Drake. A 3 mana, sorcery speed, interaction piece that either hits multiple cards, or has additional value makes more sense to me to compare. Dack Fayden used to be everywhere, and slowly ran out of the metagame (still is in Kess, Dissident Mage, but the -2 is less used) and it just less useful given the metagame's more creature-based evolution.

rdean14 on Card creation challenge

1 month ago

Gideon!!!!!!!!

Gideon, Resurrected

Legendary Planeswalker - Gideon

When Gideon, Resurrected is put into a graveyard from anywhere, its owner shuffles it into their library.

+2:Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.

-1: Until your next turn, during each combat you may destroy up to one attacking creature.

-5: Return target white creature in your graveyard to the battlefield tapped.

4


I'd like to see a Chandra, but old card.

Jaya Ballard, Task Mage is her young, while Jaya Ballard and Jaya, Venerated Firemage.

I believe Teferi's progression was Disruptive Student, Teferi, Mage of Zhalfir, Teferi, Temporal Archmage, Teferi, Hero of Dominaria, Teferi, Time Raveler.

I'm pretty sure Chandra's Progression is Chandra, Novice Pyromancer, Chandra, Acolyte of Flame, Chandra, Roaring Flame, Chandra, Torch of Defiance, Chandra, Fire Artisan, Chandra, Heart of Fire.

Not 100% on the time lines of everyone, but pretty sure.

sergiodelrio on 1 is enought

1 month ago

A great strategy imho would be splashing for Teferi, Time Raveler. That's gonna kill most interactions they have to interrupt you.

12 non-blue lands is too little. Not sure the green splash is valuable for the explore when you only play 20 lands.

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