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Teferi Planeswalker Control

Commander / EDH Mono-Blue Stax Superfriends

Dybo


Sideboard


Teferi, Temporal Archmage where he belongs: in the middle of a pile of planeswalkers, artifacts and mass removal. The basic goal of this deck is to get to six mana as fast as possible, cast Teferi and watch the magic happen. The commander is the engine around which this deck runs, generating huge card advantage every turn he's on the table. His -1 in particular enables some degenerate turns. And since he's a planeswalker, if you ever get to use his ultimate you win.

If Teferi is the engine, the mana rocks are fuel. With 11 in the deck, of which 9 can tap for multiple mana, it's quite probable to have 10 or more mana as early as turn 4.

Once the deck has made an absurd amount of mana, you resolve an "Oh" card (so named for the reaction from the table) like Ugin, Karn, Jin-Gitaxias, Memnarch, or my personal favorite Ulamog. If you can do this early enough in the game, sometimes it's just over (and you get a new challenge when everyone gangs up on you game 2).

On those occasions when you don't have a leisurely stroll to giant monstrosity, the deck is just filled with ways to reset the table, some of them even available at instant speed. Perilous Vault, Cyclonic Rift, and Crush of Tentacles are a few standouts.

The deck also runs a number of roadblocks. Two walls, and a couple of enchantment locks (though most of the real toys are in the sideboard). Thopter Spy Network has been a standout, and Propaganda is always good.

Of course what would a Teferi deck be without some planeswalker friends? Tamiyo, Ugin, Karn, and three iterations of Jace all generate absurd card advantage, with Tezzeret being an absolute all-star with all the mana rocks as well as two tutorable boardwipes. With so many planeswalkers and especially with one in the command zone, Liliana's Veil is a natural inclusion. One that can lead to infinite planeswalker activations, sometimes with as few as three cards (Tezzeret Veil Vault).

Finally, a blue deck needs countermagic and card draw to be complete. Cryptic Command, Counterspell and a few more round out the first, while BSZ and SOG are all we need of the latter (since so much of the deck generates card advantage). One important note about countermagic: be stingy. The deck can deal with a huge range of terrifying boardstates but there are certain spells that it simply cannot beat. Save the counters for those spells, clean up the rest with a boardwipe. There are of course a few other spicy inclusions, but this is the gist of the deck.

Suggestions

Updates Add

With several new sets out (yay powercreep) and some experience playing this deck, it's time for some updates!

First, this deck is a HOUSE. 1v1, four person, six person, eight person, it doesn't matter this deck can win. More surprising though is how politically neutral this deck is, especially in the early game. Spending four turns casting mana then playing a universal board wipe doesn't seem to generate much hate, at least with the groups I've played with. However sometimes the deck can be a bit too strong. Some of the enchantment control pieces were just too painful. To solve this, I've created a sideboard filled with all the evil control rocks I need for more competitive games.

Arcane Laboratory, Consecrated Sphinx, Dream Tides, Mind Over Matter moved to the sideboard. Academy Ruins for NevDisk and PerVault recursion, I've heard Capsize is good with infinite mana, Fabricate Blightsteel seems game-winning, Forced Fruition seems hilarious, and a whole bunch of hate that works very well with mana rocks and Teferi.

Next, a number of cards were due for an upgrade: Ghost Quarter becomes Strip Mine, Mind Stone becomes Gilded Lotus, Sky Diamond becomes Astral Cornucopia, Into the Roil becomes Engulf the Shore and Scourge of Fleets becomes Crush of Tentacles. Finally Frost Titan becomes Void Winnower. I'll miss Frosty the Snowman but have you read Void Winnower?

Finally, a number of less powerful cards were cut to balance the ratios of removal control and threats. Zoetic Cavern never did anything for me, Sphinx of Uthuun felt overcosted for its effect, Phyrexian Revoker just died all the time, Dulcet Sirens opens up a whole politics window that I don' want to deal with, and Teferi creature form is a powerful card for a different deck. With these cuts and the side board moves, I've added Basalt Monolith, Mystical Tutor, Jace Unvraveler, Thing in the Ice, Mind's Dilation, Time Spiral, Imprisoned in the Moon, and Venser's Journal. A few of these might not survive, but all of them seem sweet. Venser's Journal seems like the weakest, but this deck has issues with its life total and since I'm usually holding 10+ cards it might just be great.

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Date added 9 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 2 Mythic Rares

32 - 6 Rares

19 - 5 Uncommons

4 - 2 Commons

Cards 100
Avg. CMC 4.17
Tokens Ape 3/3 G, Copy Clone, Emblem Jace, Unraveler of Secrets, Emblem Tamiyo, the Moon Sage, Emblem Teferi, Temporal Archmage, Octopus 8/8 U, Thopter 1/1 C
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