Teferi, Hero of Dominaria

Teferi, Hero of Dominaria

Legendary Planeswalker — Teferi

+1: Draw a card. At the beginning of the next end step, untap two lands.

-3: Put target nonland permanent into its owner's library third from the top.

-8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."

Teferi, Hero of Dominaria Discussion

rotimislaw on Drown'em!

1 month ago

Thanks for comment and upvote Ninjew42!

Worth considering, I'll add it to my Maybeboard and playtest at some point. The truth is I added the Winds of Rebuke partly for noncreature permanents (Teferi, Hero of Dominaria, Omniscience and others) to buy me some more time against Control. But maybe it's not worth the effort and being able to kill a creature with mana value 3 or less might be more viable...

mrweaselman on Nahiri Jeskai control

1 month ago

The deck overall looks pretty solid, biggest thing IMO would just be cleaning up the list a little for consistency.

You have some good draw options already with 4 Expressive Iteration, I don't think you need the Narset, Parter of Veils. I would go one more Teferi, Hero of Dominaria, and one less Nahiri, the Harbinger.

Haven't been following the meta too closely since Lurrus ban, but pre-ban, Prismatic Ending was generally played over Path to Exile. The deck feels a bit light on counters, but one more Counterspell would fix that. Personally, I like Fire / Ice more than Lightning Bolt, but that may be preference. Detention Sphere feels out of place in the main as a one of, another Supreme Verdict would improve consistency.

For the sideboard, I'm not entirely sure what Counterflux is doing. Flusterstorm is better against Storm and Dovin's Veto is better against a control mirror or tempo. You already have enough exile effects that Anger of the Gods feels unnecessary, same with the other Path to Exile. Another Rest in Peace and tron hate like Alpine Moon would work better.

zapyourtumor on Unprecedented Domination

2 months ago

Some other pretty notable cards in WUBR I think you should slot in:

Teferi, Time Raveler: No explanation needed

Lightning Bolt: Same as above

Mana Leak: Decent counterspell thats not too hard on the mana

Prismatic Ending: Same as above

Kaya's Guile: Really strong removal spell, should be maindeck imo (not just for grave hate)

Expressive Iteration: Busted card

Fire / Ice: Solid removal with all the x/1, can also cantrip and tap down a land or creature

The deck also seems kind of light on threats. I'm really not sure about this reanimation plan with only one archon, one persist, one unmarked grave. I think you also need Unburial Rites to make the gifts ungiven plan work, else they just put persist in the yard.

You could probably cut down on lands to 24 max. 27 is a lot. Baral and Ethersworn are pretty weird picks, the former not actually generating card advantage while the latter seems like a sideboard card. Crucible is also kind of weird. I like some of the spice like Ojutai's, but the land package just seems cuttable.

For more threats, I think you can add some walkers that generate CA: Jace, the Mind Sculptor and Teferi, Hero of Dominaria. Maybe Murktide Regent as another delve threat.

Here's my own lutri deck that I've played a bit with moderate success, maybe you'll find some of the card choices helpful.

zapyourtumor on ULTIMATE AZORIUS CONTROL

5 months ago

Manabase: Temple lands tend to be pretty slow for modern. The filtering is nice but if I ran it I would only run 1, 4 feels like too many. I suggest running some manlands like Hall of Storm Giants and Celestial Colonnade, and maybe some filtering with Castle Vantress (which can enter untapped unlike the temples).

Counters: Counterspell is great. Some of your other choices could probably be improved though. Dovin's Veto is more of a sideboard card, while Force of Negation isn't as good in straight-up control lists since you go down on card advantage. Archmage's Charm is a strong counterspell that can also draw cards or steal an opponents threat which could be a Ragavan, DRC, hexdrinker, esper sentinel equipped with a hammer, etc, and I'd slot it in over Render Silent.

Overwhelming Denial is very bad because you will almost never have surge. If you want to play 4 mana counters I suggest good old Cryptic Command. Ashiok's Erasure is similarly bad. Even if it handles uncounterable threats (which aren't as numerous as you might think), it's generally better to just remove those threats instead of playing a bad 4 mana counter.

Removal: Verdicts are good (4 is a lot but I frequently see 3). However, Detention Sphere and Ixalan's Binding are both pretty slow removal spells. Sphere is not bad as a 1 of, but Binding is definitely too slow. The best removal spell in white right now is Prismatic Ending which I suggest since it can deal with opponents t1 ragavan and stuff. It would be better if you ran fetches and 1 three-color triome, but it's still not bad. Solitude is another option for removing bigger creatures. Cyclonic Rift is just bad, because bounce spells require you to waste another counterspell dealing with them. This deck is maybe the one deck in modern where you would overload it, but an overloaded cyclonic rift is to save your ass when you're behind, and if you're at 7 lands you're probably far ahead already. I'd just replace with more removal/counters.

Wincons: The planeswalkers look pretty solid, but I'm not sure Luminarch Ascension is worth it, given how mana-intensive it is. You could maybe work in 1 Teferi, Hero of Dominaria which is a control powerhouse.

plakjekaas on Favorite card art/favorite cards

6 months ago

I like the booster pack stories. Here's mine:

FNM Dominaria Standard. I finally found the deck for me with The Flame of Keld burn. I ranked first at FNM and won a booster of a Standard set in print. The chase mythic at the time, at €35, Teferi, Hero of Dominaria. I went to the counter and said: "I'll take a Dominaria booster. Gimme that Teferi!". The other person who won a booster had the same idea, and opened his first. Five mana Azorius gold card on the rare slot... Oath of Teferi. So close! I opened mine, scrolled through the commons, ooh nice, a Merfolk Trickster, that's a useful unc... YES! There actually was the Teferi on the rare slot! It was spooky, I've never been that right again.

MixDr0n3 on Loam Bant

7 months ago

Symph0nyS0ldier, I'm glad I didn't come across as a jackass. I wasn't sure since it's hard to convey tone on the internet lol.

Rest in Peace is very solid especially for those dredge decks (which pains me to say because I am myself a dredge player lol). And that makes so much more sense over Stony Silence.

I absolutely agree that Teferi, Hero of Dominaria makes it hard to lose if you ult him. As someone who played against a Jeskai Control deck featuring Teferi every week throughout Dominaria standard and even into GRN standard, it is hard to win if his ultimate goes off. I would personally run 3 but it's not necessarily vital that you do.

So knowing that your intent with Ceremonious Rejection was to hose tron, there are a couple of other options that you could go with to disrupt what they want to do. For example, land hate. If you can destroy their Urza lands then that really hurts them. Then if you pair that land hate with Surgical Extraction you can permanently take away one of them, which means they can never get 7 mana from three lands. And yes, extraction is a black card but it's a phyrexian black so you don't have to have a black mana source you can just use your life. Or something like Leonin Arbiter could also be pretty useful as it prevents them from using their Expedition Map to find the remaining Urza lands. Or even something like Pithing Needle, which was reprinted in MID, could be very helpful too.

I wouldn't worry too much about Emrakul, the Aeons Torn. The mana value of 15 means that there are a very limited number of decks that can effectively run it. The only deck that's going to want to run it is tron, eldrazi, or a very good ramp deck, but even that isn't likely as the only deck that does consistently run Emrakul is tron and eldrazi. Other than those decks, it'll take minimum of 15 turns to get Emrakul out and that's if they don't miss any land drops. And with tron and eldrazi, it's easy enough to screw with their mana to where they can't get her out quicker than they should if you have land hate. Hell, I run Damping Sphere in my sideboard for my Sultai Dredge deck to help counter tron which prevents them from getting more than one mana from each of their lands at once.

Tireless Tracker is a fantastic card, if you have a lot of lands. And it can be a very dangerous threat too. But you are running only 22 lands. Most control decks run around 27 and most midrange decks run around 23-24. But that's not the end of the world. However, I feel like it would be a good idea to run at least one more copy of it, if not two more copies to maximize your chances of drawing it. But again, entirely up to you.

If you like Qasali Pridemage because he's a creature that also doubles as artifact/enchantment removal, then Outland Liberator  Flip might be worth looking into. It's got the same activated ability, but it's a new werewolf (daybound/nightbound) where his flip side is a 3/3 with "When this creature attacks, destroy target artifact or enchantment defending player controls" AND the activated ability too.

You've got some good things going here. I hope you find the lineup that works best for you!

Symph0nyS0ldier on Loam Bant

7 months ago

MixDr0n3 thank you for taking the time to type all that out! This is the first version of the deck and it is still quite rough indeed. Idk how I messed it up but Stony Silence was supposed to be Rest in Peace, I'll fix that right away.

As for a lot of the other things I'll start by saying I haven't been terribly active in mtg since around ixalan. I made a few decks and play online a little but I'm looking to make a full return to the game. That said Prismatic Ending is a card I'm still unsure about 4 of. I'm thinking it'll probably make it to 3 but with the Path to Exile and Fateful Absence idk if I need 4 of it as well. I also don't know the meta all that well so I could be wrong and further testing will help me figure out my numbers better. Shark Typhoon is another I'm testing I've seen it in control lists and it's interesting but I'm also not sold on it quite yet even though I really do like cycling it for flash uncounterable creatures.

It is meant to be a control leaning midrange deck and I agree I probably will need a few more mainboard creatures. With my payoff Geist of Saint Traft is a one of because he's really easy to kill in combat (when I was first making this list I wasn't thinking about my swords giving him psudo-unblockable) and his copy count will probably increase. Tireless Tracker I see as both engine and payoff because of how he can scale through the game. As well as Teferi, Hero of Dominaria making it hard to lose if I get his emblem off.

Ceremonious Rejection is just anti-tron because I remember it being a problem back in the day. Anticognition does seem like a more flexible card and I'll do some testing with it and probably run it, I've never seen it before. Weather the Storm is only for playing against storm/eggs and Summary Dismissal was for storm and if a deck wants to actually cast Emrakul, the Aeons Torn. Vendilion Clique is honestly only side because I never even thought of it as a mainboard card tbh. I don't remember ever running it main in blue moon, delver, or control. Idk why it's just never crossed my mind as that's where I've always seen it and had it. Qasali Pridemage is run over something like Broken Bond because even if the enchant/artifact he's brought in for doesn't come up he's still a creature and can be used for beats. I'll see how running a non-creature for that is in this list for sure though.

Thank you again for the time it took to type all that. I really do appreciate it and you didn't come off as a jackass at all. You were giving advice and that's what I asked for.

legendofa on Bringing Turbo Fog to the …

7 months ago

TL;DR: I want to make Turbo Fog better, but I'm not sure how.

I like the philosophy of Turbo Fog, and I've had some success with it in FNMs and casual tournaments. I'm trying to push it up into at least low-tier competitive, but I think it's gotten left pretty far behind. It hasn't really gotten any new toys recently to get it above casual tables.

Basically, Turbo Fog is a control deck that tries to avoid taking any damage by neutralizing the opponent's attacking creatures and avoiding or removing harmful spells. It's a similar line of thought to Lantern Control or prison decks.

Starting with the Fog part, there are a few ways to go. Spore Frog and Kami of False Hope are cheap creatures that are easily searched and recycled, but there aren't many other creature options. The old-school method is instants like Darkness and Ethereal Haze, but while they have more options, they don't have as many ways to search or recur them, with Isochron Scepter and Snapcaster Mage probably being the best. Finally, there are the enchantments and artifacts. Leyline of Sanctity takes care of a lot of the non-damaging effects, Ghostly Prison is good but offers a workaround, and Ensnaring Bridge needs a little too much dedicated support, in my experience. Turbo Fog isn't big on emptying its hand.

Next up is the Turbo. The traditional draw engines are Howling Mine and Phyrexian Arena, and Stormfist Crusader is a mixture of those two. The Royal Scions and Jace Beleren provide some Planeswalker support. Teferi, Hero of Dominaria does pretty much everything a Turbo Fog deck wants.

For removal, I generally look at all-purpose stuff, like Abrupt Decay, Assassin's Trophy, and Counterspell. The Fog effects provide pseudo-removal against attackers, so it's the utility creatures and other effects that pose problems. All the same, a good Supreme Verdict is always welcome. Engineered Explosives and Nevinyrral's Disk are other mass removal options.

Finally, and most importantly, the win condition. The three main approaches I've seen and/or tried are draw damage, semi-passive mill, and simply attacking with a big creature. For the draw damage, there's cards like Fevered Visions, Runeflare Trap, Fate Unraveler, basically anything that might see use in a Wheels EDH deck. Semi-passive mill comes from symmetrical drawing, while recycling cards through Blessed Respite or Elixir of Immortality. For big creatures, my headliners are Kefnet the Mindful and Sigarda, Host of Herons--5 power, evasive, and hard to kill. Honorable mention goes to Nexus of Fate, just to completely lock out the opponent.

I've poked through a lot of cards and tried a lot of variations, but I'm still not sure I'm not overlooking something. It's very color-heavy, but every color offers a unique option that's hard to replace in at least one category. I'm currently leaning toward or . Of course, it may just be unable to compete at a higher level with the tools it has now. What does Turbo Fog need to get into the competitive boards?

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