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."
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Teferi, Hero of Dominaria Discussion
1 month 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.
1 month 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.
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!
1 month 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.
1 month 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?
3 months ago
Reread Trace. Giving the land shroud is nice but largely unnecessary. Privileged Position is a blanket protection that I may consider. The only time my lands came under fire was from a game that went long with Teferi, Hero of Dominaria on the board.
CoSM0 on UW Control
4 months ago
I assume there's a lot of budget decisions being made here but playing Teferi, Hero of Dominaria is a must for UW control. It's quite literally the reason that UW isn't on Lurrus right now and if you are in those two colors and are trying to play a control gameplan I think it's a mistake not to have at least 2 of him in your deck.
4 months ago
Sevelantis: Teferi, Master of Time can't go in a BW deck, and 5 mana for Teferi, Hero of Dominaria isn't too much in commander. i also wouldn't consider Dovin's Veto one of the most powerful counter spells in magic. better counter spells that come to mind that i don't see in this list include Force of Will , Force of Negation , Archmage's Charm , Absorb , Sinister Sabotage , Dissolve
4 months ago
Hello. I have been studying Blink Brago Control for few weeks and I have to tell that I probably have found my place in MTG - I need to build this deck. The job that you had done is so good.. I'm gonna create my deck based on yours. Why ? Because your deck is IMO lacking some essential cards and OFC an UPDATE. Yep... you really need an update. Im casual player, any feedback is very appreciated. So I encourage everybody who is reading this to a discussion.
card draw / card selection
Rhystic Study - Every blue commander should play this, why don't we try - gives consistent draw to get more cards..
Mystic Remora - more draw..
Esper Sentinel - kinda new card in magic - gets consistent draw
Dig Through Time - Powerful because of delve.
Luminous Broodmoth - Mass removal - even more profit! more blinking!
Soulherder - Every blink deck, please. This enables to get more blinking triggers and payoffs at the same time.
Disallow - extended counterspell...
Trickbind - counter triggers sometimes are gold worth.
Dovin's Veto - One of the most powerful counterspells in magic. Guesss what. It's Azorius colors ;)
Path to Exile - classic
Lightning Greaves - protect commander
Linvala, Shield of Sea Gate - lets sacrifice it anytime we need...
Thran Dynamo - IMO really underappreciated mana base card.
Teferi, Master of Time - Isn't this a must-play in an BW deck now?
Teferi, Hero of Dominaria - Isn't it too much mana?