Teferi, Mage of Zhalfir

Teferi, Mage of Zhalfir

Legendary Creature — Human Wizard

Flash (You may play this spell any time you could play an instant.)

Creature cards you own that aren't on the battlefield have flash.

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

Teferi, Mage of Zhalfir Discussion

Abaques on Technically not infinite combos

1 week ago

The only addition I'd make to this conversation is that I played a game at a local LGS and one of my opponents went off with a Timetwister after resolving a Teferi, Mage of Zhalfir so when he went off none of us could interact. His win-con was hitting us with hasty drakes from Talrand, Sky Summoner.

This was like five years ago and games were not as competitive or fast as today. The rest of the table was playing totally fair decks for the time.

The guy going off spent over an hour resolving multiple timetwisters... but in the end he did his math wrong and couldn't kill the whole table but he'd already decked himself. He killed the other two players and then lost on his draw step. In the mean time he wasted over an hour of three other people's lives playing solitaire.

Don't be like that guy.

MULRAH on Cockatrice Commander Cube

2 months ago

Commander Updates Since July 2021

I added new commanders to the roster of options under the Player Profiles. They include:

Several new commanders work with tokens:

As a theme, tokens have felt well supported in the cube so far, even though I did not do so intentionally. As a result, I don't anticipate making changes, but it could be that I work to support this theme more fully or concentrate it in BGU, in case the new +1/+1 counters theme does not work out.

Some commanders moved out of the "high power" tier. Most dropped to "mid power," but a couple are now deemed "fringe competitive."

Unfortunately, most of the partner commanders I'd included were moved, so you're stuck with one of the handful of 4- or 5-color commanders if you're looking to maximize the flexibility of your deck's color identity.

Jankhead on The Suspense is Killing Me

4 months ago

wallisface Thanks very much, I'm proud of this brew. I suppose it reflects 20 years of janky deckbuilding, but a little more focused than previous decks.

I wanted to build a deck that I hadn't seen a million times before. I do agree that for his CMC, you are probably right. I was thinking that Figure of Destiny might be a good swap, since he's cheap but has the potential to fly off the hook if given time..

I also realised that I'm at 58 cards, so I should likely put two more lands in. The other option is that I pull the two copies of Goldspan Dragon I own from their current deck, remove all four copies of Teferi, Mage of Zhalfir in favour of two copies of Lavinia, Azorius Renegade and two copies of Strike it Rich.

I'd love your thoughts, and once again thank you for your kind words and advice :-)

Josh.

wallisface on The Suspense is Killing Me

4 months ago

Nice brew!

I don’t think you need the full playset of Teferi, Mage of Zhalfir, 2 copies should be enough. They cost a lot of mana, so won’t be castable until quite late in the game (especially on 18 lands) - and you probably don’t want to be drawing multiple of them.

blueiris on Kumena, Just Tap It In

6 months ago

Hello, Pheardemons!

Thanks for the comments and feedback. As you can see, I've used a few elements that were inspired from your build, such as the wizards Ertai, Wizard Adept , Venser, Shaper Savant , and Teferi, Mage of Zhalfir . I also like the options that the transmute cards bring to maximize potential playability, so great additions with Drift of Phantasms , and the others.

I feel Defense of the Heart can be a really good pace keeper. I find it especially useful combined with Tishana, Voice of Thunder & Jungleborn Pioneer to generate three bodies and draw a minimum of three cards. But, yes, this is also great opportunity to seek out situation based creatures!

Cauldron of Souls is a new addition, so I'll have to follow up. I saw it in another list and liked the idea of preventing a board wipe simply by having a lord in play, but it may end up being too niche for 5 mana and the necessary setup. Also, artifact removal can make quick work of the cauldron , so is it just a sitting target until its potentially used? I'm talking myself out of this one it seems.

I really just want Herald's Horn to work, so it stayed in the list despite any reservations. Is it ramp, is it tribal, is it card draw? I think the sum of all it's parts fit in the list, and only at a cost of . It certainly plays well with Arcane Adaptation & Maskwood Nexus . Sylvan Library also has some synergy to fix the top card with its scry ability, so I guess I'm tooting my horn .

My intentions with Realmwalker are similar to Herald's Horn by allowing top card play/view. Plus, when combined with any of the flash options in the deck it can make things exciting. I think Realmwalker has performed well for me and it's here to stay. Also, an added benefit is that neither card require that you reveal reveal anything to your opponent when peeking.

For removal, I've used Curse of the Swine over the years for flare, but it's ultimately become a staple for me. Sometimes there's only a couple intrusive baddies to remove, and this makes quick work of them. I'll definitely take your advice and use Reality Shift over the non-exile removal, so thanks for pointing that out.

Darting Merfolk pairs with Intruder Alarm to be quite abusive when you have Kumena and a few fish to play with. Tap three fish (even including Darting Merfolk ) to draw a card, pay to return Darting Merfolk to your hand, then recast to untap all fish. Rinse, repeat. I'm not sure there's too much more, but with the appropriate resources it can be pretty powerful.

I've done okay with the colorless lands so far, but it's definitely something I'll need to watch closely. I just added Yavimaya Hollow , so maybe it's a good idea to remove something else colorless in exchange.

I agree with you about Genesis Wave . Honestly, I only avoided the card so I didn't completely plagiarize your deck ;) I'll take your recommendation and add it now! Overall I felt like I could run fewer counter spells and more removal in this package, so this is an excellent inclusion.

Regarding the one drops, I've rethought that comment after your response and it makes sense to stay focused on the combo aspect of this build. Solid advice.

Thanks again, and I appreciate the insight!

Abzkaban on Crouching Kadena, Hidden Phage [Updated]

7 months ago

d_iros

I would advise against cutting Shared Summons. It has proved to be the best creature tutor in my deck. Generally it’ll grab me Seedborn Muse and Teferi, Mage of Zhalfir but can also grab the pickles lock or mix and match if I’ve got one piece of each already. Otherwise it can grab Den Protector and Vesuvan Shapeshifter for the Cyclonic Rift lock or any other pieces I need. Pulling two creatures at eot is just too valuable, and it’s one of the reasons I’ll go off on turn 5 or 6.

EpicBox75 on Black Blue Control

7 months ago

Hi. I love UB control archetype so I would like to give my 2 cents. So I'll hope that this helps/gives new ideas ^_^

I think your deck at the moment has unnecessary tap lands. Halimar Depths Vivid Marsh and Polluted Mire and Lonely Sandbar. I would recommend trying Mystic Sanctuary, Sunken Ruins, Field of Ruin, Fabled Passage or Castle Vantress. Karakas is also viable option even though it acts like colorless land in UB.

I also need to recommend Search for Azcanta  Flip because it can win control mirrors almost by itself. Shark Typhoon and Omen of the Sea are my personal additions usually because both of them are 2 for 1 effects.

For sorcerys I have not been impressed with Yahenni's Expertise and I have played Shadows' Verdict and/or Dead of Winter instead of it. Also Bloodchief's Thirst and Baleful Mastery are cards that I can't stop recommending because they are just that good, the ability to get rid of an creature or planeswalker while being cheap removal if needed is just so good.

For creatures I will recommand Murderous Rider it is another hero's downfall with 2 for 1 thanks to adventure, I have never been impressed by Teferi, Mage of Zhalfir because he usually doesn't do enough for 5 mana. For planeswalkers if your meta has decks that have creatures Ashiok, Nightmare Weaver is surprisingly effective and talking about Ashiok Ashiok, Nightmare Muse is a real game closer because both +1 and -3 are extremely good and an army of 2/3 will win the game at some point.

For instants I will just write recommendations because there are so many: Archmage's Charm just does everything you would want, Commence the Endgame uncounterable threath + card draw and is especially good mirror breaker, Cryptic Command it also does everything, Disallow the stiffle can save games sometimes (like countering planeswalker "ultimate"), Erebos's Intervention I personally like this card very much because it can buy so much time against aggro decks, Hieroglyphic Illumination works as early game can trip and mid/late game divination, Spell Snare on draw this is amazing and usually the best cards are 2-3 costed so this usually hits something important and last but not least Force of Negation because it is another force. I would recommend little bit more targeted removal because edict effects are worse against decks that play mana elfs or other low impact 1 drops.

I personally wouldn't play your artifact package but because I haven't played with artifact package I won't say anything about that because I don't know how good it is.

These are just my recommendations and these aren't absolutes. Here is also list if you would like to compare different building choices

I hope that you found this helpful ^_^

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