Teferi, Temporal Archmage
Planeswalker — Teferi
+1: Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
-1: Untap up to four target permanents.
-10: You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant."
Teferi, Temporal Archmage can be your commander.
Combos Browse all
- Teferi, Temporal Archmage + The Chain Veil + Thran Dynamo
- Jace, the Mind Sculptor + Teferi, Temporal Archmage + The Chain Veil
|Commander / EDH||Legal|
Teferi, Temporal Archmage occurrence in decks from the last year
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Latest Decks as Commander
Teferi, Temporal Archmage Discussion
3 weeks ago
Since while I may not advance 4x the loyalty counters, I can now pay 2 for each Planeswalker to copy for 4 times the abilities.
2 months ago
Small correction: you seem to have not read Jace, the Living Guildpact exactly right. The +1 doesn't do the same thing as Teferi, Temporal Archmage at all. Teferi looks at the top 2, puts 1 in your hand and one on the bottom of the library. Jace, however, looks at the top 2, and puts one in the graveyard. Nothing to hand, just self mill. Which seems way worse to me.
2 months ago
Teferi, Temporal Archmage is a powerful commander at 6 cmc.
2 months ago
Card advantage (8/10): Reki, the History of Kamigawa (31 Legendaries), Jace, Unraveler of Secrets, Jace, the Mind Sculptor, Kiora, the Crashing Wave, Teferi, Hero of Dominaria, Teferi, Temporal Archmage, Oath of Jace, and Tezzeret's Gambit.
Ramp (14/10): Kethis, the Hidden Hand , Wood Elves, Kiora, the Crashing Wave, Nissa, Who Shakes the World, Oath of Ajani (not for your commander), Chromatic Lantern, Sol Ring, Cultivate, Explosive Vegetation, Farseek, Grow from the Ashes, Kodama's Reach, Tempt with Discovery, and Harrow.
Removal (14/5): Liliana of the Veil (Unreliable Removal), Liliana, Waker of the Dead, Oko, Thief of Crowns, Sorin Markov, Sorin, Grim Nemesis, Teferi, Hero of Dominaria, Ugin, the Spirit Dragon, Vraska the Unseen, Vraska, Relic Seeker, Oath of Kaya, Oath of Liliana (Unreliable Removal), Assassin's Trophy, Path to Exile, and Swords to Plowshares.
Board Wipes (11/5): Elspeth, Sun's Champion, Ugin, the Spirit Dragon, Contagion Engine (slow but works well with your deck), Cleansing Nova, Languish, Merciless Eviction, Sublime Exhalation, Supreme Verdict, Urza's Ruinous Blast, Wrath of God, and Cyclonic Rift.
6 months ago
- still think chromatic lantern might be good, should probably run over commander’s sphere
6 months ago
Thanks both for all the input so far!
I see the upside on familiar, it just doesn’t make up for its downsides IMO.
Cuts I’m looking at:
Slaughter Pact (for a second tempo spell: Rapid Hybridization probably, but isn’t there a better cheap black removal spell so we don’t need to run these blue 3/3 makers? Fatal push and tragic slip are too narrow right?)
6 months ago
I like the idea of running Urza as a super fast blue stompy deck, I built a Teferi, Temporal Archmage deck the same way. I used the playtester to make sure it played as you described, and it seems like a fun deck to pilot, for sure.
I'll admit that I would be using cards like Nim Deathmantle to keep my big things from getting blown up (on top of what you already use), but that's more personal preference than anything. Can't hurt to try it out, I guess.
6 months ago
I'm still not sure I understand your aversion of the vivid lands, but let's say i cut them, would you add basics (as long as i haven't tested how early my proliferation is online)?
Throne of Geth doesn't need many other artifacts. At the point where I want to activate this more than once I image having some signets / talismans that I don't need anymore, allowing them to be useful again as fodder for the throne. I don't expect to ativate this before turn 4 at all, probably even later than that. Yes, it's amazing if i get to activate it every turn (e.g. when i have Daretti, Ingenious Iconoclast or Saheeli, Sublime Artificer), but i feel like it's done its job when i activate it twice, and i can always use it once in a pinch.
I know you specifically said "not necessarily infinites" but I'm not sure what other kind of I win buttons other than copying planeswalker ults you might mean. I have a Torment of Hailfire that I may want, I could probably get to enough mana through proliferation that everyone has to sac their board, hand and life, but honestly it might take too long and i prefer not to run any tutors, so it's kinda hit or miss. Any other non-infinite suggestions?
It also doesn't help that my playgroup actually frowns a little on infinite combos. I think the 4 card combo that i discovered after adding all the pieces is convoluted enough to be appreciated. Then there's a lot of ways to get infinite turns with Magistrate's Scepter here too, but this can also easily be interrupted by artifact removal - even this may be too much for them though. I guess what I'm saying is that we mostly play for the fun and "doing our thing", less for the winning. I probably wouldn't play this deck in a competitive environment (but who knows!)
Also: I'm cutting solemn, but Jace, Cunning Castaway might be too meme-y, which walker do you think fits the bill best? I'm thinking
Jace Beleren: Party jace! cheap, draws cards, could be left alone if i draw the table cards
Tezzeret, Artifice Master: helps throne of geth, draws cards, has cool ult
Teferi, Temporal Archmage: untap can help our artifacts do double duty, is another walker to go infinite with chain veil and mana artifacts that produce 4 mana, has cool ult
Ugin, the Ineffable: helps control, builds boardstate, helps cast artifacts (and ugins/karns)
Sorin Markov: Drains slowly, can help table take care of archnemesis, resets the lifegain deck, has evil ult
I'm leaning towards teferi now that i realised it can help me combo (or at least proliferate more). Am i missing any good ones (that aren't Jace, the Mind Sculptor or Dack Fayden since those are too expensive)
PS: what's your stance on wilds/terramorphic: cut for basics or keep?
I agree with your take on what's likely to happen to me during a game but I don't think Force of Despair is the answer. It’s a decent card but i don’t think it helps us much:
It only takes care of creatures from 1 opponent, and only the turn they entered, making this feel more like a counterspell, less like a wrath or even regular removal. In that sense it’s somewhat like sorcery speed removal, which might even be better in this case because we can at least interact with all the threats since our previous turn.
It’s a free spell, it can’t be that bad, but i’m not sure it does what we need.