Teferi, Time Raveler

Teferi, Time Raveler

Legendary Planeswalker — Teferi

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

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Teferi, Time Raveler occurrence in decks from the last year

Latest Decks as Commander

Teferi, Time Raveler Discussion

plakjekaas on Anyone else tired of 1-set …

5 days ago

Back to two set blocks would mean getting rid of Core Sets again, I feel like that would be a shame, the core sets feel really good since they returned. And there's a format where every mechanic can be played: Limited. I thought "One set blocks" were only a limitation in draft format, so the second and/or third set don't need to be constrained by being compatible with the previous (two) set(s) and can focus on being a self-contained format. Guilds of Ravnica/Ravnica Allegiance/War of the Spark felt like a classic three set block, but I'm glad the draft format didn't include 1 pack of each, it would mean War of the Spark would have been opened a lot less, and cards like Nissa, Who Shakes the World and Teferi, Time Raveler would have been a lot more expensive during their Standard run as a result.

On top of that, Wizards has never limited themselves to printing synergistic cards only in blocks that should focus on the mechanics they contain. Some of the best Landfall creatures aren't from Zendikar, just look at Courser of Kruphix and Tireless Tracker and how playable those have been in other formats.

I started actively playing Magic with the introduction of two block sets (Battle for Zendikar) and I feel like availablity of the cards, and consistency of good draft formats, has been greatly improved since then. It's probably more creatively constraining to have to find more unique mechanics to focus an entire set in that go well with Mutate for the second Ikoria iteration, than it would be to just move along and print something like Scute Swarm which happens to work great with Mutate, without the in-plane connection.

plakjekaas on Strixhaven color "balancing"

1 week ago

Magic is a game of resource management, and Planeswalkers are by far the card type that upset the balance in resources between two players the most. Short of a counterspell, a planeswalker will always have an impact, because after resolving you can activate an ability before your opponent gets priority and a chance to response, even if your opponent has the Hero's Downfall in hand to deal with it. And your opponent has to deal with them, or they run away with the game, at least the ones who see constructed play. Creature decks have to waste attacks on them, effectively gaining their controllers a lot of life and tempo. It's like you're inviting a third player into the game, who will do nothing to oppose you, and nothing to help your opponent. It's not hard to see how that feels unfair, especially to the aggro deck that now needs to kill two players with just the resources available to kill one.

A planeswalker gains you life, casts you a spell every turn, at least once, even if it gets immediately removed. They have to be answered or they win the game on their own, even if it doesn't immediately looks like it. There's no other card type that so reliably has such a big impact on a game of magic. Having played aggro in Standard regularly during Teferi summer (when both Teferi, Hero of Dominaria and Teferi, Time Raveler were legal), I understand exactly what people mean when they say they don't like planeswalkers.

However, that's exactly how they were designed. Planeswalkers are the main characters of the story, they are the gifted, supernaturally powered, magical eyes through which we view the in-game world. Planeswalkers create the magic story just by existing in a place they shouldn't, and exploring the conflicts that arise by upsetting the natural balances. No wonder they treat games of magic the same way. They are the rarest card type, it feels great to pull one from a booster pack. They bring a lot of positives to the magic franchise, even though they can feel unfair if they oppose you ingame. They have been a mainstay ever since their introduction in Lorwyn, opposing their existence feels like wasted energy at this point. But I do believe we need to keep the power level discussion going forever, because Jace, the Mind Sculptor and Oko, Thief of Crowns happen if we don't.

So focus on individual cards; you can point at bans, but there have been plenty of planeswalkers that haven't been broken or upsetting their format, just like every other card type.

Daveslab2022 on Strixhaven color "balancing"

1 week ago

I’m very late to the party but I’m gonna throw out my two cents anyways.

ShiltonCDXX

In an early comment you stated that you dislike planeswalkers because you feel they have become the central focus of the games balancing. You cited Teferi, Time Raveler and Jace, the Mind Sculptor being banned as your examples.

However, there are plenty of other card types that have been banned in their respective formats. I think planeswalkers are actually the least represented card type in this regard. Yes, planeswalkers are powerful. But they inhabit an entirely different design space than every other card type, allowing for more design, whether they are ridiculously overpowered like Ancient Den with affinity cards, or stupidly underpowered like Squee, Goblin Nabob

You complained that it’s not just you being a player who cast spells anymore. That it doesn’t feel like you’re not the one in control. But why not? Because you can summon another, equally powerful, friend from the friggin’ AEther to help smash your enemies face in? From an “I’m a wizard and this is my spell book” perspective, I think that is dope.

Obviously this is all subjective and there are going to be people who like the “original.” There are still people who prefer the original 151 Pokémon even though we have over 800 little dudes to collect now.

Happymaster19 on My Bestest Friends (UV Walker Control)

2 weeks ago

Went up against what I assume was a Time Vault / Manifold Key combo. I can’t recall my opening hand perfectly but my opponent lead with Underground Sea and Mox Jet into Ponder and Imperial Seal . I could have countered something but my general rule of thumb is to counter what is tutored rather than the tutor. Land, go. They mana rock into Timetwister which I assume is what they tutored as it would shuffle away anything else. I hit that with a Force of Negation and took the turn. Land, go. From there it was much slower. I got out Teferi, Time Raveler on turn 3 and Dovin, Hand of Control the following turn. Countered a Demonic Tutor and responded with Dack Fayden . Dack pulled us into a follow up Jace, the Mind Sculptor . At that point, they were low enough that we could ride Jace’s to deck management, maintaining our counters until Narset, Parter of Veils and Kasmina, Enigma Sage . We continued to keep our opponents top deck and our own managed, eventually completing the crew with Oko, Thief of Crowns coming down for an additional Fractal. Our opponent managed to pull a Tinker while we took the turn off but we had plenty of counters ready at that point and was able to stave off and go in the lethal offensive.

It was only one game but I would definitely have brought in Ashiok, Dream Render having seen Imperial Seal , Demonic Tutor , Tinker , and Tezzeret the Seeker .

iplayBANJO on Prototype Control

2 weeks ago

If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.

The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.

The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.

The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).

You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.

Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.

Happymaster19 on A Quest for Power: Unrestricting …

2 weeks ago

I don’t want to make a post for every set as a UV review but I would like to mention when I see cards that could insert themselves into the fold.

So I saw the new Kasmina. It isn’t a standalone powerhouse but goes extremely well with planeswalkers of the format like Jace, the Mind Sculptor , Oko, Thief of Crowns , Teferi, Time Raveler , Narset, Parter of Veils , and Ashiok, Dream Render . I’m not gonna say Kasmina is immediately viable in UV but Kasmina loves friends and these are strong company to keep. SynergyBuild was one of the first I ran into to use planeswalkers in a midrange approach. I’m not sold one way or the other but I definitely think there’s potential to warrant experimentation.

New ‘Liliana’ is intriguing as a Tendrils of Agony that circumvents Leyline of Sanctity and comes attached to all the utility of a solid walker. Whether she can break into UV will largely be dependent on implementing her Tendrils effect. A lot of the utility of Tendrils is lost in UV as most decks don’t really care to set up Tendrils before comboing off. Really at her cost, you’re looking to set her mid combo. But part of the issue there that Tendrils gets around is counters. ‘Liliana’s’ magecraft isn’t online until she resolves and so she may get around the Leyline but folds to the counter. I don’t really see her seeing play in UV but as a Tendrils lookalike, I’ll have an eye out.

Thoughts?

Nemesis on Huge Banned & Restricted Announcement

1 month ago

B&R Announcement today and it's a doozy:

Historic:

Omnath, Locus of Creation is banned (from suspended).

Uro, Titan of Nature's Wrath is banned.

Pioneer:

Balustrade Spy is banned.

Teferi, Time Raveler is banned.

Undercity Informer is banned.

Uro, Titan of Nature's Wrath is banned.

Wilderness Reclamation is banned.

Modern:

Field of the Dead is banned.

Mystic Sanctuary is banned.

Simian Spirit Guide is banned.

Tibalt's Trickery is banned.

Uro, Titan of Nature's Wrath is banned.

Legacy:

Arcum's Astrolabe is banned.

Dreadhorde Arcanist is banned.

Oko, Thief of Crowns is banned.

Vintage:

Lurrus of the Dream-Den is unbanned.

Also, Cascade has been changed so that it only works on the side of dfc/split cards that is below the casting cost of the cascade card.

Thoughts on this everyone?

Mcat1999 on Please help save this game

1 month ago

Yes. EDH is MTG's single largest format and Mark Rosewater has even said that he wished he could remove or dissolve the Rules Committee, as they are not employees of WOTC, rather some 3rd party Judges and managers.

Standard, one might assume, is MTG's next largest format. Apparently that title is held for Draft, which makes sense. Logistically, entering a Standard competition is difficult, costly (competitive decks rotating in and out) and difficult with schedules. However Draft is as simple as buying a few packs or a box and going at it with your friends. We use to play at Steak and Shake. We'd get off work, hit up our Walmart and go eat at Steak and Shake or Ihop. We'd crack packs, build crappy decks and go have some fun.

Standard isn't a dying format by any metric. However, in terms of profitability, Standard isn't where the moneys at. So yes, it makes economic sense to cater to the strongest (financial) formats as to attract the most buyers.

So yes, chase rares and mythics (and even uncommons and occasionally commons) are made for each set for these two format archetypes.

And yes, some colors get far more love and appreciation than others. I recall over the past year or so seemingly every single mono-black Legendary creature was given explosive praise by the YouTube community, to the point influencers would start off videos with "Yeah, it's another black creature..."

Not that many of them have actually panned out the way they were hyped up to be. Honestly most of that hype was just for easy clicks.

If you look up Standard banning history, we find something very interesting. Here's a breakdown of Standard's bannings since 2017 when the Banhammer really began hitting hard.

2017

2018

2019

2020


It's actually quite interesting that has 36.67% of all bannings in Standard and has 33.33%.

Combined into Simic or +, there are 5 total cards. Thereby making Simic+ the most "Powerful" broken color combination.



Information on ban lists: https://mtg.fandom.com/wiki/Banned_and_restricted_cards/Timeline

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