|Commander / EDH||Legal|
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|War of the Spark (WAR)||Rare|
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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.
Teferi, Time Raveler Discussion
18 hours ago
I will agree that the ability to untap all permanents, or all lands, or all non-lands is a HUGE advantage. seedborn muse is at the top of the list of cards that go into most green decks I make. That said, not every deck can take full advantage of the benefits, just as not every deck can take full advantage of, say Hypersonic Dragon or Teferi, Time Raveler 's +1 ability. If everyone and their grandmother are building the deck around one card (as we saw with paradox engine), then it makes sense to ban it; behold, to paraphrase the the EDH rules committee: "That $#!t don't fly".
The ability to cast ANY spell at flash, however, is something that every deck can take advantage of. By waiting on specific triggers, certain combinations otherwise impossible become disgustingly good. At the end of opponent's turn? cast Phage the Untouchable , and respond to it with Supreme Verdict . Field wipes, phage resolves, untap & swing. Sure, it's an over-the-top example, but it does illastrate the point nicely. Hell, for ages I had a deck of "bad cards" just so I could run Barren Glory and respond to it with Kaervek's Spite . the ability to flash that at the end of an opponent's turn massivly reduces the chances an opponent can do something about it. I think (or possibly just hope, but who knows) that wizards has discovered that Vedalken Orrery and Leyline of Anticipation aren't what people should have (it may be what they want, but that's another thing entirely). In war of the spark, we saw Vivien, Champion of the Wilds , Teferi, Time Raveler , and Emergence Zone , all good examples of what _should_ work as a flash mechanic - ones that have limitations built in - they have to remain in play, are on attackable, damageable permanents, or are a one-time, sac to activate effect. Quicken , Scout's Warning , and Savage Summoning are all other good examples of this mechanic being used. Now, Wilderness Reclamation is actually _waaaaaay_ lower on my threat-meter for one, simple reason - it only untaps once. Honestly, the Isochron Scepter + Dramatic Reversal combo is far more dangerous in my book, simply due to the ability to untap creatures as well as mana rocks. In a multi-player format, the difference between it and Seedborn Muse or Unwinding Clock is huge. Speaking of Unwinding Clock , this is one of the cards that also don't have as much of a problem with - to get the full effect of this card, you're typically going to have to build your deck as an artifact deck. and in a format with Vandalblast , Bane of Progress , Shatterstorm , Nevinyrral's Disk , Akroma's Vengeance ...well, the list goes on. And since most people run Sol Ring (I'll confess to a love/hate relationship with that card, but thats a story for another time), most decks will run at least _one_ artifact removal (or steal) effect on the assumption that their opponent's will also be running it.
anyway, just my two cents as a response.
4 days ago
alright cool, here are some suggestions to look into -
Celestial Colonnade : land with vigilance that can attack and help you keep up mana to counter and stuff.
Supreme Verdict : sorcery speed uncounterable board wipe that doesn't give your opponent lands
Lightning Helix : kills something, heals you, instant speed - what's not to like?
Jace, the Mindsculptor: big Jace, this guy will wreck your opponents day, and yours with that price tag
Teferi, Time Raveler : slows your fast opponents down, excellent at keeping you alive.
Path to Exile : instant speed, low cost, and no restrictions, this thing is nuts powerful
Ajani Vengeant : lightning helix on a planeswalker, pretty good.
Spell Snare : hits a surprising number of targets
Dovin's Veto : great to pull in during the control mirror, good sideboard card
Fetch lands - great at getting the lands you need when you need them
Force of Negation : free surprise counterspell, pretty good
Mana Leak : still one of modern's best counterspells
Snapcaster Mage : you called this one out yourself, he's pretty good.
Now obviously you won't be able to fit everything from this list into the mainboard, but this is a good starting point I think. The goal you should strive for with a control deck is to play everything at instant speed, letting you keep up mana to stop threats when your opponent plays them. having tons of sorcery speed removal and answers will slow down your ability to respond.
5 days ago
Hi I like the idea of this deck. I don't think Teferi, Time Raveler is really that great here. His static ability is definitely always good. His minus is alright, though in these colors a kill spell will work better. His plus is just not really what you want in this deck with only Thoughtseize as something that would work with it. Only having 2 counterspells in Mana Leak isn't very ideal, I would either increase the amount of counters, or cut them entirely. Playing Lightning Bolt with no way to cast it other than Arcum's Astrolabe seems like you'll run into problems, and only splashing for 4 bolt probably isn't worth it. So personally I would cut the 3 Teferi, Time Raveler the 2 Mana Leak , and add 3 Liliana of the Veil and 2 Inquisition of Kozilek I also might do a 3-3 split of Thoughtseize and Inquisition of Kozilek . I would also cut the 4 Lightning Bolt for some amount of Fatal Push and/ or Path to Exile You also might want to think about Lingering Souls it puts out a lot of potential blockers, and can easily be equipped with a sword. Even without a sword or anything else, I have seen countless games be won with a Lingering Souls top deck for the beat down. Another good card to think about is Maelstrom Pulse it's another card that can hit any non-land permanents that are causing trouble, but can be a nice 2 for 1 or in the case of tokens, just a blow out.
6 days ago
Some things you might consider adding later for sideboard are Spellskite , Force of Vigor , and Teferi, Time Raveler if you're going GWU. Another possiblity might be adding in Giver of Runes in the main board, instead of Apostle's Blessing . And I feel that you may want/need to take out 1 Become Immense and replace it with a Groundswell . Other than that, the main thing is getting some shock lands ( Breeding Pool and Temple Garden if you're GWU).
1 week ago
@IsThisWolfe Hi there, Thanks for the comment!
Teferi, Mage of Zhalfir : Is indeed too mana intensive + and at that cost you want to play key cards that either just lock out or shut down entire strategies or play multiple cards that add up to 5cmc and have more efficient hate as this could potentially lose you games as well because no one can respond anymore...
Teferi, Time Raveler : Baby Teferi is possible but with how most strategies work people can get around this very easily while one spell per turn for example would shut down decks far more efficiently and can't be attacked into as easily as walkers.
For example, the new one that has been spoiled at 1 Mana (if you run a lot more counter magic it could justify the baby Jace but still no one can respond ti anything anymore)
Each player can't cast more than one non-creature spell each turn.
"They have forsaken their vows. The edict of the Circle demands their voices be silenced." -Syr Tasdale, knight of Ardenvale
@ Limejuice Hey there man! thanks for the comment as well!
Nature's Will is a card I've toyed with before and played in najeela as well... it's a great card that synergies really well with orbs and can generate multiple triggers if multiple opponents are open for attacks. But without the other lock cards it ends up being a dead card draw at any stage of the game hence why i don't consider it. I'm not looking to combo of with orb-will for example , I'd rather play one card and have people struggle and delayed a turn and next turn play 2 more hate cards or so and just shut down entire strategies without these cards having to be dependant on one another...
Ulvenwald Tracker is great at dork heavy meta and a good meta call if you face a lot of those. but a bit less reliable in blind meta and tournaments. Linvala, Keeper of Silence , Dream Tides and Cursed Totem work as well but 2/3 here would also slow us down too much to be effective! Jitte could be good but also requires it sticking haven't tried it but if it works you and nets you games easier of dork reliant decks then consider it a good flex slot!
1 week ago
First off I really love this list, I have built some Stax decks in the past but have never really played them much as my playgroup’s decks are around 75%. I do have a question though; other then the triple U cost is there any particular reason(s) you don’t run Teferi, Mage of Zhalfir or Teferi, Time Raveler ? I usually throw him in any deck with blue I have.
1 week ago
zga sure! I'm currently on the following guidelines. However, be aware of your opponent game biases (aggressive, controlling..). This is more relevant to sideborading than you might think.
Burn: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . But really, side as you want. You can't win even sideboarding 15 dedicated cards. I tested the matchup extensively with any possible combination of cards.
Hatebears, Humans, Spirits: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . Thalia, Guardian of Thraben and Unsettled Mariner are Public Enemies Number One. We can usually play around the rest, nonetheless those matchups are really really hard.
Jund: -4 Darkness -1 Field of Ruin +4 Fatal Push +1 Crypt Incursion . The matchup is hard, there is no question their cards are better than ours. After thoroughly testing it, I can surmise their only ways of winning quite always involve an early unanswered Tarmogoyf , a rain of discard spells followed by a Tarmogoyf , or that same stream of discard spells followed by us flooding out. Crypt Incursion seems strong at a first glance, but we are usually forced to cast it too early because of the pressure imposed by Liliana of the Veil or Scavenging Ooze . What's left of their deck is often quite irrelevant (feel free to swear at me, Jund players of the world: it's the truth, against Mill your other cards are too much situational).
Death's Shadow: no changes. The matchup surely is difficult, but not one that we cannot emerge victorious from.
Hardened Scales: -3 Fraying Sanity -4 Visions of Beyond +3 Crypt Incursion +4 Fatal Push . Just time your Darkness correctly and win on top of it as the plan wisely prescribes. The matchup is probably played on equal terms as for winning odds.
Dredge: -4 Breaking -3 Fraying Sanity +3 Crypt Incursion +4 Surgical Extraction . We cannot win game 1 because of Creeping Chill . If you manage to insulate yourself from it, game 2-3 become fairly easy. Just wait for them to mill themselves or lose time while you set youself up.
Storm: -4 Fraying Sanity +4 Surgical Extraction . You cannot win game 1, but game 2-3 if you manage to extract Past in Flames with the aim of fogging Empty the Warrens the game becomes pretty straightforward.
Urza: -4 Fraying Sanity -4 Darkness +4 Surgical Extraction +4 Set Adrift . Game 1 revolves around them playing Urza, Lord High Artificer in time, game 2-3 are pretty easy for us. Set Adrift is not really needed, but so are so many card advantage sources: we play it just in case we can sneak it in to delay them mostly out of sadicity.
Control: -4 Darkness +4 Surgical Extraction . Just get rid of their counterspell or Snapcaster Mage 's targets. If they are going nuts with too many copies of Teferi, Time Raveler , Narset, Parter of Veils or Gideon of the Trials , add some copies of Set Adrift for Mind Funeral s in quantity depending on their mix of those spells. Narset, Parter of Veils nerfs down Visions of Beyond , Teferi, Time Raveler completely neuters Shelldock Isle and Gideon of the Trials wins by itself making ourselves uncapable of winning. Just ignore anything else. The matchup goes to unlosable to unwinnable depending on their list.
Amulet: -4 Darkness +4 Set Adrift . They usually cannot assemble the whole combo (haste+double attack) because we're milling them, so we just need to get rid of Leyline of Sanctity in game 2-3 and win before they do.
1 week ago
Teferi, Time Raveler would be a very nice inclusion.
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