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Teferi, Who Slows the Sunset
Legendary Planeswalker — Teferi
+1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
-2: Look at the top three cards of your library. put one of them into your hand and the rest on the bottom of your library in any order.
-7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
wozislightning on Elsa but She Can't Let it Go
1 year ago
This deck looks quite fun! Icy Manipulator Is basically another crown in the deck if you desire more of that effect. Dismiss into Dream also seems like a fun way to turn your tap effects into "murder mode". Teferi, Who Slows the Sunset also seems quite versatile. Citadel Siege also might be nuts depending on what you're up against. Good luck & happy brewing!
mmcgonig on commodore guff upgrade
1 year ago
I don't know how you feel about infinite combos but you have chain veil, you have Rings of Brighthearth...an easy add here is Basalt Monolith. Basalt Monolith + Rings of Brighthearth make infinite colorless mana. Basalt Monolith is just an easy card for this deck because it makes a lot of mana off one rock which can be easily untapped with Teferi, Who Slows the Sunset or Teferi, Temporal Archmage. Speaking of planeswalkers who untap - consider Ral Zarek and Tezzeret the Seeker. Ral and Tezzeret untaps your rocks and can go infinite with chain veil. Tezzeret is also an excellent tutor for those key artifacts when you need them. He can fetch Ichormoon Gauntlet and The Chain Veil the turn he comes into play, both artifacts can be game winning.
MilesHiles on The Legion of Doom: Foiled Again
1 year ago
8netherwind8 - I appreciate your explanation but it seems oversimplified given what the deck actually looks like. For example, the Teferi, Who Slows the Sunset combo basically would only ever net me infinite life (which is next-to worthless in my opinion due to Commander Damage) with that kind of turn timeline. It also still heavily requires colored mana for ramp since you'd need GWU by T3 and there's not much ramp you could do on T1 (other than Mox Diamond, putting you at a turn disadvantage due to discard in this case). Besides that, the deck has 6 black permanents in it and one of them is my commander. While that would normally give better odds at infinite mana, we're still talking about having full color fixing on T4 with non-colorless T1 ramp, Bloom Tender, another form of non-colorless ramp, Chain Veil, and Teferi, Who Slows the Sunset. Definitely something that COULD happen but it still sounds like a god hand to me.
Otherwise, Teferi, Who Slows the Sunset isn't a very good planeswalker to me. Outside of that combo, he doesn't get played much since the most he would do on average is replace himself in my hand for 4 mana. I tried him in the deck on his release and ran into that exact issue more than once. I also took Tezzeret the Seeker out of the deck because he doesn't have a good ult for me. Ever. His untap ability is great but still requires rocks and something in hand to be useful. Searching for Chain Veil kills him, he can't find Lotus without at least using his +1 first (then dying anyway), and finding Rings of Brighthearth or The Peregrine Dynamo does him no good on the turn he comes out due to already using his walker ability to do that (leaving pieces on the board to be dealt with in the turn cycle). Since the deck has minimal card net +1 card draw capabilities, it was always difficult to be able to use him efficiently. Hence Tezzeret, Artifice Master, who gives card draw, tokens and has a possible ETB ult that provides an Emblem to search for any permanents for free.
When running Rings of Brighthearth it was, overall, worthless more times than not. The 5 total mana needed to play and activate it was most often already being utilized during the turns it was even possible activate. T3 is a bigger turn for the deck, making the decision to play a Rings pretty difficult since usually there was no board for it, let alone having pieces for infinite mana. Any mana that was usually available was for board control or counter play. With that being the case I can't see myself adding The Peregrine Dynamo either. Granted it does cost 1 mana total less, though is still a 3 mana card with a 1 time use without untapping capabilities.
I'm glad that these combos have worked out to be great for you and your play group. I would imagine the Jodah deck that you run must have an easier time utilizing color value based turns as a whole and a lot of that "Ramp" you mentioned in your turn steps explanations. I personally don't see the value in just hoping your opponents can't answer your combo pieces within a turn cycle at any point in the game. SPKR_FRKR asked how I could win on T4, and I provided a broad explanation of how in a few ways with a few different cards. I did not say that was the only way the deck worked nor that it was my intent to only win with and stack infinites. If it were, I would have just put Thoracle Combo and called it a day.
8netherwind8 on The Legion of Doom: Foiled Again
1 year ago
MilesHiles - Digging further is optimizing those resources you have (cause lets face it, we don't always have Godhands ;)). I used to do that combo back when Chain/Teferi was prominent, so I can understand the misunderstanding in the way things have evolved here. I'll break down the simplicity in what I mentioned for you though: T1 - Ramp T2 - Bloom Tender (+another ramp if able) T3 - Teferi, Who Slows the Sunset, tap Tender (+leftover mana from early ramp) for The Chain Veil, use Teferi +1 = infinite Life & if you managed to slip in a Black permanent, Mana too. This is more "optimized", since his "+1" does the work (instead of "-1"), leaving you able to play that Ugin (or another other colorless, like a Chromatic Orrery) ftw.
A variant with Tezzeret the Seeker also requires fewer CMC/Cards for the infinite Veil-win and uses pieces that are synergetic with the build regardless of what's going on (Tezz grabs those amazing artifacts; doubling Walker activation is great, especially "GG" from 2x "pops"). The Peregrine Dynamo/Rings of Brighthearth & Gilded Lotus or the Orrery mentioned, nets Infinite Mana/Activations, while also grabbing all artifacts from your deck (digging to those key Walkers). Ex: T1 - Ramp; T2 - Peregrine Dynamo; T3 - Gilded + any ramp; T4 - Tezz & Veil, +1 & use PD to double it (activate Veil after the 1st resolution), swap back & forth for the untaps, grab all artifacts from deck, Turns with Ichormoon Gauntlet or any Walker you dig to with Top while shuffling repeatedly off Tezz = Fin. I understand if you're partial to Big Teferi, many of us were... I'm just illustrating that its easier these days & slots are more optimized/versatile. =D
8netherwind8 on The Legion of Doom: Foiled Again
1 year ago
MilesHiles - Sure, every 4x "+1" on Aminatou/4x "-1" on Teferi = a loop, then then "-1" to flicker. But it doesn't dig further with Teferi (unless his untaps produce excess mana, requiring more setup/Gilded specifically) since you need him to keep Untapping, making the 5th card in that infinite very niche. So, Combo = Rock taps for 2+, 3cmc, 4cmc (+4 activate), 6cmc & a Walker ability to finish (i.e. Ugin = 8cmc). I think that's why Big Teferi has dropped in price over time, cause there's easier/cheaper ways to pull it off. (Like Aminatou + Spark Double + Oath; or Chainveil + Rings of Brighthearth/The Peregrine Dynamo + Tezzeret the Seeker/Teferi, Who Slows the Sunset [fyi bff w/Bloom Tender ;)])
wozislightning on Kwain's Friendly Fun House - Azorious
1 year ago
I like your build as well! definitely more of a hatebears focus from your build. I will say, Teferi, Who Slows the Sunset has overperformed for me, and I would recommend giving him a shot in your build as well. Nothing like a +1 ability to untap Minamo, School at Water's Edge, Kwain, and a mana artifact in one go. Best of luck and happy brewing!
Mannlicher on Psycho Bunny Wonderland
2 years ago
Preface:
This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".
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At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.
The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.
Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.
Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.
I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.
The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.
The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.
More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.
If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.
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Summary Combos:
Forced Fruition + Smothering Tithe == Treasure Tokens
Teferi's Puzzle Box + Shabraz, the Skyshark == Giant Shark and TONS of life-gain every turn
Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive == Sheer madness
Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive + Archangel of Thune == Same as above, but now ALL of your creatures grow exponentially, every turn
Kwain, Itinerant Meddler + (any of the above) == even more nuts
Kwain, Itinerant Meddler + Mind Over Matter == Infinite combo, draw your deck
Kwain, Itinerant Meddler + Mind Over Matter + (any "if you cannot draw you win") = instant win
Enchanted Evening + Sphere of Safety == every card you have counts towards attack cost
Enchanted Evening + Cleansing Nova == total board wipe (lands, creatures, artifacts, all permanents)
Enchanted Evening + Aura Fracture + (any land) == targeted removal of any permanent
Enchanted Evening + Archon of Sun's Grace == infinite flying pegasus whenever ANY card hits the board under your control, even treasure tokens from Forced Fruition.
Enchanted Evening + Greater Auramancy == every card you play has shroud when it comes into play, but will interfere with Mind Over Matter combo with Kwain.
Sheer Card Draw and hand-size + Mind Over Matter == you can tap or untap whatever you want, whenever you want, and you can reshuffle your graveyard with Elixir of Immortality or Timetwister.
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There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.
Thank you.
Daltooine on Bugged-Out Weed Zombies (B.O.W.Z.)
2 years ago
liquid_water that planeswalker is pretty cool. I’ve never seen that card before. However I did want to point out (in case you weren’t aware) that you actually can’t use a Planeswalker as a commander unless it says so in the rules text. Example:Nahiri, the Lithomancer and Tevesh Szat, Doom of Fools are both legal commanders, but Jace, the Mindsculptor and Teferi, Who Slows the Sunset wouldn’t be.
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