Teferi's Protection

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Teferi's Protection

Instant

Until your next turn, your life total can't change, and you have protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)

Exile Teferi's Protection.

Gidgetimer on Kediss the dragon (aura reanimation)

2 days ago

plainsrunner: Teferi's Protection gives "protection from everything" as well as stating that your life total can't change. You need something to stop the damage prevention from the protection keyword. Even after stopping damage prevention the Teferi's Protection player's life total can't change. But damage will be done and will play out as you explained above.

plainsrunner on Kediss the dragon (aura reanimation)

3 days ago

Cool deck! Love me a good self-mill deck. Just wanted to point out that you mention Skullcrack is for things like Teferi's Protection, but they don't interact like you'd think. Skullcrack prevents damage prevention, but teferi's protection doesn't prevent damage in the first place, instead making it so that damage can't cause loss of life. Because you're swinging with a big commander that sometimes has infect, you're already in a great position to kill someone using teferi's protection, because infect damage causes poison counters instead of life loss, and commander damage can kill even if there's no life lost (it's not called "commander life loss" after all). That should also get around spells like Angel's Grace, because the first time state-based actions are checked on the following turn, the game will realize that they have 10+ poison/21+ commander damage and they'll lose. Skullcrack can still be useful against Fog effects and others that specifically prevent damage though, so you may not need to remove it, depending on your meta. I know that I've snatched a win with a well-timed fog a few times, and I'm sure that my opponents would have loved to wipe the smug look off my face with a skullcrack, lol.

Necramus on It Rose From The Dead

1 month ago

Sylvan Safekeeper - this is an awesome card for this deck. Plays to the Necrobloom dredge by allowing us to sac lands to protect our stuff, replay the lands from the grave, and get more value!

Heroic Intervention - wonderful, instant-speed protection.

Teferi's Protection - same as above.

Luminous Broodmoth - board wipe protection for all your creatures that matter.

Flawless Maneuver - instant-speed protection that (theoretically) free. I can imagine the main piece you're wanting to protect is the Commander. So, stands to reason this should be a free spell 90% of the time.

Just saw your update about needing some more resilience! Thought I'd chime in with some more suggestions!

BlueTorche on Gandalf the white Artifact Base

2 months ago

Your deck seems pretty fun to play with ! It doesn't seem really strong, but you can do some fun things with it.

I would just point two things about your deck : - As I said, your deck is fun. But some cards (Teferi's Protection, Rule of Law and Deafening Silence) aren't really fun to play against... Your friend may hate you by playing those cards. - You play in your deck some cards that say "Whenever you cast (...)" or "Sacrifice (...) : ..." (ex : Teshar, Ancestor's Apostle and Arcbound Ravager). I would just point that these abilities don't trigger twice, as the ability of Gandalf the White trigger only when the triggered ability says "Leaves the battlefield", "Enters the battlefield", "Dies" or "Is put into graveyard (from battlefield)" as said on the Gatherer page of the card(I guess, "Is exile (from the battlefield)" and "Is sacrifices" works too, but it has to be a triggered ability, not an activated ability). (Note that I'm not a judge, neither an expert in MTG rules, I may be incorrect on this point.) The cards I pointed aren't bad in the deck, I just wanted to point that they don't trigger twice.

I hope you'll have fun playing your deck !

JurqTheJew on I was given Slicer but …

2 months ago

If opponent gives me his Slicer, Hired Muscle  Flip and I Teferi's Protection before end of turn, where does slicer go??

So player A gives his slicer to player B on his upkeep, turn goes normally but before end of turn player B casts Teferis so all his permanents phase out, including slicer. On player B’s end step does slicer go back to player A but stays phased out until B’s next turn? On player C’s, turn can A give them slicer that turn? Basically who controls Slicer at the start of player C’s turn is my main concern here. Like fully controls to the point where they can decide to give slicer away now on players upkeeps

It’s my understanding that because slicer is phased out it cannot return to the owners control which means that player B now controls slicer as if they played the card themself. The “return at end of turn” would either go on the stack from being a continuous effect but the permanent doesn’t technically exist any more so it wont return. Or the return ability wouldn’t go on the stack at all.

I know that if you use a spell like Act of Treason and end the turn with Obeka, Brute Chronologist the creature is now just yours forever because the “until end of turn” part wasn’t able to resolve. I see this as technically different but mechanically very similar to the above scenario.

RiotRunner789 on All the combos

3 months ago

Kiki-Jiki, Mirror Breaker + Pestermite or Zealous Conscripts for infinite attackers. Also. Kiki can copy other combo pieces and each piece is useful on its own.

Grenzo, Dungeon Warden + Timestream Navigator + Ascend and at least 6 mana for infinite turns.

Stranglehold + Maralen of the Mornsong locks opponents out of card draw and tutoring. Maralen can also tutor for the other piece or other combo piece but opponents will probably tutor for answers.

Demonic Consultation + Thassa's Oracle for instant win. Demonic can also just be used to grab another combo piece.

Smothering Tithe + Stasis for a lockout.

Teferi's Protection or some indestructible spell + Jokulhaups for a hard opponent reset. Teferi and Apocalypse or some other degenerate red board wipe also works.

Mana Vortex or some other land destruction like Armageddon + ability to play lands from grave like Crucible of Worlds for a combo people will hate you for.

There are a million combos, so it's probably best to pick ones that work with your commander or contain pieces that work on their own. Or, at least have a few defensive pieces (board wipes, stax, Propaganda, counters, etc.) to hold off your opponents.

DreadKhan on Edh options

3 months ago

He's not heavily played, but Kresh the Bloodbraided can do some absolutely nutso things when he's big enough, and the deck often has some control elements (especially vs creatures, the deck wants to kill off everything but Kresh typically). It can be built on a budget (for Casual play) or as a High Power deck. On a budget you run all of the Merciless Executioner effects you can find, and at higher power you'll still run a bunch of them, but you'll also have Dictate of Erebos effects. Rite of the Raging Storm by itself turns Kresh into a huge body, and it's easy to include lots of Flings/Chandra's Ignition/Jarad, Golgari Lich Lord to win, but you can also use stuff like Mandate of Abaddon to wipe the board and one-shot someone, there are a TON of cards that play very well with Kresh, and people probably aren't familiar with the deck at this point.

Another option might be Azorius Control, Azorius is a great pair for wipes, removal and countermagic, meaning you can deal with problems, both for yourself as well as the table. I guess you might go something like Shorikai, Genesis Engine and play any vehicles that don't suck? You can freely wipe your pilots without risking your vehicles, even without things like Teferi's Protection. The card draw Shorikai offers can really help you dig, and it synergizes with untap effects.

My final idea would be something like Sauron, the Dark Lord, Grixis gives you a lot of control options, and Sauron makes you a big honking army very readily, and fwiw you can make an evasive Changeling (like Changeling Outcast) your Army in place of a token. Grixis struggles a bit vs certain types of permanents, but you can certainly pressure people and have input as to what stays around.

Oh yeah, just thought of a bad idea I've never gotten around to testing, but you might be able to build Optimus Prime, Hero  Flip with all the Jeskai wipes you can find? Optimus can 'survive' a wipe, so as long as you can give him Haste somehow you can swing each turn vs a cleared board, wiping whenever anyone gets anything relevant out. Would it be obnoxious? Incredibly so. But I think it could work, especially since you have Red for various good Haste sources. You probably need lots of things to protect Optimus from Swords effects, including a smattering of Blue counters that are either free or cost {U} so you can hold them up.

Taking a look at other people's ideas, I support Karazikar and Breena, both seem like great fits!

DemonDragonJ on Why Have There Been So …

4 months ago

Defensive cards have always been a part of the game, but I have noticed that recent defensive cards have been instants and sorceries, rather than permanents; of course, Teferi's Protection, Flawless Maneuver, and Flare of Fortitude are all excellent cards, but the fact that they are instants requires a player to spend additional resources to reuse them, which I dislike; when was the last time that there was a card such as Story Circle, Righteous Aura, or Martyr's Cause, which are all permanents, so players can easily reuse their abilities; recently, WotC did print Avacyn, Angel of Hope, Avacyn, Guardian Angel, Gisela, Blade of Goldnight, or any version of Sigarda, but they are the exception, rather than the norm, for defensive cards, so I very much would like to see a greater frequency of permanents that protect players and prevent damage.

What does everyone else say about this? Why have there been so few defensive permanents, recently, or am I simply complaining and seeing only what I wish to see?

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