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.
|Have (2)||, gildan_bladeborn|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Teferi's Protection Discussion
3 days ago
2 weeks ago
I really like the idea of more colors getting access to interact with the stack and I really think White is a good color to add some additional design space. Obviously it cannot get on par with blue so it needs some additional conditions or costs associated to get this effect.
I think this is a very good example to fit that space. Nice work.
Just a side note, for the sake of reducing word count could it be written as "... costs less for each spell cast and each ability activated by your opponents this turn." ?
I get the point in being specific about only caring about your opponents' actions but I think it would be consciously misinterpretation of the above line to think it isn't specifically for your opponents' actions.
Why is white a good fit? (wall of text) Show
First of all it seems like counter magic is a vital tool to interact with combo strategies especially when considering the Commander format, and it is the reason we've seen so many "free"-to-cast counter spells especially for Commander and why they drive sales so much. However that is only accessible to Blue, so the rest of the color pie is borderline useless in attempting to interact with most combos. I mean a Silence could work to interact with some combos, but that is such a narrowly applicable card in the rest of the game that it remains a tech card with a heavy drawback. And it might just eat one of the aforementioned "free"-to-cast counter spells and there's not much redundancy available either.
There's a reason why most competitive cEDH decks are including Blue. Coincidentally a lot include Black and Green as well as the three most powerful colors in Magic - at least for single-ton formats.
White used to have some affinity for artifacts but that seems to have been handed over to blue/red. Right now White is mostly concerned about Equipments within the artifact realm and the synergies are not that widespread nor that powerful.
White used to be the best or on par to deal with artifacts and enchantments with Disenchant and Purify and similar effects but green has mostly taken over in acquiring design space for this mechanic - Bane of Progress Broken Bond You Find a Cursed Idol. The best improvement on the mechanic that white has is Austere Command due to flexibility and Heliod's Intervention to snipe multiple without harming yourself. And that's one of the bigger differences. White leans more on Enchantments and Artifacts than Green does, so Green doesn't have much drawback in including Bane of Progress. Whereas White leans on Artifacts for mana ramp and Equipments and they lean on Enchantments for strong synergies.
White once had their card advantage through ensuring their board survives, either through protection, prevention, regeneration, then shroud to a lesser degree, then indestructible - but only on creatures. However Black has gained exile mechanics, red has "burn to a crisp" mechanics and blue Cyclonic Rift or Curse of the Swine. So indestructible as a safety measure is getting worse and worse. Not to mention they get outdone by Green - again. Only exception is the ever increasing price on Teferi's Protection but that has its drawbacks too - namely you remove yourself from the game and can't interact further - unless you somehow can cast spells without mana from permanents.
Cards like Rebuff the Wicked or Lapse of Certainty are interesting to expand upon within the design space for white and will grant it back some strengths and uniqueness it used to have. However to be able to properly interact with the stack it cannot just be conditioned behind being the one targeted - that would equate it to hexproof/protection and also make it useless against board wipe or the infamous Cyclonic Rift one-sided board sweep.
Possibly the design space could include some "punisher" mechanics loaned from red but transformed instead of inflicting pain on the opponent, you gain a benefit - for instance:
Choose target spell or ability an opponent controls. That opponent may have Inspection counter the chosen spell or ability. If they don't, choose one:
- Create three 1/1 white Human Soldier tokens.
- Create two Treasures then gain 4 life.
- Search your library for up to two basic land cards and put them into your hand, then shuffle.
The flavor being to pass the spell you have to pay the toll (chosen by the Inspector for their benefit) or be rejected.
Taxing is the most recent mechanic that white has expanded upon and embraced but that is usually done on permanents as static or triggered abilities. This means WotC have to water down these cards' immediate impact and make the mechanic less enticing in the short run, which is often when it matters the most. Drawing Thalia, Guardian of Thraben on turn 5+ is often not that impactful, whereas on turn 2 you can cripple some decks. It would be refreshing if WotC would expand on the mechanic for ETBs or instant/sorceries with a here-and-now benefit rather than dragging it out.
Additionally the taxing mechanic could utilize other taxes than just paying mana to do stuff. Inflexibly taxing mana has a good chance to affix unfriendly eyes on you whereas gaining a taxing benefit - say Smothering Tithe is less likely to breed anger toward you but may instill fear.
Anyway, I think it would be good for White to gain a little more design space and I think more colors being able to interact with the stack would be a good thing - even if that means Blue has to share some of their mechanics to a degree with another color.
3 weeks ago
Omniscience_is_life I see hurtful over and over again. Perhaps my language lost my message? I understand the concept of inclusion but have heard little about story. I should emphasize that inclusion can exist. I just see it as secondary to motivation. For those that look for characteristics to please then, I hope they find something satisfying. I personally look for compelling stories to sell a character. Teferi’s tragedy in spite of his intentions is what makes him compelling to me. A similar angle could be said of Karn. That Gerrard was forced to fight his father and that gods father sacrificed him (do I have my lore correct?) is what makes those characters compelling to me. That some in the community can relate to their characteristics is great for those who seek it. For me, it’s the tragedies and triumphs those characters endure that I find compelling. Cards like Planar Collapse, Teferi's Protection, Karn's Temporal Sundering, OG art Cathartic Reunion, and OG art Phyrexian Arena are great examples of compelling storytelling through the cards. None of these have anything to do with any of their characteristics. The only reason characteristics came up as a subject in the discussion was as a response to a discussion on representation. My point was that you can have that representation but, to me, it is the conflicts and triumphs that make for compelling storytelling and characters.
3 weeks ago
Karn, Scion of Urza: draw and gives you a big beater at best and something for your engine at worst.
Dakkon, Shadow Slayer would actually work really well in here.
3 weeks ago
I agree with the pandering but I don’t mind good lore. I think Magic has had very intriguing characters in the past defined by struggles. And this can come out as interesting cards as well from Teferi's Protection to Urza's Ruinous Blast and more. I also agree that most of the best lore can be picked up from the cards themselves from Attrition to Planar Collapse and many more.
1 month ago
1 month ago