Teferi's Veil

Teferi's Veil

Enchantment

Whenever a creature you control attacks, it phases out at end of combat.

Latest Decks as Commander

Teferi's Veil Discussion

Necrosis24 on Why Has WotC Brought Back …

1 week ago

As much as I love flickering I have always wanted to use phasing. It just doesn't quite fit my play style, so I do hope they make the ability more reliable because tucking your creature away for an entire round in commander is a bit long.

I had put Teferi's Veil into my first commander deck, but it did not function as I had hoped. So I'm still looking for a proper place for it.

PartyJ on Yuriko: the 忍者 code | Commander

5 months ago

Hi azja,

thank your for your thorough evaluation of my deck. It's been a long while since I played MtG. So reading your primer gave me the right feeling that you are well aware of Yuriko's current state. I will be reviewing all the options later this weekend.

I saw your question regarding the functionality of Teferi's Veil in a Yuriko deck.

Phasing: While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.

These are the two reasons I ran this card:

1.) It goes really well with your own boardwipes, since they won't affect your own creatues.

2.) Since your attacking creatures are phased out - they do not exist on the battlefield - during your opponents turn, they can't be targeted, dealt damage or removed from the battefield. This feels super relevant, as you get to keep your force when opponents start killing/boardwiping/controlling the battlefield.

We depend on fast attacking and keeping a boardstate. With this powerhouse we ensure that nothing can touch our force outside of our own combat phase.

azja on Yuriko: the 忍者 code | Commander

5 months ago

Hey! Your decklist looks great, it has all of the essential parts down pat (cheap/evasive creatures, powerful ninjas and lots of topdeck manipulation). You could definitely play it as-is, even if it's been a while! But I also want to mention some ideas that I have for potential cuts/additions:

  1. Bitterblossom : Earliest it can create a creature is turn 3, personally I found this too slow. I prefer to play an additional enabler instead, such as Ornithopter or Mausoleum Wanderer .

  2. Deep-Sea Kraken : Very unlikely to hard cast, and you can probably win the game before removing all its suspend counters. Instead, you could play Blinkmoth Infusion or Draco , which are equally uncastable, but deal more damage.

  3. Ink-Eyes, Servant of Oni : Definitely one of the coolest ninjas, but just too slow in my opinion. Some ninjas you could replace it with are Throat Slitter , Fallen Shinobi , or Mist-Syndicate Naga .

  4. Conspiracy and Xenograft : I played these for a long time, but ended up cutting them in favour of more extra turn spells, which are more consistent for closing out the game. My favourites to play in Yuriko are Temporal Mastery which can easily be a Time Walk , and Temporal Trespass which can be cast for UUU, but deals 11 damage.

  5. Bolas's Citadel : A bit of a nonbo in Yuriko decks, which generally want to play super-efficient, high cmc spells. I don't have a direct replacement in mind, but I'll include more suggestions at the end.

  6. Massacre and Toxic Deluge : Yuriko needs creatures on the board more than most decks, so I generally don't play boardwipes that destroy creatures. I prefer to play something like Evacuation or Devastation Tide so I don't lose them permanently.

  7. Teferi's Veil : I'm kinda unsure how this synergizes with Yuriko. Could you let me know if I'm missing something? I'm not super familiar with phasing.

Miscellaneous Suggestions:

  1. Universal Automaton : A very simple, yet effective ninja

  2. Deadly Rollick and Fierce Guardianship : Free removal/counterspell as long as you control Yuriko!

  3. Scheming Symmetry : Can win the game before your opponent draws the card they tutored for. Best paired with Blinkmoth Infusion and Draco if you decide to include them.

  4. Curtains' Call and Coastal Breach : I love the undaunted mechanic in Yuriko decks. Heavy hitters that you can cast for cheap.

  5. Force of Negation : Does a reasonable Force of Will impression to get your opponents who think you're all out of answers.

  6. Mox Amber : Acts as Mox Sapphire / Mox Jet as long as you control Yuriko.

  7. Sea Gate Restoration  Flip and Agadeem's Awakening  Flip: Although their abilities are not too relevant, lands that also deal damage with Yuriko are very powerful.

Sorry this got so long, I hope all of my points made sense! Feel free to let me know what you think! Thanks again for the kind words about my primer!

avatarkira on Araumi, Necrotic Oceans

10 months ago

Pretty solid deck list. I would recommed Stitcher's Supplier, as it can mill you 18 cards against 3 players for 1 black mana. Also I noticed Teferi's Veil, but if you're hoping to use it to keep the tokens around, it wouldn't work.

217.8d Tokens in the phased-out zone cease to exist. This is a state-based effect (see rule 420, “State-Based Effects”). Any phased-out Auras, Equipment, or Fortifications that were attached to those tokens remain phased out for the rest of the game.

Daedalus19876 on To Drown the World in Death: Araumi EDH [PRIMER]

10 months ago

glorystain: Thank you for the suggestion! Unfortunately, Day's Undoing doesn't fill your graveyard (because it shuffles in)... And you'll have to sacrifice the creatures during your opponent's end step :(

But yeah, Teferi's Veil seems great!

SirHipHopHippo on The Suicide Squad

11 months ago

Tibus Mostly because for the 5 cmc recursion, I wish they came out with new 5 color commanders though because it only works somewhat well. Teferi's Veil is the craziest card in this deck, so I for sure needed to add blue.

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