When I first bought this deck, I thought "I'm just going to tear this apart for cards for my Grixis." Then I used Teferi's -1 ability and realized, this is a rather busted ability. So I decided right then and there I was keeping this and making it into an artifact deck to better abuse this -1 ability.

The basic premise is this: I'm trying to force my opponents to scoop. How? Combos. I have 3 primary win conditions.

1.) Mycosynth Lattice

1a.) Mycosynth Lattice + Hurkyl's Recall = Everything and its mother gets bounced. Sometimes your opponent is stubborn, so then you follow up with;

2a.) Karn, Silver Golem = Pay 1 mana to turn their Lands (which are artifacts due to Mycosynth Lattice) into 0/0 artifact creatures and watch them explode.

3a.) Karn, the Great Creator = If they can't swing you out with whats out, you just won by dropping him.

2.) Infinite Mana/Untapping Artifacts

This strategy has a number of different ways to go about it. A lot of lands in here, such as Scorched Ruins are in primarily because they offer more than one mana per untap. Generating infinite mana is sometimes a tricky thing to get the pieces together, but here they are:

2a.) Filigree Sages + Empowered Autogenerator Get Autogenerator up to 3 counters and Filigree will make infinite mana. Getting it to 3 is sometimes tricky, though with the help of Teferi himself, a bit of extra mana that turn to manually untap it a few times with Filigree, Tezzeret the Seeker's +1, Manifold Key, it isn't all that difficult.

2b.) Filigree Sages + Doubling Cube Takes a bit of mana to make sure you actually start profiting off of the combo, but once you do, you're golden. Also, mana rock untappers help immensely here as well.

2c.) Isochron Scepter + Dramatic Reversal = Untap all your mana rocks as often as you want.

Congratulations! You've achieved U N L I M I T E D P O W E R and shifted into M A X I M U M O V E R D R I V E! What are you going to do with all this mana and endless artifact untapping? Will you,

A. Spam Decimator Web until they're burned to death, milled out, or infected?

B. Use Memnarch to turn everything into artifacts and subsequently steal them all?

C. Unleash the full wrath of Urza, Lord High Artificer until you've gotten all your combo pieces one way or another?

D. Activate Disrupting Scepter until your opponent leaves the table?

...it's usually just A, if I'm being honest. But you got options.

Primary Win Con 3 is really less of a win con and more of a "Hey, this deck can do this too, I guess." And its literally just. Some games Teferi doesn't need to -1 the entire time so you can actually achieve his emblem, at which point you either get a scoop right away or you just use Jace, the Mind Sculptor to exile their deck.

Tutors:

Treasure Mage can grab Mycosynth Lattice, Memnarch and Darksteel Forge

Tribute Mage can grab Cranial Archive, Doubling Cube, Isochron Scepter, Sapphire Medallion and Etherium Sculptor

Trinket Mage can grab Expedition Map, Mana Vault, Manifold Key, Sol Ring and Soul-Guide Lantern

Trophy Mage can grab Basalt Monolith, Crucible of Worlds, Darksteel Ingot, Disrupting Scepter and Sculpting Steel

Mystical Tutor, Fabricate, Whir of Invention and Reshape should be all you need to get whatever you need.

Rapid Fire Fun Time!

Cranial Archive is essentially my only way to recycle the deck, and I use it primarily because Karn, the Great Creator can bring it back from exile. Tormod's Crypt and Soul-Guide Lantern are in here as well because my playgroup has a guy running Kethis and I absolutely will not stand for any of those shenanigans.

Finale of Revelation is INSANELY easy to pull off for the 10x ability to the point where I was running Thought Vessel and Reliquary Tower (What can I say? I hate discarding.) before I realized they were bogging the deck down and Finale handled me just fine.

Rush of Knowledge usually nets me 6 cards if I've just cast Teferi, so I'm content with it.

Efficient Construction, Thopter Spy Network, and Sai, Master Thopterist I SUPPOSE could be dropped. However, I like Thopters. And having 1/1 flying blockers is nice when you're running an artifact planeswalker combo deck.

Future Sight helps plow through the deck like no other, though my only issue is running into mana pockets. It can be very helpful at times and can be surprisingly dangerous if left unchecked.

Emry, Lurker of the Loch/Academy Ruins + Expedition Map = Heehoo guaranteed land drop this turn

Counterspell for obvious reasons. Disallow is very versatile and is one of my favorite counters. Tale's End is a personal pick for Commander due to it essentially being a 2 mana Disallow, as well as a very cheap answer to a Commander cast.

Faerie Formation gives me card draw and tokens to block with for only 4 mana each time (That's cheap by my standards). She's not the fastest, but she certainly is worth running for me. Also with infinite mana, this can become rather cheesy rather quickly.

Spark Double + Teferi, Temporal Archmage + The Chain Veil = My turn isn't ending for the next 3 hours so you had better go make some dinner while you wait.

Silent Arbiter is essentially my only answer for big boards of creatures, as I don't feel like shelling out the cash for an Ensaring Bridge and Crawlspace.

Suggestions are appreciated, let me know what you all think! I certainly have a level of preference with what I run and I enjoy wacky shenanigan cards, but I'm also still trying to perfect this deck without breaking my bank to do it too badly.

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Casual

94% Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

42 - 0 Rares

26 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.45
Tokens Construct 0/0 C, Copy Clone, Emblem Teferi, Temporal Archmage, Emblem Tezzeret, Artifice Master, Faerie 1/1 U, Spirit 2/2 C, Thopter 1/1 C
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