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Teferi, Time Raveler Oathbreaker

Oathbreaker Combo Competitive Control Primer WU (Azorius)

Shoebin


Your sorceries are good. Mine are better.

 **Oathbreaker** --- Teferi, Time Raveler

This card is gross. Like, SOOOOO gross. Literally everytime they have printed Teferi it has made the game less enjoyable for every other person involved, but you don't really care about the other people involved do you? Not only does Teferi stop our opponents from fully interacting with our board in a meaningful way, he also essentially adds "This spell cannot be countered." to all of our spells. Teferi, also has the ability to tempo our opponent by bouncing win-cons and high-value cards. Of course his plus one also lets us go off on our opponents turn.

** Signature Spell(SS)** --- Reset

Reset is, usually, a bad card, because, normally, it lets our opponents have twice as much mana as usual. However with Teferi, Time Raveler on the board we just cast it at our opponents end step without any fear of countermagic due to Teferi's static ability. It lets us have big 'going off' turns on our opponents end steps and its the next best thing to High Tide in our decks and in some ways is better because it can be activated multiple times on one end step.

 **Ramp**

Ramp in important in any deck, but is especially difficult to achieve for U/W. Generally, this problem is overcome by using artifact ramp such as signets and the, banned in Oathbreaker, fast mana rocks like Sol ring, Mana Crypt, and Mana Vault. However, with our SS caring about the number of lands we have in play I opted to use less legal artifact ramp like Gilded Lotus or Thran Dynamo, for instance. Instead of artifact ramp, this deck finds land ramp in the forms of Wayfarer's Bauble, Walking Atlas, and Terrain Generator which is powered by cards that make sure we have plenty of lands in hand to play such as Land Tax, Gift of Estates, and Tithe. The best part of all of this is that it is possible to have all of our ramp occur at uninterruptible, thanks to Teferi, instant speed, letting us hold up counters and, in the event of "Land-Pass" turns, helping us ramp into our board clears, win-cons and counterspells.

 **Interaction**
      Early-game(Turn 3)

The reason I describe the early game as 'turn 3 or earlier' is mainly because by then, especially with the inclusion of several 3-4 mana planeswalkers from War of the Spark, most players will intend to have their Oathbreaker down on the table by then. By countering our OP's Oathbreaker early we, in turn, get more time to set up and find our big win conditions while our opponent has to spend their resources durdling trying to recast their Oathbreaker, or risk their deck being unable to function. In the early game our interaction can be found in the form of cheap counter magic and removal.

Countermagic

Removal

Other

      Mid to late game(Past turn three)

In the mid to late game, cards that could once have provided a large tempo shift like Force Spike or Spell Pierce lose a large amount of their efficacy. For this reason, these cards are largely dead cards after our opponent has more mana than they know what to spend it on. Board clears, on the other hand gain a large amount of value as the game continues. The goal would be to fire one off on our opponents end step with Teferi still in play, but, with that being said, casted on ones main phase should accomplish a similar effect.

Countermagic

Removal

Other

 **Card Draw**

 **Win-cons**

 **Synergies**

-Mana Drain a big thiccy + Cast Inkwell Leviathan for cheap -Energy Tap a big thiccy + Overloaded Cyclonic Rift on their end-step -Energy Tap a big thiccy + Cast Inkwell Leviathan for cheap + Remove their big thiccy

 **Tutors & Targets**

Suggestions

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Date added 4 years
Last updated 4 years
Legality

This deck is Oathbreaker legal.

Rarity (main - side)

4 - 0 Mythic Rares

25 - 0 Rares

11 - 0 Uncommons

7 - 0 Commons

Cards 60
Avg. CMC 2.67
Tokens Ape 3/3 G, Frog Lizard 3/3 G, Manifest 2/2 C, Soldier 1/1 W
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