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
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker 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.

rckclimber777 on Build a Deck with Me …

1 week ago

First a quick introduction. I've been playing magic off and on for years. When this site first started out, I was super active and then I stopped playing. I recently got back into it and plunged deep into the Commander format. I love building decks around interesting concepts and often trying to break cards.

My slightly ambitious goal is to create a series of threads that show my thought process as I build a commander deck. I figure it will serve two purposes: First, it will aid newer players who have some precon decks and perhaps are looking to upgrade them or they see a commander and want to build it, but aren't sure how. The second is purely self-motivated in that more experienced players can fine tune my own logic and make suggestions for my own improvement.

So with that, the first commander deck I'm going to build here is Ghired, Mirror of the Wilds. This is a card that begs to be broken and creates for interesting and powerful decks. There are also several different lines you can choose to go with. You can make it go infinite if you like degeneracy or don't like the people in your playgroup, or you can decide to go the way of building lots of tokens quickly and then turning them sideways and swinging. (Spoiler alert we are going infinite)

So first things first, we need to think about what the commander actually does and what it is going to need to do that effectively. First, it allows all nontoken creatures to tap and create tokens that I control that entered the battlefield this turn. So a couple things to point out: First is that it is tokens not creature tokens specifically, so treasures, clues, food, etc. are fair game. Secondly, it doesn't have to be my turn that the tokens came in, you can activate the ability at instant speed if you create a token on your opponent's turn. Now Ghired also is only 3 mana in Naya colors with Haste which means he's going to come down early in the game, so we'll want some other creatures out there when he comes down to start building up tokens right away.

With his abilities in mind, there are a couple things that we want to think about: Cards that create tokens, cards that double tokens, cards that untap things, and cards that do interesting things when they're tapped, example Wylie Duke, Atiin Hero, who comes down early as well, and when she is tapped I gain life and draw a card. We will obviously need to consider interaction, ramp, and card draw, but those are secondary in my thoughts. Every deck needs those, but what items you add often depends on what your deck is trying to do. In this case, we want to make tokens, tap creatures, make more tokens.

Token Generators

So a couple really good token generators here to start would be things that keep making them rather than one offs. In my playtesting Oltec Matterweaver is hard to beat. It comes in early (turn 2 if you can get a sol ring). When you cast a creature spell you can copy a target artifact or bring out a 1/1 gnome. Turn 1 you play a plains and a sol ring. Turn 2 you bring this out, turn 3 you bring out Ghired, creating a copy of sol ring, tap your Oltec Matterweaver and create another sol ring. You now have 3 sol rings on the field on turn 3... You are now the archenemy, congrats? EDIT: So as it was pointed out in the comments Oltec only creates copies of TOKEN artifacts. We could use Molten Duplication to create a copy of an artifact, but still Oltec still does great at producing consistent tokens.

Some other standouts are Emmara, Soul of the Accord who when tapped creates a 1/1 soldier with lifelink. So tapping will actually create two tokens. Also if you need a token for Sunstrike Legionnaire to go infinite you can tap her down (she's only 2 mana) create your 1/1 soldier, untap sunstrike, with Ghired on the field, tap Sunstrike to create infinite lifelink 1/1 soldiers. (actually happened in playtesting)

Generous Plunderer deserves a mention as you really need consistent tokens every turn and this does that. It gives you treasure tokens which is great and is likely to stick around since your opponents like the possibility of getting a treasure token as well. Dockside Extortionist can take the deck to new levels of degeneracy depending on when you play it/number of times you copy it with things like kiki jiki and jaxis.

Selvala, Eager Trailblazer is also great as you get 1/1 creatures every time you cast a creature spell. Her ramp also goes surprisingly well in the deck. I highly recommend it.

Thousand Moons Smithy  Flip is another beast of a card. It comes down turn 4, Ghired is already out along with any other low cost creatures. Let's say you have a Birds of Paradise and Ghired when this comes down and maybe a mana rock. You create a 5/5 Gnome (2 creatures, 2 artifacts, and the gnome itself). Now you tap the bird and Ghired and create two more Gnomes. You now have 3 7/7s, on turn 4...

Honorable mentions here are things like Smothering Tithe who will create treasures each opponent's turn, tap a creature and create another. Rain of Riches, create some treasures, copy them, cast something, and get cascade.

Also, populate is a thing, I like Growing Ranks and Nesting Dovehawk for that.

Doublers

Ok, so doublers is a pretty easy topic, there are quite a few out there, they are expensive and honestly for this deck you don't need much. I chose a couple that I particularly like for this and by like I mean I own them and didn't have to go out and spend $50-60. Examples are Ojer Taq, Deepest Foundation  Flip, Mondrak, Glory Dominus, Primal Vigor (careful as this one applies to everyone not just you).

I ended up starting out with 3 of these and then cut it down to just the two creatures mondrak and ojer taq. Both are still great and can quickly overwhelm the opponent. I found myself holding onto the enchantments in preference to playing token creators and creatures.

Untapping Abilities

Untapping abilites can make it even worse as time goes on. If you have a Seedborn Muse you untap each upkeep so they draw a card, Smothering Tithe creates a treasure, during their end step you tap your creatures creating more treasures. Untap on the next opponent's untap step, rinse and repeat.

This is also where infinite combos begin to happen. Sunstrike Legionnaire untaps everytime a creature enters the battlefield. Make a creature token, tap sunstrike legionnaire, create another creature token, sunstrike legionnaire untaps, rinse and repeat, gg. Midnight Guard works too for one more mana. Other options include making copies of your own creatures that untap creatures when they enter the battlefield like Hyrax Tower Scout, Zealous Conscripts, Sparring Mummy. Mix that with notable salty cards like Kiki-Jiki, Mirror Breaker, Molten Duplication, Splinter Twin, Jaxis, the Troublemaker and you're off to infinite again. (Jaxis uses his ability targeting sparring mummy, sparring mummy comes in untaps him, now Jaxis just taps to make a copy of the sparring mummy token (from Ghired) which has haste, it comes in untaps Jaxis, rinse and repeat, swing with a legion of sparring mummies)

Don't got too heavy on these or you won't have enough tokens to copy.

Cards that do cool things when tapped aren't super plentiful, but the two I've mentioned already are great for this deck. (Wylie and Emmara).

Interaction, ramp, card draw

Now for the ramp, interaction, and card draw. Ramp is fairly straightforward, since we have the Oltec Matterweaver, I opted to put in some signets, but left some other stones out. Normally when I'm in green I go heavy on green ramp. I opted for cheap ramp spells like Rampant Growth, Farseek, Three Visits and Birds of Paradise (could maybe use more mana dorks since having a body later will help in producing larger tokens).

Interaction is super important in this one. Board wipes are coming, targeted removal is coming, so need to prepare, but we also need to be flexible in taking out our opponents. So to save us from board wipes, we have Heroic Intervention, the ubiquitous and hopefully soon to be reprinted (one can dream) Teferi's Protection, Boros Charm, and Smuggler's Surprise (which is heroic intervention in disguise).

Getting rid of threats is crucial, so Path to Exile, Swords to Plowshares are useful, but not as useful as Beast Within, Generous Gift, and Stroke of Midnight. These obviously target more than just creatures, but also produce tokens. There are situations where a well-timed beast within on your own treasure token to create a 3/3 beast that you can copy a bunch of times is the right play. That make it not just removal, but also a token generator.

Finally, we come to card draw. Since we are producing tokens (hopefully most turns) we can include things like Bennie Bracks, Zoologist and Idol of Oblivion. I also like Welcoming Vampire for this deck. It is creature heavy so Guardian Project is great, so is Beast Whisperer and Garruk's Uprising. Esper Sentinel is always good. We already have Wylie from earlier. Getting card draw is vital to the survival of any deck and particularly this one as we need to be producing tokens regularly and you need cards to produce them. I chose to run about 11 card draw engines in the deck to ensure I'm drawing regularly.

Lands... I mean... make sure you have dual lands in the deck and triomes if you can. One noteworthy utility land is Grove of the Guardian which can have a nice payoff when you create an 8/8 with a few creatures out along with Ghired.

I'll post the deck that I built from this thought process on my page in case you want to see the final product. And if you made it this far thanks for joining me on this, I hope it was helpful. Feel free to comment on how you would do it differently or cards that should have been mentioned. Also feel free to mention commanders you want to see built. I have a couple in mind to start but want to see suggestions as well.

Here is the final decklist: Ghired the infinite outlaw

CickNason on Sigard the Heron's enchantment

1 month ago

Enchantress inclusions

Setessan Champion & Sythis, Harvest's Hand are some new and good enchantress options

Mana Fixing

Sanctum Weaver scales with all your auras

Jukai Naturalist & Herald of the Pantheon are a medallion for your enchantments

Delighted Halfling makes your commander and all legendaries uncounterable

Protection

Teferi's Protection & Flawless Manuever & Everybody Lives! are great general protection spells

Mithril Coat has flash and can protect your sigarda in a pinch and make her borderline unremovable.

Veil of Summer is OP nonsense

Myrel, Shield of Argive is a legendary Grand Abolisher with upside

Synergy Picks

Yenna, Redtooth Regent copies your auras and untaps can make you sigarda huge very quickly if you have the mana

Almost Perfect sets Sigarda's Base P/T to 9/10 and she can still be buffed

Well Rested for the buffs, life and draw all for 2 mana

Hope this helped

Mortlocke on A Pimp Named Sliver Overlord

1 month ago

Yes, I'm aware that Zur the Enchanter gets around counter magic through his ability, but in my opinion that seems like an unnecessarily convoluted way to try and solve a problem. Slivers have access to all colors - why not just run your own counter magic? Or control/stax pieces like Conqueror's Flail?

I'm not trying to be a contrarion here but this - "In turn 3 u cast vampiric tutor searching for enchanment, turn 4 cast Zur, turn 5 attack zur and draw second enchanment to loop combo." Doesn't make alotta sense. On turn 4 you'd have the enchantment you intend to put into play in hand. Zur won't be able to target said Enchantment when he eventually attacks on turn 5. I'm not sure what you're trying to say here without you at least naming all the cards you intend to use for the implied combo.

So your analysis of 4 CMC slivers boils down to "their power / toughness is low, so therefore they are bad". Sure, if they were vanilla creatures sure I'd agree with you. BUT - reading the card explains the card. Say you have Magma Sliver and 3 other smaller slivers in play. With one attack you could deal 15 damage to a player. If another one of those slivers was Shifting Sliver, then that damage is unblockable. So you say that slivers are likely to be targeted for removal? Well if your opponents aren't brain dead then they absolutely should be targeting any of the previously mentioned. But again Slivers are in all 5 colors, so say it with me now: Run. Interaction. It stops your mass removal, or if you really wanna flex, run a commander staple like Teferi's Protection.

"Next things is what u do if some one play "Ghostly prison", "Moat" or "The Tabernacle at Pendrell Vale" + "Winter Orb" or "Winter Orb" + "Static Orb" ?"

Harmonic Sliver. As for The Tabernacle at Pendrell Vale - Beast Within. Ill repeat myself just the once - Interaction. As for my face, well...if you want we can play some games on Spelltable. Doubt you'd show. Also doubt you own any of the expensive cards you like to try to flex with.

But I digress, DoctorMunchiesPHD tell me more about your Intruder Alarm + Telekinetic Sliver combo. This is your page after all.

Last_Laugh on Better Ingredients, Better Vampires, Papa Eddie's

1 month ago

I have a few suggestions for ya, but not a bad start.

Reconnaissance is worth its' weight in gold here. If you're unfamiliar with the card I suggest looking it up, it's pretty busted if you know what you're doing. Long story short is attack with EVERYONE safely, deal combat damage in most situations, and untap each creature at the most opportune time (including after combat damage is dealt... both 1st strike and normal) so everyone is untapped by the end of combat.

Purphoros, God of the Forge makes it so every vamp you cast domes each opponent for 4. It also lets you run Scapegoat as a finisher instead of just as 1 mana answer to wraths (trust me when I say bouncing all your stuff back to hand is 100% worth it in response to wraths so you actually have a grip full of cards to redeploy and get eminence triggers again).

On the subject of protection, this is probably the most important support type for aggro decks and there's zero of them in the deck. Don't get caught with your pants down or that is a miserable game where you end up with no hand topdecking cards until you lose. Teferi's Protection, Clever Concealment, Boros Charm, Flawless Maneuver, and I also lump Plumb the Forbidden in this section (same logic as Scapegoat). Seriously, run them ALL... unless your meta has like 0 removal you won't regret it.

Let me know if you're picking up what I'm putting down, I have more suggestions and/or help with cuts if you want it. Also, feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires

wallisface on Sheoldred Control

2 months ago

Some thoughts:

harkness on Enchanted Violence

2 months ago

I would really like to see just some basic removal spells, at least 7. At least some instants, at least one more board wipe. If you have a Teferi's Protection or a Semester's End you really don't care about unconditionally wiping the board. I would also like to see a Brilliant Restoration type of card your static enchantments are really powerful and its nice to have a backup way to overwhelm them after a cheeky Farewell, while they're not Dance of the Manse explosive it can get pretty hard to deal with the sudden burst in deadliness especially if you can give your creatures haste somehow.

Neotrup on How does goad work with …

3 months ago

If there are planeswalkers or battles available to attack, they'll still have the option to attack you or any of those permanents, since they are only required to attack another player, which they can't so that restriction isn't going to be followed.

A quick note about your opponent that can't be attacked, if they have an effect that imposes a cost on attacking them (like Propaganda), they can send their goaded creatures at you even if they can pay the cost, even pay to send a non-goaded creature at that player and the goaded one at you. This is true even if the cost is (such as a Sphere of Safety that has stopped being an enchantment).

If the opponent just can't be damaged due to an effect such as The One Ring or Teferi's Protection, that isn't the same as saying they can't be attacked, so the goaded creatures must be sent at them, they just won't do very much.

Profet93 on Numot: Leave. Everything. Destroyed.

3 months ago

Weirdly enough, I didn't get a notification of your comment or upvote. The site is acting up so I might not see replies even though I am subscribed to the deck.

My bad regarding the color mixup. Perhaps a Magus of the Moat given that moat is too expensive? It is expensive and easily removed so perhaps not, but worth mentioning.

Why is teferi's ile the MVP?

What is the purpose of capsize? Would you not be better suited with a (free) counterspell such as Fierce Guardianship/Deflecting Swat? Perhaps I'm missing it.

Other cards to potentially consider....

Sunder - Not MLD but instant speed and accomplishes a similar effect

Smothering Tithe - Ramp

You mention Teferi's Protection in your description but I don't see it in the deck, perhaps it was in a previous version.

Overburden - Accomplishes a similar goal

Torpor Orb - To stop ETB effects like Bane of Progress. I know you have humility which is super strong so this might not be needed, but it's cheaper and easier to cast. Could be redundancy, sort of.

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