A lifetime ago in Vegas, when we could still attend massive Magic gatherings in person, I lost to an Oathbreaker deck all about Teferi. In this new casual format, you start with a Planeswalker in your command zone along with a signature spell, which you can cast (taxed two more each time) as long as your 'Walker is on the battlefield. In this case, the two cards were as flavorful as they were powerful.
I previously wrote a few bitter words about my loss to Teferi. It's a common story, really. You go to Vegas to have fun, but you loose track of time, and suddenly you realize a well-dressed man got the better of you.
Not only did Teferi beat me, but he did so with a strategy perpendicular to my preferred playstyle. I build Oathbreaker decks full of potent creatures. You don't need to play any with Teferi, Hero of Dominaria. He's a win condition unto himself, and Teferi's Protection can keep him safe turn after turn until you ultimate. Though I would never play this deck, I can respect it. I also know that different elements of Magic suit different people, and some players will love eliciting a concession from everyone without ever having to enter the combat step.
To serve these temporal adepts, I've built two versions of the deck. The first will lean into Teferi's flavor, with additional cards referencing the time trickster. (Theme decks gain a political advantage at the casual table.) The second pursues pure power, with more expensive cards. Either deck would be strong choice for the aspiring time savant.
Incorrigible Teferi | Oatbhreaker| AE Marling
- Locket (2)
- 1 Teferi, Hero of Dominaria
- 1 Teferi's Protection
- Creatures (3)
- 1 Magus of the Moat
- 1 Wall of Omens
- 1 Teferi, Mage of Zhalfir
- Planeswalkers (2)
- 1 Teferi, Temporal Archmage
- 1 Teferi, Time Raveler
- Instants (14)
- 1 Absorb
- 1 Arcane Denial
- 1 Dispel
- 1 Generous Gift
- 1 Mission Briefing
- 1 Mystic Confluence
- 1 Opt
- 1 Settle the Wreckage
- 1 Spell Pierce
- 1 Sphinx's Revelation
- 1 Swan Song
- 1 Swords to Plowshares
- 1 Teferi's Response
- 1 Unexpectedly Absent
- Sorceries (4)
- 1 Contentious Plan
- 1 Ponder
- 1 Supreme Verdict
- 1 Time Wipe
- Enchantments (7)
- 1 Confiscate
- 1 Ever-Watching Threshold
- 1 Leyline of Anticipation
- 1 Rhystic Study
- 1 Shimmer
- 1 Teferi's Moat
- 1 Oath of Teferi
- Artifacts (5)
- 1 Azorius Signet
- 1 Mind Stone
- 1 Wayfarer's Bauble
- 1 Worn Powerstone
- 1 Pearl Medallion
- Lands (24)
- 2 Island
- 2 Plains
- 1 Azorius Chancery
- 1 Calciform Pools
- 1 Celestial Colonnade
- 1 Command Tower
- 1 Glacial Fortress
- 1 Hallowed Fountain
- 1 Irrigated Farmland
- 1 Karn's Bastion
- 1 Lonely Sandbar
- 1 Lotus Field
- 1 Lotus Vale
- 1 Mystic Gate
- 1 Mystic Sanctuary
- 1 Nimbus Maze
- 1 Sea of Clouds
- 1 Secluded Steppe
- 1 Temple of Enlightenment
- 1 Zhalfirin Void
- 1 Flagstones of Trokair
- 1 Teferi's Isle
Our typical play pattern will be to wait until we have 6 mana. Tap five to play Teferi, Hero of Dominaria, untap two lands, and start the Teferi's Protection train. It's an express trip to Teferi's ultimate. Now, if you're worried your foes are setting instant-speed traps along the track you could certainly wait longer until you have additional countermagic to keep you safe.
Teferi's Protection is strong in Oathbreaker. With the card face-up, opponents may not bother attacking you, or trying to Vindicate your planeswalker. It feels bad having your hard work wasted, while Teferi cracks wise. You can call it a threat of activation, if you like, or a scarecrow card, but Teferi's Protection will be powerful even when you don't have to cast it.
You likely will, though, once opponents realize you're pursuing Teferi's ultimate. But there's scarce little they can do to stop you. Simply cast your signature spell in the upkeep after your turn. Then you and all your permanents are untouchable. Phasing is a baffling ability, but suffice it to say your permanents aren't in play to be destroyed; neither do they leave play nor lose their counters.
The only thing that could stop you from pulling off this time heist is instant-speed interaction. For that you have your counters. Some opposing planeswalker ultimates may give you pause, but you can always swap them on the battlefield for a Generous Gift. That Teferi, what a practical joker!
Your foes won't be able to meddle with you, but they can at least still battle amongst themselves. This is distinct from you taking all the turns with Time Walk cards or icing down the untap step with Winter Orb or Stasis. Those strategies would be thematic for Teferi but not, in my estimation, necessary or welcome at most casual tables.
Now these cards would be welcome. I've selected lands that produce multiple mana, to make Teferi's plus one even more unreasonable. Have you ever wanted to draw a card and untap Lotus Field? How about the original, Lotus Vale? It's more vulnerable, but any attempt made by an opponent to Wasteland it can be met with Teferi's Response. Hey, Teferi's Isle can also put in some work. No, even then it won't be powerful, but it is part of Teferi's story in the Mirage block.
Teferi conducted temporal experiments on his island. To make a long story short, he blew up time. Teferi's Isle phased out of normal existence. Oh, and the power surge started a mage war. Later, during the Invasion block, Teferi phased out his homeland Zhalfir, this time on purpose, lest Urza use his people as pawns against the Phyrexians. We see the power of his spell in Teferi's Protection.
Teferi intended to return Zhalfir to its rightful place and time. That's what he did for Shiv. But no-chill Jeska instead cauterized the time rift, leaving Zhalfir seemingly forever lost.
Truth be told, Teferi hasn't had many victories, until now. Though you will most often win by concession, you could always Confiscate a potent threat. Yes, that is young Teferi in the card art, with Master Barrin taking his flatulator.
Teferi has come a long way since his early days at the Tolarian Academy. Teferi, Hero of Dominaria can pull a much more advanced prank, tucking himself into your library with his minus three ability. You can use this to prevent yourself from decking and win that way, exiling a threat a turn during your draw step. It will be easier to win in this drawn-out fashion if you're down to a single foe. If you have reason to believe your opponents are preoccupied with attacking each other, no need to add Teferi, Hero of Dominaria to the mix. By delaying and not committing anything intimidating to the table, you may be able to escape unnoticed. Ever-Watching Threshold will further discourage attacks, especially after you ultimate. Once your opponents have worn themselves out, you will be able to win with ease.
As in Commander, if your planeswalker would go to your library or graveyard you can return it to your command zone instead. You do not have the same options with your signature spell. It must return to your command zone each time. So you cannot place Teferi's Protection into your graveyard then flash it back, for instance. I admit I find this rule confusing and have spoken to Weirdcards.org about removing it.
In the second decklist, I cut some of the more whimsical cards. You'll see powerful ones and powerfully expensive. Clearly, if you don't own a Moat or anything else you can substitute in a card from the first list.
Remember: never go all in with Teferi without Protection.
Nasty Teferi | Oathbreaker | AE Marling
- Locket (2)
- 1 Teferi, Hero of Dominaria
- 1 Teferi's Protection
- Creatures (3)
- 1 Monastery Mentor
- 1 Snapcaster Mage
- 1 Wall of Omens
- Planeswalkers (2)
- 1 Teferi, Temporal Archmage
- 1 Teferi, Time Raveler
- Instants (13)
- 1 Absorb
- 1 Cryptic Command
- 1 Cyclonic Rift
- 1 Fierce Guardianship
- 1 Force of Will
- 1 Mana Drain
- 1 Opt
- 1 Settle the Wreckage
- 1 Spell Pierce
- 1 Sphinx's Revelation
- 1 Swan Song
- 1 Swords to Plowshares
- 1 Unexpectedly Absent
- Sorceries (5)
- 1 Contentious Plan
- 1 Ponder
- 1 Supreme Verdict
- 1 Time Spiral
- 1 Time Wipe
- Enchantments (6)
- 1 Ever-Watching Threshold
- 1 Leyline of Anticipation
- 1 Moat
- 1 Mystic Remora
- 1 Rhystic Study
- 1 Oath of Teferi
- Artifacts (5)
- 1 Arcane Signet
- 1 Mind Stone
- 1 Pearl Medallion
- 1 Wayfarer's Bauble
- 1 Worn Powerstone
- Lands (24)
- 1 Plains
- 5 Island
- 1 Azorius Chancery
- 1 Calciform Pools
- 1 Celestial Colonnade
- 1 Command Beacon
- 1 Command Tower
- 1 Glacial Fortress
- 1 Hallowed Fountain
- 1 Irrigated Farmland
- 1 Karn's Bastion
- 1 Lonely Sandbar
- 1 Lotus Field
- 1 Mystic Gate
- 1 Mystic Sanctuary
- 1 Nimbus Maze
- 1 Sea of Clouds
- 1 Secluded Steppe
- 1 Temple of Enlightenment
- 1 Temple of the False God