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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed 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.

Crow_Umbra on Adding brackets to commander decks

1 week ago

I was talking last night with a couple of friends regarding how we list our Brackets for our decks. Although the majority of our decks are B3 due to Game Changer inclusion and other criteria, we feel that a growing sentiment for our decks is "B3 is the floor based on the baseline criteria being met, but B4 is a more accurate ceiling based on optimization in the deck that the Beta doesn't take into account yet".

We also speculated a bit on cards that aren't on Game Changers list, but could feasibly end up on there: Teferi's Protection, probably Deflecting Swat, free counterspells, mass edict effects like Dictate of Erebos, and stax like others have mentioned.

All that being said, I'm going to start retroactively adding a "Bracket Intentions" section to the primers of decks I currently have in irl rotation & outline my view on the floor vs ceiling.

Arsienic on BUG - Modular Historic - Arena build

1 month ago

You are absolutely right, The creatures are a huge part of the deck and protecting them is a something I'm realizing I lack. On the other hand, Do I need to protect All of them? in this deck (as I'm sure anyone looking at it is aware) a strong source of power is creatures dying and multiplying their counters on to other creatures, often to get a close win. With this in mind, I have a couple of thoughts:

  • First adding more/any mass protection. The suggestion to add Teferi's Protection is amazing at this, ensuring to make sure that nothing dies as a result of my opponents actions and putting the control of when/how they die in my control. I can definitely see this helping, but I think I can do more.

  • My second line of thinking is, if I want my things to die and my opponent is doing the work of killing them for me, can I use specific creature protection to turn board wipes into net positive interactions. (I.e. using Fight as One to only protect Hangarback Walker and maybe Metastatic Evangel ensuring that the board wipe will only stand to make walker an even bigger threat). I do see that this plan is very ineffective against exile based wipes, and teferi's is, again, a great option I'm going to add!

I think somewhere between these two thoughts of protect everything, and charge the win-con with my opponent's removal is the base of what's going to become my sideboard. I really want cards I can use to protect my creatures into game ending resets, but I also want cards that can, for low mana, protect a single target.

again, thanks for the feedback! and any card suggestions, especially with all the new stuff out, are appreciated!

Arsienic on BUG - Modular Historic - Arena build

1 month ago

Apollo_Paladin Thanks for the feedback! sorry for a horrifically late response. Please note I still haven't gotten around to looking at a lot of the new cards and if they would be good to add to the deck.

You are absolutely right, The creatures are a huge part of the deck and protecting them is a something I'm realizing I lack. On the other hand, Do I need to protect All of them? in this deck (as I'm sure anyone looking at it is aware) a strong source of power is creatures dying and multiplying their counters on to other creatures, often to get a close win. With this in mind, I have a couple of thoughts:

  • First adding more/any mass protection. The suggestion to add Teferi's Protection is amazing at this, ensuring to make sure that nothing dies as a result of my opponents actions and putting the control of when/how they die in my control. I can definitely see this helping, but I think I can do more.

  • My second line of thinking is, if I want my things to die and my opponent is doing the work of killing them for me, can I use specific creature protection to turn board wipes into net positive interactions. (I.e. using Brave the Elements to only protect Hangarback Walker ensuring that the board wipe will only stand to make walker an even bigger threat). I do see that this plan is very ineffective against exile based wipes, and teferi's is, again, a great option I'm going to add!

I think somewhere between these two thoughts of protect everything, and charge the win-con with my opponent's removal is the base of what's going to become my sideboard. I really want cards I can use to protect my creatures into game ending resets, but I also want cards that can, for low mana, protect a single target.

again, thanks for the feedback! and any card suggestions, especially with all the new stuff out, are appreciated!

Apoptosis on Gear Up!

2 months ago

Specific changes. All of these changes optimize card draw, tutoring, protection to board state, create synergies and infinite combos, and optimization to allow instant speed responses.

OUT: Ardenn, Intrepid Archaeologist (thought this would be awesome, disappointed in performance) Assemble the Players (sub-optimal card draw) Aurelia's Fury Bitterthorn, Nissa's Animus (land drops have not been a problem and by the time I draw it, I needed something else) Brimaz, King of Oreskos (love this guy, but had to cut) Chained to the Rocks Elbrus, the Binding Blade  Flip (obtained better equipment) Fellwar Stone Hixus, Prison Warden (never happy when I had this in hand because you need to let the damage land, plus you fail to build board state when waiting to draw a punch) Illusionist's Bracers (I realized there was little in this deck that this could help) Kemba, Kha Enduring (I want the option of where the equipment goes) Kjeldoran Outpost (did help create a chump blocker and spend unused mana, but I didn't like losing the land) Lapse of Certainty (replaced with better options, but I love this card) Lightning Helix Path of Mettle  Flip (never had good results) Prophetic Flamespeaker (under-performed) Puresteel Paladin (tough cut) Purphoros, God of the Forge (under-performed) Rogue's Passage Sea Gate Wreckage Silverblade Paladin (love this guy, tough cut) Sram, Senior Edificer (very tough and recent cut for Leonin Shikari and Merry, who are just better but I may put back in) Sword of the Animist (land drops have not been a problem and by the time I draw it, I needed something else) Wingmate Roc (love it but under-performed)

In: Esper Sentinel (card draw) Leonin Shikari (instant speed equiping is amazing) Merry, Esquire of Rohan (card draw) Enlightened Tutor (great for combos/synergies) Sigarda's Aid (so great) Pyrohemia (this card is a beast with Iroas! Even without Iroas must people don't have easy ways to deal with enchantments and this is a wraith on a stick. I've added it to all of my red decks and it's cousin (Pestilence) to my black decks in a slot I would normally hold for a wraith) Teferi's Protection (protect the board state) Excalibur, Sword of Eden Fighter Class (tutor!) Angelic Skirmisher (lifelink to stretch game and facilitates infinite combos) Splendor Mare (put it on Reckoner or Spitemare, give them indestructable, and gain infinite life, or move it to pyrohemia with nesting grounds to get massive amounts of life as you flamethrower the whole table!!) Mask of Avacyn (better option then shroud from boots, you need to be able to dynamically react/voltron) Mob Rule (this just finishes games) Smothering Tithe (ramp) Sunforger (some say you must build around this, I say you use this as a key tutor for when you need an instant) Nesting Grounds Spitemare The One Ring (card draw, duh) Minas Tirith (card draw) Sunhome, Fortress of the Legion (value engine, mana dump) Phyrexian Vindicator (beefy flier, helps get Iroas online, and difficult to remove) War of the Last Alliance (tutor) Hall of Heliod's Generosity (bring back pyrohemia and flamethrower the world all over again!!) Mask of Memory (card draw) Boromir, Warden of the Tower (protect board state)

Apollo_Paladin on BUG - Modular Historic - Arena build

4 months ago

Nice! Refreshing to see an arena deck out there that's not just someone netdecking & trying to pass it off as their own. +1 for originality

Personally, in such a creature-heavy build, I would put in some protection from boardwipes and/or heavy targeted destruction decks. I like Teferi's Protection for this, but Guardian of Faith is another decent choice. If you do add protection stuff, I would focus on "phase-out" protection over blink effects or things like Dawn's Truce, simply because Sunfall and Farewell are still popular threats in many decks and phasing out won't remove the counters you're building on each creature.

Felidar Retreat is another one that might benefit you, since it's passive creature counter generation and can also repopulate your board if you do get wiped. The vigilance also lets you be more aggressive with your attacks since you don't have to worry about giving up blockers.

In any case, nice to see more Arena players using this site. Feel free to add me if you want to playtest or even just discuss deckbuilding (Arena info is on my profile here)

Cheers!

Gidgetimer on Kediss the dragon (aura reanimation)

4 months ago

plainsrunner: Teferi's Protection gives "protection from everything" as well as stating that your life total can't change. You need something to stop the damage prevention from the protection keyword. Even after stopping damage prevention the Teferi's Protection player's life total can't change. But damage will be done and will play out as you explained above.

plainsrunner on Kediss the dragon (aura reanimation)

4 months ago

Cool deck! Love me a good self-mill deck. Just wanted to point out that you mention Skullcrack is for things like Teferi's Protection, but they don't interact like you'd think. Skullcrack prevents damage prevention, but teferi's protection doesn't prevent damage in the first place, instead making it so that damage can't cause loss of life. Because you're swinging with a big commander that sometimes has infect, you're already in a great position to kill someone using teferi's protection, because infect damage causes poison counters instead of life loss, and commander damage can kill even if there's no life lost (it's not called "commander life loss" after all). That should also get around spells like Angel's Grace, because the first time state-based actions are checked on the following turn, the game will realize that they have 10+ poison/21+ commander damage and they'll lose. Skullcrack can still be useful against Fog effects and others that specifically prevent damage though, so you may not need to remove it, depending on your meta. I know that I've snatched a win with a well-timed fog a few times, and I'm sure that my opponents would have loved to wipe the smug look off my face with a skullcrack, lol.

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