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Teferi, the Master of both Time & Space. Since this is a mono-blue deck, there are 4 key pillars that every blue player should know: Permission, Control, Bounce and Draw.

Permission. You have a healthy amount of raw counterspells with many other utility creatures that can bounce and destroy spells. While this might seem like an good amount in EDH, I assure you that this is not. You have to choose very carefully which spells you want to stop and which ones to let go. On top of this, since this is multiplayer and there'll be politics involved, being too trigger happy on permission cards will just get you killed. Most of the time you will be playing spells on your turn and permission will be a secondary focus. Always keep in mind that there's multiple people in a game and you can't stop every spell that hits the board. You have to be very selective about which spells get through and this is the true power of this deck. Once you have secured a foothold in the game, you can build up your combo pieces and end the game.

Bounce. While bounce is a great way to play tempo and slow down the game in 1v1, it is rather weak in multiplayer unless your deck is built for it. This particular deck is not built for bounce but for combo. The only bounce spells in this deck have a very specific purpose. Capsize because of the buyback, itself can outright ends games (and has). Can't forget about Venser, Shaper Savant, this guy is a HOUSE doing double duty as bounce or a "counter" to the Uncounterable.

Control. This term is a bit vague when it comes to playing a mono-blue deck because everything can be considered control-centric. At its core, Teferi is the most control-heavy card in this deck. It simply does not allow players from casting spells outside their main phase and only under a specific clause. Other cards like Arcane Laboratory or Back to Basics can be considered control-heavy, but I don't run those cards because of fear they might slow me down. The control elements definitely irradiate from the fact I have many permission-based cards and I run a hard lockdown combo in the form of Knowledge Pool.

Draw. While draw is essential for just about every blue deck, the ability to dig for answers without discard is key. Tutor cards are infinitely more useful in this format than any other because there's a hundred cards in every deck. No matter what the probability is, getting the card you want when you want it is the best of all. This is why on top of draw cards like Blue Sun's Zenith, I also run cards like Merchant Scroll, Muddle the Mixture, Ponder, Preordain, Long-Term Plans so I can get the card I want right away.

While blue doesn't have standard forms of ramp like green has, it has something much more powerful. This deck utilizes several extra turn cards such as Temporal Manipulation/Time Warp and Capture of Jingzhou to get ahead in the game. Not only does this buy you a little bit of draw and a little bit of ramp, but it can be game-winning as well since you're also attacking and setting up combos.

Infinte Mana combos:

Palinchron + Phantasmal Image = Infinite Mana

Caged Sun + Palinchron / Gauntlet of Power or High Tide + 6 Lands = Infinite Mana

Deadeye Navigator + Palinchron + 2 open mana = Infinite Mana

Infinite Mana + Capsize = Bounce everything.

Infinite Mana + Blue Sun's Zenith = Target player draws entire deck.

Infinite Mana + Memnarch = Turn everything into artifacts and take them.

Infinite Mana + Deadeye Navigator + Venser, Shaper Savant = Bounce everything.

Infinite Mana + Muddle the Mixture --> Merchant Scroll --> Capsize or Blue Sun's Zenith = Tutors into a win condition.

Infinite Mana + Long-Term Plans + Sensei's Divining Top = Tutors into a win condition.

Infinite Mana + Fabricate --> Memnarch = The game ends.

Infinite Mana + Blue Sun's Zenith = Draw into Time Warp combo for infinite turns.

Infinte Mana + Future Sight + Sensei's Divining Top = A helpful synergie which makes you draw your build using the ability of Sensei's Divining Top and cast it again with Future Sight.

Etc, Etc, Etc..

"Rest now. You've neither won nor lost, but this battle is over for you just the same."

-Teferi.

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Casual

93% Competitive

Date added 6 years
Last updated 6 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

40 - 0 Rares

14 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.23
Tokens Bird 2/2 U
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