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Like most Teferi builds, the goal of this deck is to keep your opponents tapped down while using Teferi's -1 and some other tricks to keep untapping your own stuff.

More competitive builds tend to run a variety of very expensive win cons. That was both more than I was willing to spend as well as likely too oppressive for our playgroup. So instead, I'm running some less powerful big beaters and some infinite combos that allow me to bounce every permanent instead.

Main themes in the deck are:

  • Untap prevention
  • Tap and tax effects
  • Bounce effects
  • Infinite mana
  • Big creatures
The main lock pieces in descending order of power are Stasis, Static Orb, Winter Orb and Rising Waters.
  • Stasis requires an upkeep every turn, but stops all untapping. You can use Teferi untaps to pay for it, but it's even better if you can just bounce it and untap everything.
  • Static Orb and Winter Orb turn off when tapped, so you can use Icy Manipulator to tap them down and break the symetry when needed.
  • Rising Waters guarantees an untap (even if one of the other lockdown pieces is in play), but it can still help slow down the game while you play out mana rocks and lands.
The lock pieces only keep things tapped. As such, opponents can keep playing lands to eventually destroy lock pieces or play vigilence creatures (Atraxa being a common, powerful example). You can use Icy Manipulator, Frost Titan and Lorthos, the Tidemaker to tap down lands and problem creatures.

Overburden, Pendrell Mists and Mystic Remora can all make it miserably for your opponents to play creatures or spells.

Decree of Silence can also lock down the board for a while once the lock is in place. Remember that you can cycle it as an emergency counterspell or bounce it before its counters run out.

Bounce has two main purposes in the deck. It allows you to pick up your lock cards so that you can take normal turns while your opponents are stuck making awful decisions. It can also be used to bounce things that your opponents play through the lock.

Capsize is incredibly powerful since it can be cast multiple times per turn. With how much mana the deck generates, it's frequently possibly to capsize 2-3 times per turn. Temporal Adept is normally only once per turn, but can act like Capsize while comboing with Paradox Engine.

Obviously, Cyclonic Rift is somewhere between incredibly overpowered and broken.

The deck has several ways of generating infinite mana:

From there, you can use Blue Sun's Zenith to deck everyone or beat own with fatties.

Phyrexian Ingester and Steel Hellkite are useful for helping blow up things that your opponents are able to cast through the lock.

Frost Titan can allow you to tap down lands or other problem cards as needed to maintain the lock.

Stormtide Leviathan makes all of your creatures unblockable. Colossus of Akros once monstrous can trample over basically anything.

Consecrated Sphinx and Stormsurge Kraken both give additional sources of card advantage.

Ulamog, the Ceaseless Hunger can exile problem permanents to keep your opponents locked down. At high mana, you can bounce and recast it for ultimate misery.

Jin-Gitaxias, Core Augur generally just wins the game if it survives a turn. Generally best to flash in during opponents end step.

If budget is no concern, there are some easy adds to increase the power level:

List of adds as decklist for price check: Teferi Precon Upgrades

Suggestions

Updates Add

Out: Aether Gale, Arcanis the Omnipotent

In: Evacuation, Blue Sun's Zenith

While Gale can bounce non-creatures, the fact that it -must- have 6 targets is just too much of a downside in 1v1. I think in multiplayer I'd rather have it, but in the more narrow context of my meta, Evacuation is better.

Arcanis is just a card I'm never happy to draw in this deck. For the same mana, Zenith draws 3 cards right away while also doubling as a win condition that doesn't require passing the turn.

Comments

Revision 16 See all

(5 years ago)

Date added 7 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

29 - 0 Rares

21 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.95
Tokens Boar 2/2 G, Copy Clone, Emblem Teferi, Temporal Archmage
Folders EDH
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