Okay, I really like the idea you have going here but it definitely needs refined. Still, this isn't a bad base shell and once you get it there will be super cool.
AEtherling can go. In a deck based on not having lands it doesn't make much sense to play a win con that requires mana to be sank into it each turn.
Blatant Thievery isn't a need here, in my opinion. You're a stax deck, ideally there shouldn't be any permanents worth stealing.
Disciple of the Ring isn't doing much. Only one of the abilities on Disciple is incredibly relevant and there are more efficient ways to do what Disciple does. On pretty much all fronts.
Tunnel Vision is a fun/cute win condition but if you're adding in big boy combos then it's pretty unnecessary. It costs 6 mana to take out a single opponent two turns from now, with set up.
No Tunnel Vision means you can let Hinder go as well. I can understand if you want to keep Spell Crumple so you have a single tuck counter left but honestly I'd turn them both in to Counterspell and Arcane Denial respectively. You're functioning with less mana than normal decks so cheaper counters are better.
Plea for Power will draw you cards more often than give you a turn when it matters most. At that point it's just a less mana intensive Concentrate. It can turn into one of your other extra turn spells.
Future Sight costs a lot to extend your hand by 1 additional card.
Again, if you're going to become a combo deck then you can cut your large seabeasts such as Inkwell Leviathan. They're expensive and could instead be the mana used to combo off.
I would also trim some of the blue thievery control cards and turn them into more cards to help your Stax plan. This deck has a very strong dedicated strategy to control the board and cards such as Treachery are directly competing against that gameplan. You don't want there to be creatures to steal and if you do steal it then you have to fight against your own Stax effects to keep it.
Vedalken Orrery can be Leyline of Anticipation if you want that kind of effect. They are functionally the same outside of permanent type and both cost 4. But Leyline is free if it is in your opening hand.
Cards that I'd recommend to further your Stax strategy: Sundial of the Infinite, Trinisphere, Lodestone Golem, Sphere of Resistance, Strip Mine, Land Equilibrium, Propaganda, Mana Breach, Tamiyo, the Moon Sage, Dust Bowl
Crucible of Worlds and Wasteland are both expensive but are also great.
As a Stax deck you're running a lot of land disruption/destruction. I'd recommend upping your mana rock count by a pretty fair amount. Some rocks that I'd recommend include: Mana Vault, Mind Stone, Sky Diamond, Thran Dynamo, Commander's Sphere
Long-Term Plans, Fabricate, Expedition Map, and Tolaria West can all be forms of tutors.
I know that that's a lot of stuff. Stax is a really demanding archetype when it comes to opportunity cost. Once your deck is fully fledged you could even consider a Salvaging Station package with cards like Tormod's Crypt, Codex Shredder, Aether Spellbomb, Conjurer's Bauble, Scrabbling Claws, and Lodestone Bauble. Lodestone Bauble with Station will allow you to stunt your opponents draws repeatedly late game.
December 31, 2015 1:39 a.m.
Midwest Thanks for commenting man really appreciate it. I'll make some changes to the list tomorrow. I think all my wastelands and crucible are both tied up in my legacy MUD list, and I'm not sure what the heck I did with my Tamiyo, but I actually think I have most of the other stuff (excluding the Salvaging Station package). I've always been interested in using that, but never had the chance.
I think the problem with going full stax in a mono-blue list is that you don't really have ways to kill creatures, so eventually something's going to get through. But i'll definitely give it a shot.
The only think i'm gonna disagree on is the Disciple of the Ring. Seems like it works great with Meekstone, especially as my playgroup seems to love vigilance creatures and akroma's memorial.
December 31, 2015 2:09 a.m.
Mono-Blue can make it work. Just try it out and playtest as much as you can. If you feel creatures are still an issue then you can look into running fewer combos and adding some of the expensive non-conditional colorless removal such as Karn, Ugin, and All is Dust. That way you're trying to control the game until you assemble one of a few combos instead of having a half and half split. I don't know your meta, of course, so I'm spitballing here but I think if you commit to it, you should get this up and running. Commander decks take a lot of playtesting and many many changes before you get them exactly the way you want them.
December 31, 2015 2:27 a.m.
PookandPie says... #5
Brief explanation of how it works:
Oracle ruling on The Chain Veil reads: "Because the last ability modifies the rules of the game, it affects not only planeswalkers you control when it resolves, but also planeswalkers that come under your control later in the turn." Combine that with a mana rock that produces multiple mana, and endless Teferi activations are quite easy.
Not so brief play by play of how it works:
A basic idea of how it works is that you're required to have at least one mana rock that produces more than 1 mana. Sol Ring, Mana Crypt, Mana Vault, Grim Monolith, Basalt Monolith, Gilded Lotus, etc., work.
Begin this process with at least 3 floating mana, Teferi and Chain Veil on the battlefield (and untapped), 3 1 mana sources of any kind (Islands), a single source that produces at least 2 mana (read above), and a single, other tapped mana source.
-Start by tapping the Sol Ring (or whatever, I'm using Sol Ring for the explanation) and the 2 islands to float 4 mana to tap chain veil.
-Use Teferi -1 (killing Teferi) to untap Sol Ring and all 3 Islands. (note, if Teferi had more than one counter, untap Sol Ring 2 Islands and The Chain Veil, repeat until Teferi would die.)
-Tap Sol Ring and the 3 Islands to make 5 more mana. This with the 3 mana we already had floating is enough to recast Teferi. Because we activated The Chain Veil already this turn, we can use the newly cast Teferi twice now.
-Use -1 (Teferi to 4 counters) to untap Sol Ring and the 3 islands. Tap them all to float 5 mana.
-Use Teferi -1 (Teferi to 3 counters) to untap The Chain Veil, Sol Ring, and 2 Islands. Activate Chain veil and repeat this process until Teferi is at 1 counter left and use the -1 that kills him to float 5 more mana (leaving The Chain Veil tapped).
-Teferi dies and you have 10 mana now, so you can still recast Teferi. When Teferi is recast, we have now activated The Chain Veil 4 times this turn so this newly cast Teferi can be activated 5 times. It is easy to go infinite at this point: An example would be doing Teferi's -1 twice and +1 twice to float 10 mana and Sleight of Hand twice. Now with our last remaining activation, simply use the chain veil until teferi is about to die. You can repeat this process as much as you want increasing the amount of mana you can ramp and draw each time until you can draw your whole deck with infinite mana.
TL;DR: You can go infinite (draw whole deck and infinite mana) with Teferi Planeswalker and The Chain Veil with at least 3 mana floating + Teferi on 1 counter with no activations left (this is the minimum, more loyalty counters/having an activation on it works just as well if not better) + The Chain Veil and 4 mana from at most 3 sources + 1 more mana source tapped or untapped.
The Chain Veil is stupidly useful in Teferi even without going infinite, therefore I'm fairly certain there should not be a Teferi, Temporal Archmage deck without it. It's simply too useful to do without (notwithstanding a very cheap card at the moment, so price isn't a barrier for entry).
December 31, 2015 3:38 p.m.
ty man, ive been lookin for ideas and cards to help improve my mono blue deck and you've helped, cheers and a +1
December 31, 2015 8:31 p.m.
Deckologist says... #7
I'm not sure, blue stax shell with combo is the way to roll with a deck. Stax decks usually win by concession and they are able to 2 for 1. I ran mono blue stax with Patron of the Moon but it's ability to float mana from my lands and then sacking them to smokestacks to just turn around and put 4 lands into play is what won me the game. For you I feel just untapping permanents isn't enough. I really don't know what direction to even point you in but it is in fact late. Shoot me a comment on my wall and I will review this in the morning...err later today
January 2, 2016 3:56 a.m.
Suggestions:
- Trinisphere
- Tamiyo, the Moon Sage
- Ugin, the Spirit Dragon
- Karn Liberated
- All Is Dust
- Grim Monolith
- Mana Vault
- Peregrine Drake (redundancy is good)
- Rings of Brighthearth because your commander is a walker, fffs, mate. Also, infinite mana.
- Muddle the Mixture
- Voltaic Key
- Venser, Shaper Savant (additional combo piece for pali+deadeye)
- Fabricate
- Snapcaster Mage
- Rhystic Study
Cuts and Replacements.
- Mind Stone over Coalition Relic.
- How much value do you get out of Ensnaring Bridge? With all your draw, I'd consider Propaganda.
- Gilded Lotus and Hedron Archive are both too costly. Mox Diamond and Chrome Mox work better. If you absolutely insist on those because of the untap, go with the Lotus.
- Proteus Staff seems meh. Big investment, mediocre reward.
- Body Double is pure good stuff here. bleh.
- Not sold on Omniscience. Seems hella clunky in hand to me. Test. See if it's worth it. If not, boot it.
January 2, 2016 10:37 p.m.
TheDevicer Thanks for taking the time to make those suggestions, really appreciate it. I do have access to most of those and will make some swaps when I get the time.
The reason I haven't included Propaganda is because it doesn't stop people from attacking Teferi. Might not be the best argument, and I'll consider adding it.
As far as ensnaring bridge goes... if you're doing well and have a full hand, it's whatever. If you're doing poorly, it's fantastic. Frankly, it's done pretty well for me, but I might end up cutting it.
Body Double was included in the case of Palinchron getting countered or stripped from my hand via a Wheel of Fortune effect. If I were playing perfectly, it wouldn't need to be included, but I like the idea of having an "oh shit" button. Although maybe the Elixir of Immortality covers that well enough.
Omniscience will end up cut if I decide to not add the storm pieces i'm considering.
Anyway i'll make some changes tomorrow.
January 2, 2016 11:05 p.m.
oh cool deck i like a lot, i never thought of teferi as a stax commander. you a get a plus 1 me, also i too run a stax deck check mine out Good Luck, Good Game and Dont Have Fun. maybe it gives you some ideas.
January 3, 2016 4:48 a.m.
You need a Psychosis Crawler in here to help give your draws more power!
February 12, 2016 10:37 p.m.
Raging_Squiggle says... #14
I don't see The Chain Veil in here. With your commander being a planeswalker, it's an auto-include, especially with ways to untap the artifact. (I'm looking at you, Tezzeret the Seeker ).
February 13, 2016 12:34 a.m.
PookandPie says... #15
I gave a pretty hearty explanation of The Chain Veil some time last year. You definitely don't need Tezzeret to untap The Chain Veil- in a Teferi Planeswalker deck, it makes its own gravy. In fact, dropping Tezzeret and using his minus to get The Chain Veil in order to win on the spot is how I typically see Tezz used in this combo, lol.
I'll just drop the TL;DR from last year's post about it, just in case it was overlooked or misunderstood:
"TL;DR: You can go infinite (draw whole deck and infinite mana) with Teferi Planeswalker and The Chain Veil with at least 3 mana floating + Teferi on 1 counter with no activations left (this is the barest minimum, more loyalty counters/having an activation on it works just as well if not better) + The Chain Veil and 4 mana from at most 3 sources + 1 more mana source tapped or untapped."
February 13, 2016 12:54 a.m.
Thank you for explaining the combo to him, but that doesn't answer his question: Why isn't The Chain Veil in this list? Did you accidentally remove it or do you have a good reason for it?
As far as instant-speed cards that bounce multiple permanents, there's not much more you can run that you aren't already running. Echoing Truth is a card that I particularly like as it shuts down token strategies cold. If you're not running Propaganda to beat token strategies, Echoing Truth is probably your next best bet.
I'd also recommend Silent Arbiter to control attackers. Your unease about running Propaganda and Crawlspace makes sense - What's the point in preventing your opponent from attacking you if they can still attack Teferi? Silent Arbiter gets around this by only allowing 1 creature to attack each combat, meaning that even if Teferi is attacked he still has a decent chance at surviving. Another thing I'd recommend for board control is Ward of Bones. It's an amazing card that completely allows you to dictate the pace of the match. It's probably my favorite stax card.
I'd also suggest putting some graveyard hate in. You don't have any right now, and I don't know what your playgroup is like but for me Meren has become extremely popular lately, which makes graveyard hate a must. But that's just me, if your playgroup isn't like that then ignore what I said. If it is though, I'd recommend Grafdigger's Cage over anything else since it works pretty well with Proteus Staff. Barring that, you can also run Tormod's Crypt, which would probably be better than Relic of Progenitus in your deck.
I also really think you should put Mind Over Matter back in the deck. I also play Teferi Stax and it's helped me tap down my opponents' attackers to prevent them from attacking me or Teferi. It can also be a political card - I was once able to buy some time for myself by promising to untap one of my opponents' Kessig Cagebreakers while I had Meekstone out as long as he didn't attack me.
And why Tectonic Edge over Strip Mine? Strip Mine seems clearly better. And no Mana Vault and Consecrated Sphinx are very surprising.
Despite my criticisms and suggestions, I really like your deck. Like I said before, I also run Teferi stax, and so far your deck is the closest to true stax out of any other Teferi list I've seen on this site (obviously I've read the Teferi Stax primers on Reddit and MTGSalvation and stuff). My list is a bit unusual in the sense that I run 0 creatures, whereas most Teferi lists run Consecrated Sphinx, Palinchron+Deadeye Navigator, Snapcaster Mage, etc. It's unconventional, but I really like it. Feel free to take a look at it if you want; if not, that's fine too. Best of luck to you with this deck, I hope you do really well.
February 22, 2016 2:01 a.m.
@ PookandPie - Sorry, I thought you were the owner of this deck for some reason. Didn't mean to criticize you for not fully answering Raging_Squiggle's question.
The question still stands though, why isn't The Chain Veil in this deck?
February 22, 2016 2:08 a.m.
MouldyFruit says... #18
If you have Braingeyser in your maybe board, might as well have a Mind Spring too.
March 2, 2016 1:18 a.m.
Since you have Candelabra of Tawnos why not run Temple of the False God?
July 30, 2016 7:45 a.m.
merrowMania says... #21
Super happy fun time :P
Why is there Basalt Monolith but no Grim Monolith? I could understand if you were running Rings of Brighthearth for infinite colorless, but I fail to see the benefit otherwise. Speaking of which, Rings is good with Teferi. So are Static Orb and, to a lesser extent, Winter Orb.
Edit: Nevermind, just read the updates and experienced the rejection of some of my suggestions by TappedOut.
July 30, 2016 11:57 a.m. Edited.
merrowMania Hey, sorry for not getting back to you, forgot someone commented.
I sold my set of Grim Monolith after they jumped $10-$15 and put it towards buying the Timetwister and Candelebra, so that's why i've got the Basalt Monolith. The list is what my actual paper list is, not what a fully tuned list should look like, which is why Mana Drain (don't have) and Force of Will (all 4 in my Shardless BUG list) are not in the 99.
As far as Static Orb and Winter Orb go, yea, I could probably toss at least Winter Orb in instead of Ensnaring Bridge, but I've lost games to my own Winter / Static Orb before. In my experience, they allow other opponents to randomly knock you out of the game if they respond to you casting it with a removal spell at Teferi. Sure, we have countermagic, but the likely hood is that the rest of the table does too. No one wants to get locked by an Orb, so they'll team up and make sure teferi dies while Winter/Static orb is on the stack. Then you just end up getting luck sacked out of the game.
Just not ideal in my opinion. Course, feel free to disagree. After all, everyone's welcome to their own opinion. Hell, I've been told by someone who considers themselves an expert at cEDH that creature Teferi is a bad card. Just kind of laughed at them, but again, everyone's welcome to their opinion.
August 6, 2016 3:02 p.m.
Herrosix Honestly? Temple of the False God is just a bad magic card. It's completely dead early game, and you don't need the extra mana late game. I should have an Ancient Tomb in here though. Currently in my Azusa list though.
August 6, 2016 3:04 p.m.
His point on temple is utilizing the extra colorless to go infinite with candelabra, which can not be done with Ancient Tomb due to the damage.
August 6, 2016 4:57 p.m.
Also, I'm just curious if there is a reason for not running the Snow-Covered Islands + Extraplanar Lens set up
kyuuri117 says... #1
Desertion, Polymorphist's Jest, Thopter Foundry, Intellectual Offering, True-Name Nemesis and Spin into Myth are the cards I'm thinking of cutting first, but kind of stuck on what else should go.
December 31, 2015 12:42 a.m.