Teferi, Temporal Archmage: Mark Tedin Tribal

By benjameenbear Created Jun 28, 2018 Updated Jul 5, 2018
Commander MUC
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Quick Info

With user ajcaboik retiring from the MTG Salvation forums, I’ve requested that I manage his Teferi thread having played with Teferi extensively myself. The Mods graciously acquiesced to my request and transferred ownership of this thread to myself. I’d like to start this Primer by first thanking ajacobik for his extensive research and playtesting as well as the extensive write-up that he’s done.

Let me make something abundantly clear...

 

This deck is HIGHLY COMPETITIVE.


It wins consistently and in the same way EVERY single time. It’s fast, it’s resilient, and it has a ton of control and card advantage available to it while playing with some of the most broken (and expensive) mana rocks in the game.

This deck is not for the faint of heart nor is it for the newly initiated Commander player or the casual Commander player who likes battle-cruiser style games and strategies.

It is a soul-crushing, massively consistent, Commander tyrant that will enable you to win and shut down your opponents time and time again.

Still Here?

 

Then let’s get to it.


This is a decklist that every Commander player should be aware of because of how effective it is. It is usually played for money or other prized events at LGS’s and side events at Grand Prix or SCG tournaments. Whether you are interested in building/proxying this decklist for yourself or simply want to scope out the competition, the goal of this thread is to be an informative resource for all Teferi pilots (and their opponents) who want to learn strategy, discuss card choices, share game reports, and discuss opposing competitive Commander decks.

As Teferi learned while trapped in the Tolarian time-bubble, a lot can happen in a short time. In the months that I’ve played this deck personally, and with ajacobik’s experience as well, close to 200 games of this deck have been played in paper and nearly 350 online games have been played. If you trust nothing else in this write-up, trust that this Commander has been played EXTENSIVELY, and in that time many, many cards have been tested and discarded. If you find that you disagree with my opinions or see flaws in the commentary, let’s talk in the thread or comments and discuss why you think and feel the way you do!

Early Game

The first thing you should do, before you even begin shuffling your deck, is to look around the table and begin thinking about the kinds of decks you are up against. Try to determine your role in the game before you begin looking at your opening hand and be honest with yourself about the kind of hand you need to thrive in the current environment. If your opponents are playing fragile combo commanders, try to look for a hand that disrupts those decks that will give you time to build up your own resources. Don't keep greedy hands against stax commanders, but feel free to keep them against decks without blue or lacking in early disruption. Also, pay attention to turn order: if the Zur Doomsday deck is going to play first, it's probably a bad idea to mulligan a mediocre hand with a Force of Will; if you're going before that kind of deck, it's probably safe to mulligan and find a faster opening grip. Fast mana is the name of the game in this format no matter what kind of deck you're piloting, and Teferi plays it all. 

Generally speaking, a good opening hand will have the following: 2-3 lands, 2-3 mana rocks, 1-2 draw spells, 1-2 pieces of interaction, and 1 tutor effect. While there is a TON of subtlety that goes into which kind of opening hands you keep (which is dependent on what role you decide might be most effective based on who you're playing against), there are some hands that are not ideal. In no particular order, you don't want to see in your opening hand any of the following:

  1. Too many lands. You need to be able to interact from T2 onwards, and having a 5-6 land hand eliminates any potential for that to occur. We need to be able to execute our own game plan quickly and efficiently, and having any more than 4 lands makes that particular opening hand suspect for a mulligan.
  2. 0-1 Lands. There are very, very few situations in which a 0-1 land hand is keepable. The only situation where that could be plausible as a keep is if you have ALL of the best fast mana in your deck in your hand as well. Otherwise, mulligan away.
  3. Heavy interaction/counterspell hand. Card Advantage is the name of the game for competitive Commander games. Keeping a hand with too much interaction leaves us vulnerable to running out of gas, so try and keep that balance of ramp, card draw, and mana rocks so that you can interact at all stages of the game and still develop your own board state.
  4. Heavy Ramp with no payoff. Alright, you now have 12 mana to play with on T2... with nothing to do except relay on Teferi himself. This is a recipe for getting Teferi and/or your mana rocks blown up and putting you out of commission. Again, we want to see a balance in our opening hand so that we can effectively develop our board state and keep up interaction for our opponents.

The first few turns should be spent either setting up a soft lock with Teferi and a stax piece or actively tutoring for combo pieces. Don't sit on counterspells unless you're sure your opponents are going to go for the win. One of the main mistakes I see blue players make is wasting their disruption on early game ramp spells or value cards when counterspells should be reserved only for cards that will either end the game, or prevent you from winning. Cards like Ad NauseamNecropotenceRhystic StudyFood Chain, or Armageddon are fine to counter, but don't sweat the small nonsense like Oracle of Mul-Daya or random planeswalkers. Control the game via your stax pieces, not your counterspells. 


There are a number of ways to set up a soft lock: making your opponents' creatures useless with Cursed Totem and Torpor Orb, breaking parity on Winter OrbCapsize/Stasis, or simply playing Back to Basics can set your opponents back several turns while you are free to continue developing your board. Remember that you rarely want your stax pieces on the table for more than a few turns; Teferi only has so many loyalty counters and he can only break parity for so long before he's back in the Command Zone. Don't drag the game to a complete halt, just suppress your opponents' resources long enough for you to find The Chain Veil or set up a Capsize-based win (by which I mean using High Tide/Candelabra/Capsize to generate infinite mana, Capsize/recast Teferi and +1 until you've drawn your deck). Remember that High Tide gets better the longer the game goes. Every land drop you make is another 2 mana on your Tide turn.

Depending on your opening hand, you can skip the stax bit entirely and just combo off faster than the table can handle. Opening hands that include a lot of fast mana and a wheel effect are often the key to this, as a wheel after playing a few Moxen or other broken (usually Mark Tedin) mana rocks will usually put you so far ahead in both mana and cards that your opponents can't catch back up. Rhystic Study is my favorite card to see in my opening hand for this reason, and there are quite a few ways to play it on turn one provided it's not countered.

Mid Game

No matter which avenue you take during the early game, your ultimate goal is to assemble a combo with The Chain Veil. This combo will have to be explained several times to unfamiliar opponents and has a number of tricks involved depending on the gamestate. At its simplest, here is what the combo requires:


Assuming you've already activated Teferi once this turn in order to set yourself up with such a boardstate and in order to provide mana for counter-backup, you initiate the combo by:

  1. Paying 4 into The Chain Veil (abbreviated as TCV moving forward).
  2. Then, you activate Teferi’s -1 ability, targeting TCV, your Sol permanent, and two Islands.
  3. Rinse and repeat for as many loyalty counters Teferi has, keeping track of how many times you've activated TCV (I recommend keeping a d8 or d10 on TCV for both your reference and to help explain the combo to other players).
  4. On Teferi's last activation, you don't target TCV; rather, you target four mana producing permanents, generating as much mana as possible; assuming you only have one Sol permanent and the rest are Islands, you can make 5 mana on the last activation.
  5. Now, either use floating mana or produce 3 more mana from other sources so you've got the 6UU required to re-cast Teferi. The following is EXTREMELY CRUCIAL to understand and be able to explain. Now that he's a new game object, The Chain Veil doesn't track how many times you've used Teferi this turn; instead, you get to activate him once for his natural activation, then once more for each time you've Chain Veiled this turn. Most pilots begin to -1 him and loop him for mana again here, but I find that to be a waste of good resources. For opponents who don't believe you in this rules modification, here's the link to the official MTG rulings. The second ruling is the one that we'll be utilizing as part of our combo.
  6. Use all but one of your activations to +1 Teferi and draw a few cards to ensure you've got suitable protection for Teferi or to find more mana-positive permanents to make the combo easier, then on your last free activation, begin the -1 chain and start untapping The Chain Veil again and hopefully netting mana. Repeat the process (steps of 1-4) of -1ing Teferi to death and recast him again for 8UU, using the same chain as before but this time with significantly more free activations.


Don't get hasty just because you've started your combo and assume you've won. All it takes is a well placed counterspell from an opponent at the 8UUor 10UU casting to not only cut you off from your combo this turn, but to cut you off from casting Teferi again in the future; this is why I emphasize using up as many of your free activations for +1s as possible. 

If you can protect Teferi until this point, you're probably safe. You can proceed to generate "infinite" mana and functionally draw your entire library with Teferi's +1 ability (feel free to -10 him along the way, you never know when you'll need to respond to something your opponents will do when you're trying to finish the game). 

Late Game

My preferred win condition with infinite mana and infinite Teferi activations is to cast Blue Sun's Zenith (abbreviated as USZ) where X=1000 targeting the most dangerous opponent, shuffle it back into your library (it's now the only card in your deck), "draw" it with Teferi, and repeat for each opponent. This kill is the most compact method of winning with TCV and gives your opponents the fewest chances to respond or interact. You can protect this win with literally every single counterspell in your deck, given that you've got infinite blue and all of them in hand. 

Should USZ be exiled or countered via something like Counterflux, you have a few options; if it's in the 'yard, you can Timetwister it back into your library and redraw it with Teferi to try again, or you can cast Ugin and begin bolting the table to death (remember, you have infinite activations from TCV). 

I run Urza's Factory so I have a combat win condition (and because I'm a sucker for Mark Tedin), by which I mean you can play it, use Teferi to untap it a hundred times and make an army of Assembly-Workers, and wait a turn to crush the table via damage. This route is suboptimal, and I wouldn't waste the deck slot at a competitive event, but hell, it's Tedin Tribal. What are you gonna do? 

At this point you can also Capsize lock the table as well should that suit you.

General

Why Teferi?
While the reasons are many, in my mind it all comes down to how compact Teferi’s win condition is: The Chain Veil. That’s it. Just one card, plus some mana rocks, and you’ll be able to draw your deck and win. The exact combo will be explained in full detail just a little later, but this is the primary reason why I’ve played Teferi over Memnarch for as many months as I have.

Let's take a look at the other three top-tier mono-blue decks one at a time, and go over why I personally prefer Teferi over the others.

  • Arcum Dagsson – Arcum is a fast engine-based stax/combo list, like Teferi, but with a few weaknesses that I personally dislike. Arcum's strategy requires you to play a certain density of creatures, many of which are inefficient mana rocks, and also requires you to break them with Arcum to start your engines. This requirement means that both artifact removal and creature removal are capable of shutting your Arcum activations off. There is also the fact that you either need to dedicate deck space to providing haste for your commander or deck space for more counterspells to ensure he survives a round. Overall the deck has too many cards that either don't do enough on their own or are poor top-decks for my taste. Even with the printing of the glorious Paradox Engine, and with an update to its primary combo via Citanul Flute, Arcum still has some glaring weaknesses that I don’t enjoy playing around.
  • Azami, Lady of Scrolls - Where Arcum plays a bunch of bad 2-drop, tap-for-1 dudes, Azami plays a bunch of mediocre wizards to encourage her engine. The deck is also not as heavy on the artifact theme as I like. Another issue is that pretty much every Azami list looks exactly alike (especially following the printing of Paradox Engine), and I wanted a commander who was relatively new so I could go in my own direction and take some creative license in my card choices. While every Teferi deck does win with The Chain Veil, my build is a little different from other primers out there; Azami players often lack that liberty.
  • Jace, Vryn's Prodigy - High Tide is my favorite Legacy deck, and Jace uses and abuses its titular card better than any other commander. Despite that, Jace suffers from the same weaknesses as many other storm decks in that he can't really fight dedicated stax strategies. I chose Teferi over Jace because he let me play my High Tide while maintaining the ability to fight through and create hostile board states.
  • Memnarch – Memnarch is the deck I have the most experience playing. While it's not the most competitive Commander deck, in comparison to the other three mentioned, I feel that Memnarch should at least get an honorable mention (I may or may not be a little biased...). However, Memnarch began to experience a TON of hate and meta-skewing in my group. As artifact removal and creature kill grew in my meta, I found that I didn’t like the feeling of spending 7 to do nothing and watch someone else win. If I ever untapped with him it was usually game over, but casting him in the first place became more and more difficult. Because Memnarch is a creature, he is weak to the many forms of removal prevalent in competitive Commander and requires a massive amount of mana in order to extract value from. Additionally, the win condition in Teferi is more compact and doesn’t require as many ineffective cards as Memnarch.

These other options are fine, but if you prefer a deck that plays very powerful cards without dedicating deck space to weak cards for the sake of a specific strategy, Teferi may be the deck for you. It's a very skill-testing deck that will reward you with wins proportional to your experience and knowledge of the game. If you play a lot of Vintage online and you want to capture that feeling in paper but don't want to buy Moxen, play Teferi.
Pros & Cons of Teferi
 
There are many stax/combo generals in the competitive EDH scene: BragoDerevi, and Meren are all very common, very powerful generals that fit that archetype. In such a wide field of decks competing with the same overall strategy, what sets Teferi apart? 

The simple answer is that, more than any other general, Teferi is able to choose his role in the game. 

Depending on what the other three players in your pod are playing, you can determine whether you are the fast combo deck OR the stax deck at the table, and play that role flawlessly once you've chosen. 

If put up against a field of midrange decks, Teferi has the tools to tutor for his combo pieces and protection for them and go off in the first 3 or 4 turns of the game. He can do this reliably and consistently, though not quite as fast as the strongest combo decks in the format like Jeleva, Zur, Thrasios variants, or Tazri. 

Against a field of such decks, Teferi pilots can change gears and set up soft-locks quickly and efficiently, building up resources until they are ready to bounce or break their own stax lock and go off on a full-power turn. This is a skill I learned playing Death and Taxes in Legacy, where you must determine in each game whether you're playing the aggressive deck or the control deck in the matchup.

Pros

  1. Teferi, as a card, is immune to creature, artifact, and enchantment removal. That makes him very hard to handle unless an opponent has a counterspell in hand that they can use to counter Teferi; otherwise, we’re getting Teferi into play and activating him at least once. This also acts as a form of virtual card advantage because your opponents won’t be pointing their removal and other removal effects at you… because you don’t have many, if at all!
  2. Because the win condition is so compact (literally just The Chain Veil), you can tailor your decklist to be as effective and tuned to your meta as possible and you have a ton of slots that you can dedicate to this effort. Seeing a lot of graveyard based strategies? You can have 4-5 different ‘yard exile effects in your maindeck without diluting your main strategy. This kind of customization is fantastic and is pretty unique in the competitive Commander field.
  3. Welp, you’re playing U. It’s far and away the best color in Magic: The Gathering, despite what your Gruul or R friends say. We know the truth. You can literally win from a semi-empty board with Teferi and no one will know when to stop you.
  4. This deck has the fastest mana rocks available to it, meaning that you’ll be able to play VERY explosively if your opening hand warrants it. Because the mana generation output for this deck is so high, it’s reasonable to expect that you can cast 6 CMC or 7 CMC cards by T3-T4 on a consistent basis. Seriously.
  5. Because we’re playing U, we have a plethora of stack interaction in order to stop our opponents from winning. We play all the best counterspells under 3 CMC so that we have a firm grip on the flow of the game and can successfully stop other combo decks from closing the game out before we can. All Hail the Power of Islands!
  6. Finally, this decklist has an extensive suite of Stax cards. This means we can proactively control all of our opponents at once with one single card i.e. Winter Orb or Stasis. This ensures that we can use our extensive counterspell suite to protect our combos instead of spending them policing the table. This deck is also able to super-effectively restrict or otherwise hinder your opponents’ resource development while not affecting your own mana and board development. Teferi's unique ability allows you to break parity on stax effects such as Winter OrbStatic Orb, and Tangle Wirebetter than any other commander, but does not help you break parity on other commonly played stax cards like Trinisphere or Sphere of Resistance, which both hinder your combo too much to warrant inclusion (I'll touch more on that later in the individual card selection part of the post).

Cons

  1. Your opponents will quickly HATE your deck and outwardly groan when you flip over who your Commander is. This will most likely lead to a focusing on yourself as the archenemy for the game and can cause your opponents to spend their removal and disruption exclusively on you. Thus is the price for playing Mono-U.
  2. Teferi, as a planeswalker, is easily susceptible to combat damage. While it’s important to make sure you don’t play Teferi into a board full of creatures that can kill him off, Teferi may be a bad choice if you’re playing against other Staxy-swarm type decks that can consistently kill Teferi over and over.
  3. This decklist is HEAVILY DEPENDENT on its mana rocks. If your opponents consistently destroy your mana rocks via VandalblastBy ForceNature’s ClaimKrosan Grip and other similar effects, you will have a really, really hard time of winning. All of the fastest strategy-lines of play require that you have a mana rock or two in play, so protect them or play them conservatively if possible. And if your opponents play Null RodStony Silence, or Kataki, War's Wage... cry. Lots of tears. And then try and find a way to GET. THEM. AWAY.
  4. Teferi, Temporal Archmage is an expensive Commander to be playing. If he has 2 or more Commander Taxes on him, it’s really difficult for you to execute your primary strategy and win the game. Because our primary combo – and our ONLY combo- is The Chain Veil, we are weak to well-timed cards that can remove our win-condition from our library or if we lose the counter war over it. This comes down to playskill and effective threat assessment, but it’s still worth stating.

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