Teferi, Temporal Archmage πŸ“

Started by theravenseye, September 30, 2015, 01:14:44 PM

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theravenseye

Commander: Teferi, Temporal Archmage

Lands:
18 {Island}
1 {Winding Canyons}
1 {Halimar Depths}
1 {Skyline Cascade}
1 {Coral Atoll}
1 {Moonring Island}
1 {Faerie Conclave}
1 {Remote Isle}
1 {Lonely Sandbar}
1 {Seat of the Synod}
1 {Dread Statuary}
1 {Tectonic Edge}
1 {Reliquary Tower}
1 {Myriad Landscape}
1 {Encroaching Wastes}
1 {Zoetic Cavern}
1 {Ghost Quarters}
1 {Nykthos, Shrine to Nyx}

Creatures:
1 {Jin-Gitaxias, Core Augur}
1 {Lorthos, the Tidemaker}
1 {Stormtide Leviathan}
1 {Tromokratis}
1 {Sphinx Ambassador}
1 {Chancellor of the Spires}
1 {Pearl Lake Ancient}
1 {Sphinx of Uthuun}
1 {Colossal Whale}
1 {Diluvian Primordial}
1 {Scourge of Fleets}
1 {Deadeye Navigator}
1 {Phyrexian Metamorph}
1 {Frost Titan}
1 {Sphinx of Magosi}
1 {Roil Elemental}
1 {Γ†therling}
1 {Vesuvan Shapeshifter}
1 {Mulldrifter}
1 {Thassa, God of the Sea}

Artifacts:
1 {Steel Hellkite}
1 {Solemn Simulacrum}
1 {Thran Dynamo}
1 {Commander's Sphere}
1 {Cloud Key}
1 {Worn Powerstone}
1 {Mind's Eye}
1 {Mind Stone}
1 {Sapphire Medallion}
1 {Sol Ring}

Enchantments:
1 {Future Sight}
1 {Jace's Sanctum}
1 {Monastery Siege}
1 {Sphinx's Tutelage}

Planeswalkers:
1 {Tezzeret, the Seeker}
1 {Jace, Memory Adept}
1 {Jace, Architect of Thought}

Instants:
1 {Γ†therspouts}
1 {Spin into Myth}
1 {Fact or Fiction}
1 {High Tide}
1 {Turnabout}
1 {Scatter the Winds}
1 {Stroke of Genius}
1 {Think Twice}
1 {Cyclonic Rift}
1 {Reality Shift}
1 {Anticipate}
1 {Rapid Hybridization}
1 {Pongify}
1 {Brainstorm}

Sorceries:
1 {Temporal Cascade}
1 {Knowledge Exploitation}
1 {Stolen Identity}
1 {Mass Polymorph}
1 {Γ†ther Gale}
1 {Acquire}
1 {Rite of Replication}
1 {Plea for Power}
1 {Deep Analysis}
1 {Call to Mind}
1 {Fabricate}
1 {Curse of the Swine}
1 {Spelltwine}
1 {Pull from the Deep}




theravenseye

Deck Tech :

Commander: {Teferi, Temporal Archmage} - One of the key parts to a multitude of the combos in this deck.
His power to not only untap any FOUR PERMANENTS but also to dig two cards deep are very powerful abilites. His emblem,
I don't really use it much, except when everyone ignores him and I cast the walkers in the deck and I go crazy and wombo combo
them dead.

LAND BASE:
Basics:
18 {Island}(All Dragons of Tarkir No. 253) - The most powerful cards in this deck(To a varying extent)
Nonbasics:
{Winding Canyons} - Because casting {Stormtide Leviathan} on your opponent's pre-combat mainphase before he attacks is so fair.
{Nykthos, Shrine to Nyx} - The best land in any mono-colored blue deck(since Tolarian Academy is banned)*Combo Piece*
{Seat of the Synod} - Not particularly the best, it does have some synergt with cards like {Fabricate} and {Tezzeret, the Seeker} in that it
can be searched and played the turn of the tutor most of the time.
{Faerie Conclave} - Another blue source of mana. But, the advantage of this land is that it can turn into a creature to either use to block or
swing in for those last few points of damage
{Skyline Cascade} - Fresh from prerelease, this card seemd meh to me at first, and it is. The reasin tht it's here is that it's spell effect is just too good
in the late game when things get out of hand. Plus, it can be recurred by using {Pearl Lake Ancient} to bounce it back to hand.
{Remote Isle} - Just another blue land, but, this lets be draw a card. Which is always pretty nice to do.
{Lonely Sandbar} - Basically the same thing as {Remote Isle}
{Coral Atoll} - The Karoo land is here because it's a great source of mana, sure it enters tapped, but why do we care? We have ways to untap thigs!
{Halimar Depths} - A {Ponder} minus the draw isn't bad. It lets us get to our deck and fix our draws if needed.
{Moonring Island} - I bet that none of you use this land. I do. The power to see whan comes next is just too good to pass up. Plus, it's an Island, so it's
fetchable from the spells we'll be taking from our opponents.
{Tectonic Edge} - Staple in modern, a little bit of political warfare can't hurt.
{Zoetic Cavern} - This will sometimes get confused with {Vesuvan Shapeshifter} and you can mess around with their head since both
have the same unmorph cost anyways. Plus, an extra creature is never bad.
{Reliquary Tower} - We will be needing this land most of the time since our hand will be more that full of cards.
{Dread Statuary} - Another manland. The reason I'm runnig this over {Mutavault} is because of it's price. It's not as cheap, but it does do the
same thing as the vault.
{Ghost Quarter} - Much like {Tectonic Edge}, this is just a bit of board control.
{Encroaching Wastes} - Refer to {Ghost Quarter} and {Tectonic Edge}
{Myriad Landscape} - One of Teferi's favourite targets when it comes to untapping permanents. It ramps us up further that our opponent which is good
against most aggro strategies.



CREATURES:
Board Control:
{Lorthos, the Tidemaker}- Often just a big 8/8 fatty when cast, he quickly does turn the tides if left unchecked.
{Scourge of Fleets} - Remember all the Islands we have? Yeah. This is what they're powering up.
{Frost Titan} - Tapping down oppoents creatures and lands, that's just mean. Doing it for two mana with {Deadeye Navigator}? That's just cruel.
{Gin-Gitaxias, Core Augur} - Do I really need to explain why he's here?
{Steel Hellkite} - Let's see, what can we do with all our mana? Oh yeah. Sink the unused mana into Steel Hellkite's second ability to destroy everything we desire.
{Stormtide Leviathan} - It turns things into Islands, not only my opponent's lands, but also mine. Either way, this card is a win-win card in this deck.
{Colossal Whale} - It works quite niclely with all your opponent's Islands doesn't it? A control card. This card will get rid of any pesky creature that will
interfere with you. 

Utility Creatures:
{Mulldrifter} - A blinkable {Divin[/]ation}? Yes please! If abused with {Deadeye Navigator}, you can usually win the turn after.
{Vesuvan Shapeshifter} - It's not fair that my opponents get good creatures and I don't.
{AEtherling} - Standard all-star from two seasons ago, he's just here to annoy people.
{Solemn Simulacrum} - A blinkable land searcher? This is one of the overly abused combos in this deck.
{Phyrexian Metamorph} - Very good when need be a troublesome artifact or a nasty creature. Plus, it's one cheaper than {Vesuvan Shapeshifter}
{Deadeye Navigator} - I think he's had enough mentions as to why he's good.
{Palinchron} - Infinite Mana with {Deadeye Navigator}.

Grab Creatures:
{Spinx Ambassador} - Swinging in and taking their best guy is just insane. Doing it multiple times, even more so.
{Chancellor of the Spires} - Not as brutal as the Ambassador, but he can also be nasty. Imagine a {Tooth and Nail} inthe grave. That's basically a free tutor
right there.
{Diluvian Primordial} - Just like Chancellor, it takes spells. But, unlike Chancellor, he will never return it. EVER.
{Roil Elemental} - This + {Myriad Landscape}, = 2 {Mind Control} on two different creatures.

Library Manipulation:
{Thassa, God of the Sea} - She can fix your draw, and make guys unblockable if needed.
{Spinx of Uthuun} - Who doesn't love {Fact or Fiction} on a stick?
{Sphinx of Magosi} - Just there to cycle through the deck.
{Tromokratis} - Being able to fore your opponents to block one dude is very convenient indeed.
{Pearl Lake Ancient} - Remember {Skyline Cascade} and {Halimar Depths? Yeah, say hi.



ARTIFACTS:
{Mind's Eye} - Okay, there's a reason this is ten dollars. It let's you draw cards(or in this case dig deeper) for cards whenever an opponent draws. And only at
the cost of one mana. What's not to love?
{Cloud Key} - This is on of the utility cards of the deck. It can lessen the cost of whatever you feel needs to cost less. Later I will explain the various
stategems of the deck.
{Mind Stone} - A commander staple. Pure and simply put.
{Thran Dynamo} - One of the best mana rocks in the deck. It's cost if four but return of three? Worth it. No to mention it's very easy to abuse in this deck.
{Sapphire Medallion} - Just your average card that stacks with Cloud Key and {Jace's Sanctum}. A key part of the deck and one of the most important cards here.
{Commander's Sphere} - The newst addition as it cannot only add mana but also draw a card. Which this deck likes to do.
{Worn Powerstone} - Just you standard mana rock. Can be easily found as well as used on the turn cast.
{Sol Ring} - Does this card even need an explanation?



INSTANTS:
Card Draw:
{Stroke of Genius} - The kill condition of this deck. Pair it up with Nykthos and {High Tide} recursion plus {Turnabout} and you win.
{Brainstorm} - The toned down version of {Ancestral Recall}, this card is just gold when you want things to go in sequence. It can also help with {Thassa} since you know
what yoiu're about to draw beforehand.
{Anticipate} - Completely replacable with {Impulse}. This is just here mainly because I don't have an {Impulse}.
{Fact or Fiction} - The prodigal son of the deck. Somethimes he works, sometimes he reveals five {Islands}
{Think Twice} - Just your standard draw spell.

Removal:
{Scatter the Winds} - This is the only counterspell in the deck. It's under removal since it does give you the opportunity to negate whatever
you don't want to be in the board. Plus, you can get a 3/3 with it.
{Spin into Myth} - Just a critical tuck spell that will surely piss your opponent off during combat.
{Cyclonic Rift} - The {Spin into Myth} that is less kind to you.
{AEtherspouts} - Just a trick that will make your opponent think.
{Forbid} - Super value recurrable counterspell
{Negate} - Just your generic counterspell
{Reality Shift} - A premier removal spell. It does screw you over sometimes, but in most cases, you're the one who benefits the most.

Additional Utility:
{High Tide} - Very easy to cast but casted mostly late game when you have an abundance of Islands or a {Stormtide Leviathan}. Very good card.
{Turnabout} - Can be a kill piece, or, it can be a {Time Warp} for you. It depends on what you want really.



SORCERIES:
Tutors:
{Acquire} - A tutor for you, to get basically the best artifact in your opponent's deck. Be it a {Blightsteel Colossus}, or simply a {Vedalken Shackles}.
{Fabricate} - Enables you to get your best artifact and cast it. What's not to like?
{Knowledge Exploitation} - A different story as sometimes, it's the meanest card in your deck. It can kill you opponent with his own spell. Which is often really sweet.

Clones:
{Rite of Replication} - A copy of your best creature? Sweet. Five copies? And considering most of the guys in this deck have ETB effects, this will often end games.
{Stolen Identity} - It may only copy one thing, but that one ting wil be a very good something. It could be a {Blightsteel}, a {Sol Ring}, hell, anything's possible. Plus
it can be cast over and over again if it's encoded onto a creature.

Removal:
{Curse of the Swine} - We can make a farm now. A farm full of Frogs, Pigs, and Monkeys.
{AEther Gale} - Just some standard board control. Also used to untap artifacts when needed by recasting.

Recursion:
{Call to Mind} - This is part of our combo enabler. Bringing back any spell we please.
{Pull from the Deep} - It's twice the utility of {Call to Mind} with the expense of it being exiled.

Card Draw:
{Deep Analysis} - Why isn't this just a
{Enter the Infinite} - You win with {Sphinx's Tutelage} on board.
{Deep Analysis} - Why isn'r this just a {Divination} you might ask? Well, because it has flashback and it's giving you way more that you think it is.
{Plea for Power} - The political card of the deck. It will bring you joy whatever they choose. Since both effects are very good.

Just Gimmicky Spells:
{Spelltwine} - The ability to cast a spell from your graveyard as well as your opponents is great. But sometimes, it gives you way more that what you paid for.
{Temporal Cascade} - This should honestly be a {Time Spiral}. I just can't find one and this is the best I got.
{Mass Polymorph} - Well, things can get pretty out of hand really fast if this resolves.




ENCHANTMENTS:
{Jace's Sanctum} - Tell me what's not good about this card. It reduces spell costs and gives you a scry trigger whenever you cast one. Yeah.
{Sphinx's Tutelage} - An alternate win condition for when you need it. Plus, milling isn't that bad.
{Future Sight} - Allows both players to see what's coming next. It can also act as an {Oracle of Mul Daya} if needed be. But just the power of playing from
the top deck is enough to win some games.



PLANESWALKERS:
{Jace, Memory Adept} - A good simple card draw engine. He's also the love of {Sphinx's Tutelage} as milling 40 cards is no joke a powerful ability.
{Jace, Architect of Thought} - A simple card that can act as a {Dampening Pulse} at a time and a mini {Fact or Fiction} at another. Or, you can go nuts and pop his
ultimate and take your oppoent's best card.
{Tezzeret, the Seeker} - The master of artifact manipulation. He will always be good. Sometimes, he's mana ramp, other times, he will kill you.




Please do note that this is a budget EDH deck so it will not contain cards such as JTMS, Fore of Will, or Divining Top. And please, if you play with this deck,
make sure you know what you're dong. There are alot of modal cards in this deck and they will force you to think. If you don't like decks that make you think, then
maybe this isn't for you. Also, it's 100+ since I can't decide on what to remove.


Also, remember this:

The better your opponent's deck, the better this deck will function.


theravenseye


theravenseye

Updated:

Removed:
-Monastery Siege
-Pongify
-Rapid Hybridization

Added:
-Enter the Infinite
-Forbid
-Negate