Card
Teferi's Protection
Mana cost {2}{W}
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.
Game Changer: not allowed in brackets 1–2, counts as one of the three allowed in bracket 3. Part of 15 known combos, 7 of them two-card. 27 official rulings.
- Commander
- Legal
- Game Changer
- On the official list — none allowed in brackets 1–2, at most three in bracket 3.
- Printing
- Rare · C17 · #8
- Cheapest printing
- €28.16
- EDHREC salt
- 2.13
- Color identity
- White
Bracket
- B1 Exhibition — not allowed: Game Changers are not allowed
- B2 Core — not allowed: Game Changers are not allowed
- B3 Upgraded — Not in the same deck as its early two-card combo partners: Ad Nauseam, Obliterate, Zethi, Arcane Blademaster, Worldfire, Spellbinder, Balancing Act, Apocalypse
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- On the official Game Changers list
- Two-card combo with Ad Nauseam, Obliterate, Zethi, Arcane Blademaster, Worldfire, Spellbinder, Balancing Act, Apocalypse (early with Ad Nauseam, Obliterate, Zethi, Arcane Blademaster, Worldfire, Spellbinder, Balancing Act, Apocalypse)
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
15 known combos, 7 of them two-card.
- Ad Nauseam + Teferi's Protection
Produces: Infinite card draw
View on Commander Spellbook - Teferi's Protection + Obliterate
Produces: Mass Land Denial, Destroy all lands, creatures, and artifacts your opponents control
View on Commander Spellbook - Zethi, Arcane Blademaster + Teferi's Protection
Produces: Permanents you control phase out during your opponents' turns, Your life total can't change during your opponents' turns, Lock
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2017-08-25 · Wizards of the Coast
Effects that would replace having you gain life with some other event won't be able to be applied because it's impossible for you to gain life. The same is true for effects that would replace having you lose life with some other event. - 2017-08-25 · Wizards of the Coast
Any one-shot effects that are waiting "until [this] leaves the battlefield," such as that of Banishing Light, won't happen when a permanent phases out. - 2017-08-25 · Wizards of the Coast
Effects that replace an event with having you gain life (like Words of Worship's effect does) or having you lose life will apply and end up replacing the event with nothing. - 2017-08-25 · Wizards of the Coast
If an effect would set your life total to a certain number that's different than your current life total, that part of the effect won't do anything. - 2017-08-25 · Wizards of the Coast
While a permanent is phased out, it's treated as though it doesn't exist. It can't be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can't trigger, it can't attack or block, and so on. - 2017-08-25 · Wizards of the Coast
Any continuous effects with a "for as long as" duration such as that of Mathas, Fiend Seeker ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects. - 2017-08-25 · Wizards of the Coast
Gaining protection from everything causes a spell or ability on the stack to have an illegal target if it targets you. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen. - 2017-08-25 · Wizards of the Coast
If a cost includes causing you to gain life (like the alternative cost of an opponent's Invigorate does), that cost can't be paid. - 2017-08-25 · Wizards of the Coast
Permanents that phase out with counters phase in with those counters. - 2017-08-25 · Wizards of the Coast
Nothing other than the specified events are prevented or illegal. An effect that doesn't target you could still cause you to discard cards, for example. Creatures can still attack you while you have protection from everything, although combat damage that they would deal to you will be prevented. - 2017-08-25 · Wizards of the Coast
Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters" abilities to trigger. - 2017-08-25 · Wizards of the Coast
Each Aura and Equipment you control attached to a permanent that isn't phasing out phases in attached to that permanent if it can still be attached to that permanent. If not, it phases in unattached. An Aura that phases in unattached will be put into its owner's graveyard as a state-based action. The same is true with Auras attached to players. - 2017-08-25 · Wizards of the Coast
If an effect would cause you to exchange life totals with another player, the exchange won't happen. Neither player's life total changes. - 2017-08-25 · Wizards of the Coast
Spells and abilities that would normally cause you to gain or lose life still resolve while your life total can't change, but the life-gain or life-loss part simply has no effect. - 2017-08-25 · Wizards of the Coast
Choices made for permanents as they entered the battlefield are remembered when they phase in. - 2017-08-25 · Wizards of the Coast
You can't pay a cost that includes the payment of any amount of life other than 0 life. - 2017-08-25 · Wizards of the Coast
If a player has protection from everything, it means three things: 1) All damage that would be dealt to that player is prevented. 2) Auras can't be attached to that player. 3) That player can't be the target of spells or abilities. - 2017-08-25 · Wizards of the Coast
If a token is phased out, it will phase in as your next untap step begins. This is a change from previous rules. - 2017-08-25 · Wizards of the Coast
Protection from everything will usually prevent damage if it would be dealt to you, but some damage can't be prevented. In this case, because your life total also can't change, that damage has any other effects that it may have aside from causing you to lose that much life (such as effects from lifelink or infect) and triggers and effects can see that damage was dealt even though your life total didn't change. - 2017-08-25 · Wizards of the Coast
Any creatures that phase in under your control as your next untap step begins will be able to attack and pay a cost of {T} during that turn. - 2017-08-25 · Wizards of the Coast
If your untap step is somehow skipped as your next turn begins, your phased-out permanents won't phase in until the next untap step you actually have, but you'll no longer have protection from everything and your life total can change again. - 2017-08-25 · Wizards of the Coast
Each Aura and Equipment that phases out attached to a permanent that's phasing out phases in with that permanent and still attached to it. - 2017-08-25 · Wizards of the Coast
A permanent phasing out causes a spell or ability on the stack to have an illegal target if it targets that permanent. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen. - 2017-08-25 · Wizards of the Coast
---------- The following rulings focus on the phasing keyword ---------- - 2017-08-25 · Wizards of the Coast
---------- The following rulings focus on the "protection from" keyword ---------- - 2017-08-25 · Wizards of the Coast
---------- The following rulings focus on what it means if your life total can't change ---------- - 2017-08-25 · Wizards of the Coast
If you gain control of another player's permanent and it phases out, if the duration of the control-change effect expires before it phases in, that permanent phases in under that other player's control as your next untap step begins. If you leave the game before your next untap step, it phases in as the next untap step begins after your turn would have begun.
Rulings: Scryfall · Wizards of the Coast