Card
Teferi, Master of Time
Mana cost {2}{U}{U}
Legendary Planeswalker — Teferi
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant. +1: Draw a card, then discard a card. −3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.) −10: Take two extra turns after this one.
Extra-turn card: not allowed in brackets 1–2, two at most in bracket 3. Part of 24 known combos, one of them two-card. 11 official rulings.
- Commander
- Legal
- Printing
- Mythic · M21 · #75
- Cheapest printing
- €7.53
- EDHREC salt
- 1.12
- Color identity
- Blue
Bracket
- B1 Exhibition — not allowed: Extra-turn cards are not allowed
- B2 Core — not allowed: Extra-turn cards are not allowed
- B3 Upgraded — Not in the same deck as its early two-card combo partner: Aetheric Amplifier
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- Extra-turn card, two at most in bracket 3 (Lotus Vault house cap)
- Two-card combo with Aetheric Amplifier (early with Aetheric Amplifier)
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
24 known combos, one of them two-card.
- Teferi, Master of Time + Ichormoon Gauntlet + The Chain Veil
Produces: Infinite turns, Lock
View on Commander Spellbook - Teferi, Master of Time + Ichormoon Gauntlet + Oath of Teferi
Produces: Infinite turns, Lock
View on Commander Spellbook - Teferi, Master of Time + The Eternal Wanderer + Deepglow Skate
Produces: Infinite turns, Lock
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2020-06-23 · Wizards of the Coast
Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger. - 2020-06-23 · Wizards of the Coast
Teferi's first ability doesn't change how many of his abilities you can activate during each turn. - 2020-06-23 · Wizards of the Coast
You draw a card and discard a card all while Teferi's first loyalty ability is resolving. Nothing can happen between the two, and no player may choose to take actions. - 2020-06-23 · Wizards of the Coast
An attacking creature that phases out is removed from combat. - 2020-06-23 · Wizards of the Coast
Any creatures that phase in during their controller's untap step will be able to attack and pay a cost of {T} during that turn. - 2020-06-23 · Wizards of the Coast
Any one-shot effects that are waiting "until [this] leaves the battlefield," such as that of Kitesail Freebooter, won't happen when a permanent phases out. - 2020-06-23 · Wizards of the Coast
Each Aura and Equipment attached to a permanent that's phasing out also phases out. They will phase in with that permanent and still be attached to it. Similarly, permanents that phase out with counters phase in with those counters. - 2020-06-23 · 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. - 2020-06-23 · Wizards of the Coast
Choices made for permanents as they entered the battlefield are remembered when they phase in. - 2020-06-23 · Wizards of the Coast
Any continuous effects with a "for as long as" duration such as that of Awakener Druid ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects. - 2020-06-23 · Wizards of the Coast
If an opponent gains control of your creature and it phases out and the duration of the control-change effect expires before it phases in, that permanent phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
Rulings: Scryfall · Wizards of the Coast