So, I am a sucker for some of the better fog effects that they make. When I first saw Teferi's Protection, it took me a while to process all of its uses but essentially this has the protection angle of Ghostway for all permenants (lacking the ETB abuse end but gaining token friendly) combined with like.... the strongest Fog protection ever made (protects vs some combo loss, commander dmg, Pestilence, Gary, Exsanguinate.
It can also protect vs some very strong single target effects such as Mind Twist.
Now, I know that some combos this will just stall until literally the end of the turn but there are still some combos that this will shut down cold. I am aware that fogs have some natural issues in this format but considering you can cast it as either wrath protection, or fog / combo interruption I am intrigued by it. I thought I would see what others thought of it.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I am looking forward to including it in my Ephara, God of the Polis deck. It seems exceptionally strong there and helps protect my board. I am not sure if I am going to play it in any of my other white decks as my other ones want to be more proactive.
I think your comparison to Ghostway (and Eerie Interlude for that matter) are spot on and any deck that runs either (or both) of those is probably going to want to take a look at this card as well. It is better and has more uses for sure so I would expect to see it come up often.
It's definitely one of the better answers to an end of turn Cyclonic Rift.
I'm actually considering building an entire deck around this card. If you can manage to throw away all of your turns with something like a Chronatog, you can become nigh invincible. Partnering Teferi's Protection with other effects like detain that also don't expire till the beginning of your next turn is an intriguing direction for me right now. The challenge of "winning the game without any turns" is rather appealing to me.
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WUBRGMr. Bones' Wild RideGRBUW Trap your friends in an endless game with this 23-card combo!
And as soon as you go to skip 100 turns to win that way I bet the other three players most of the time would work together to making sure that doesn't work.
And as soon as you go to skip 100 turns to win that way I bet the other three players most of the time would work together to making sure that doesn't work.
Oh, absolutely. I was thinking about taking the thing to a whole 'nother level though. Putting stuff like Vedalken Orrery, Burgeoning, and Seedborn Muse inside a Synod Sanctum, and then casting Protection with the Sanctum's second ability on the stack, effectively restarting the game for myself and trying to win from there. A Chronatog by itself almost certainly won't go the distance alone.
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WUBRGMr. Bones' Wild RideGRBUW Trap your friends in an endless game with this 23-card combo!
It’s about the strongest effect of its type possible, and an effect that is already in high demand with Boros Charm, Ghostway and various fog effects all seeing quite a bit of play. It’s a bit more on top of that, almost like an extra turn effect that doesn’t take the turn from opponents.
As mentioned, weaknesses are against graveyard-based and permanent-based combos like Mike-Trike and DEN combos. However, it stops nearly any abrupt play that would be seen from a deck that isn’t a dedicated combo deck, to include the parade of horribles – Craterhoof alphas, land destruction, Exsanguinates. I am glad that the life-loss clause ended up getting included, since Debt to the Deathless and so on happen to be the most efficient and the most difficult to interact with outside of a counter.
And as soon as you go to skip 100 turns to win that way I bet the other three players most of the time would work together to making sure that doesn't work.
Oh, absolutely. I was thinking about taking the thing to a whole 'nother level though. Putting stuff like Vedalken Orrery, Burgeoning, and Seedborn Muse inside a Synod Sanctum, and then casting Protection with the Sanctum's second ability on the stack, effectively restarting the game for myself and trying to win from there. A Chronatog by itself almost certainly won't go the distance alone.
You know what, when you finish the deck i want to see the list, i find it might be very humorous to play in that matter.
I like this card for what it does at face value. Nullifying Cyclonic Rift and Armageddons is great.
Trying to win without any turns is an interesting and creative thing but in the end its almost like scooping out the game. If the idea is forcing your opponents to fight each other while you sit invincible.. its like you're not playing the game. Sure, you win, but you don't get to play anymore.
I like this card for what it does at face value. Nullifying Cyclonic Rift and Armageddons is great.
Trying to win without any turns is an interesting and creative thing but in the end its almost like scooping out the game. If the idea is forcing your opponents to fight each other while you sit invincible.. its like you're not playing the game. Sure, you win, but you don't get to play anymore.
Its also very much a continue playing for second plce as you dont actually win anytime soon. Its possible if you can set up an original eldrazi + sac outlet you actually win against that strategy so its like the contents of your opponents decks dictate if this wins you the game through them scooping or if you have to come back to play much later and your opponent like has all of their lands + creatures in play when you come back lol.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
It should be noted that the rules for phasing are going to change as of the release date of C17. Per Matt Tabak:
"Effective 8/25 (#MTGC17 release), we're changing the rules so tokens can phase out and phase back in. Batterskulls rejoice! #WotCstaff"
Previously, if a token phased out, it would cease to exist (it wouldn't phase back in) and any Auras or Equipment attached to it that phased out indirectly would remain phased out forever because it no longer had a permanent to phase in with.
It should be noted that the rules for phasing are going to change as of the release date of C17. Per Matt Tabak:
"Effective 8/25 (#MTGC17 release), we're changing the rules so tokens can phase out and phase back in. Batterskulls rejoice! #WotCstaff"
Previously, if a token phased out, it would cease to exist (it wouldn't phase back in) and any Auras or Equipment attached to it that phased out indirectly would remain phased out forever because it no longer had a permanent to phase in with.
About damn time. I have been complaining about this for years.
When an object phases out, it does not leave the battlefield. Tokens cease when they leave the battlefield, should not do so when phased out, and would not, except for a specific exception in the phasing rules (not the token rules).
As to the card, it is interesting. Likely powerful, and I would like to use it. But I am uncertain where it would be useful, or if it will be able to justify including long-term.
Interesting. Thanks for the heads up from everyone. I had assumed that tokens would phase out correctly since they dont change zones. So... cool beans.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
As mentioned, weaknesses are against graveyard-based and permanent-based combos like Mike-Trike and DEN combos.
You're immune to Mike-Trike for as long as Teferi's Protection lasts; Triskelion can't target you and your life total can't change in the first place. It's just that particular combo can start again once TP is over.
What it's vulnerable to is getting decked out (eg, Prosperity for X=100), alternate wincons (eg, Darksteel Reactor), and commander damage that can't be prevented (eg, with Leyline of Punishment).
It should be noted that the rules for phasing are going to change as of the release date of C17. Per Matt Tabak:
"Effective 8/25 (#MTGC17 release), we're changing the rules so tokens can phase out and phase back in. Batterskulls rejoice! #WotCstaff"
Previously, if a token phased out, it would cease to exist (it wouldn't phase back in) and any Auras or Equipment attached to it that phased out indirectly would remain phased out forever because it no longer had a permanent to phase in with.
About damn time. I have been complaining about this for years.
When an object phases out, it does not leave the battlefield. Tokens cease when they leave the battlefield, should not do so when phased out, and would not, except for a specific exception in the phasing rules (not the token rules).
As to the card, it is interesting. Likely powerful, and I would like to use it. But I am uncertain where it would be useful, or if it will be able to justify including long-term.
When they initially had phasing, it actually did leave the battlefield. Remember, phasing was originally just like slow-blinking, except counters and auras stayed attached, so really more like Flickerform except with counters. (And of course, any version of phasing needs to include counters for Warping Wurm work in theory. In practice, it will never work, but in theory, it does as long as counters stay on a phased-out permanent.) This was just a holdover of those rules.
And people wonder why I say banding is in fact not the most complicated part of the Comp Rules.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
That alone boggles the mind, phased out Lich.
Its not out of play, but its not in play.
Your at 0...gahh
Very true actually... I might have to check that that works how I'd like it to!
You're safe specifically because the Lich isn't out of play. It's basically like whenever something goes looking for Lich it holds up an Acme sign that says "I'm not here." but is actually here. Like painting yourself to camouflage with the house.
Dang, seeing the return of Phasing has me salty they didn't print Nature's Blessing in the Cats deck. Ah well, least I have my Helm of Chatzuk for the best banding enabler.
So the Chronatog/Protection thing. What about doing that in a Zedruu deck? Donate a bunch of negative things to your opponents and then start skipping your turns and watch them melt away.
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So, I am a sucker for some of the better fog effects that they make. When I first saw Teferi's Protection, it took me a while to process all of its uses but essentially this has the protection angle of Ghostway for all permenants (lacking the ETB abuse end but gaining token friendly) combined with like.... the strongest Fog protection ever made (protects vs some combo loss, commander dmg, Pestilence, Gary, Exsanguinate.
It can also protect vs some very strong single target effects such as Mind Twist.
Now, I know that some combos this will just stall until literally the end of the turn but there are still some combos that this will shut down cold. I am aware that fogs have some natural issues in this format but considering you can cast it as either wrath protection, or fog / combo interruption I am intrigued by it. I thought I would see what others thought of it.
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[Modern] Allies
I think your comparison to Ghostway (and Eerie Interlude for that matter) are spot on and any deck that runs either (or both) of those is probably going to want to take a look at this card as well. It is better and has more uses for sure so I would expect to see it come up often.
I'm actually considering building an entire deck around this card. If you can manage to throw away all of your turns with something like a Chronatog, you can become nigh invincible. Partnering Teferi's Protection with other effects like detain that also don't expire till the beginning of your next turn is an intriguing direction for me right now. The challenge of "winning the game without any turns" is rather appealing to me.
Trap your friends in an endless game with this 23-card combo!
And as soon as you go to skip 100 turns to win that way I bet the other three players most of the time would work together to making sure that doesn't work.
Trap your friends in an endless game with this 23-card combo!
As mentioned, weaknesses are against graveyard-based and permanent-based combos like Mike-Trike and DEN combos. However, it stops nearly any abrupt play that would be seen from a deck that isn’t a dedicated combo deck, to include the parade of horribles – Craterhoof alphas, land destruction, Exsanguinates. I am glad that the life-loss clause ended up getting included, since Debt to the Deathless and so on happen to be the most efficient and the most difficult to interact with outside of a counter.
You know what, when you finish the deck i want to see the list, i find it might be very humorous to play in that matter.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
Trying to win without any turns is an interesting and creative thing but in the end its almost like scooping out the game. If the idea is forcing your opponents to fight each other while you sit invincible.. its like you're not playing the game. Sure, you win, but you don't get to play anymore.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Its also very much a continue playing for second plce as you dont actually win anytime soon. Its possible if you can set up an original eldrazi + sac outlet you actually win against that strategy so its like the contents of your opponents decks dictate if this wins you the game through them scooping or if you have to come back to play much later and your opponent like has all of their lands + creatures in play when you come back lol.
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[Modern] Allies
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They are changing the rules
About damn time. I have been complaining about this for years.
When an object phases out, it does not leave the battlefield. Tokens cease when they leave the battlefield, should not do so when phased out, and would not, except for a specific exception in the phasing rules (not the token rules).
As to the card, it is interesting. Likely powerful, and I would like to use it. But I am uncertain where it would be useful, or if it will be able to justify including long-term.
A Dying Wish
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Chainer, Dementia Master
Muldrotha, the Gravetide
Atraxa, Praetors' Voice
Interesting. Thanks for the heads up from everyone. I had assumed that tokens would phase out correctly since they dont change zones. So... cool beans.
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[Modern] Allies
What it's vulnerable to is getting decked out (eg, Prosperity for X=100), alternate wincons (eg, Darksteel Reactor), and commander damage that can't be prevented (eg, with Leyline of Punishment).
Two Score, Minus Two or: A Stargate Tail
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Two Score, Minus Two or: A Stargate Tail
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Yeah, I'm that kind of dick.
Steel Sabotage'ng Orbs of Mellowness since 2011.
You would fit right in with my meta. Board wipes happen every 3rd turn it seems. Lands are not sacred....nothing is safe lol
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-general/334931-what-is-the-most-pimp-card-deck-youve-seen-or?comment=5361
Commander
RGOmnath, Locus of Rage Grenades! EDHGR
UWSygg's Defense, EDH - Voltron & ControlWU
BUGMimeoplasm EDH ft. Ifnir Cycling-discard comboBUG
WBTeysa, Connoisseur of CullingBW
BWSelenia & Recruiter of the Guard suicice combo EDHWB
UBRWGO-Kagachi - 5 Color Enchantments - EDHUBRWG
It's such a power play haha. I can't help to take that opportunity.
Steel Sabotage'ng Orbs of Mellowness since 2011.
When they initially had phasing, it actually did leave the battlefield. Remember, phasing was originally just like slow-blinking, except counters and auras stayed attached, so really more like Flickerform except with counters. (And of course, any version of phasing needs to include counters for Warping Wurm work in theory. In practice, it will never work, but in theory, it does as long as counters stay on a phased-out permanent.) This was just a holdover of those rules.
And people wonder why I say banding is in fact not the most complicated part of the Comp Rules.
On phasing:
Its not out of play, but its not in play.
Your at 0...gahh
You're safe specifically because the Lich isn't out of play. It's basically like whenever something goes looking for Lich it holds up an Acme sign that says "I'm not here." but is actually here. Like painting yourself to camouflage with the house.
Dang, seeing the return of Phasing has me salty they didn't print Nature's Blessing in the Cats deck. Ah well, least I have my Helm of Chatzuk for the best banding enabler.
Steel Sabotage'ng Orbs of Mellowness since 2011.