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Teferi, Master of Time

Teferi, Master of Time

Legendary Planeswalker — Teferi

mythic

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.

Loyalty: 3

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Semantic Tags

Cantripmechanical

A spell that replaces itself by drawing a card as part of its resolution.

Card Drawmechanical

Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.

Extra Turnsmechanical

Grants one or more additional turns. A powerful tempo and inevitability effect in any strategy.

Draw-then-discard or discard-then-draw effects that improve hand quality without net card advantage.

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Superfriendsmechanical

Planeswalker-heavy strategy — proliferate, Doubling Season, planeswalker synergies.

Planeswalker-heavy strategy — proliferate, Doubling Season, planeswalker synergies.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (12)

SetRarityTCGplayerCard KingdomCardmarket
Magic Online Promos#85940mythic···
Core Set 2021#293mythic···
Core Set 2021#292mythic···
Core Set 2021#281mythic···
Core Set 2021#291mythic···
Core Set 2021 Promos#75smythic···
Core Set 2021#276mythic···
Core Set 2021#275mythic···
Core Set 2021#277mythic···
Core Set 2021#290mythic···
Core Set 2021#75mythic···
Core Set 2021 Promos#75pmythic···

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2020-06-23

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

An attacking creature that phases out is removed from combat.

2020-06-23

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

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

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

Teferi's first ability doesn't change how many of his abilities you can activate during each turn.

2020-06-23

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

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

Choices made for permanents as they entered the battlefield are remembered when they phase in.

2020-06-23

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

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.