Teferi, Herr über die Zeit
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Teferi, Herr über die Zeit {2}{U}{U}

Teferi, Master of Time

Legendärer Planeswalker — Teferi Mythic

Core Set 2021 #275, 2020

Loyalität 3

Du kannst Loyalitätsfähigkeiten von Teferi, Herr über die Zeit, im Zug jedes Spielers und zu jedem Zeitpunkt, zu dem du einen Spontanzauber wirken könntest, aktivieren. +1: Ziehe eine Karte und wirf dann eine Karte ab. −3: Eine Kreatur deiner Wahl, die du nicht kontrollierst, destabilisiert sich. (Behandle sie und alles, das an sie angelegt ist, bis zum Beginn des nächsten Zuges ihres Beherrschers, als würden sie nicht existieren.) −10: Du erhältst nach diesem Zug zwei zusätzliche Züge.

Aktueller Regeltext (englisch)

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.

Illustration: Yongjae Choi. Platz 2.133 der meistgespielten Commander-Karten. Salzwert 1,13, salzig.

Legalität

Standard
Nicht legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Pauper
Nicht legal
Commander
Legal

Kombos (die beliebtesten 6 von 24)

Kombos von Commander Spellbook, dort stehen alle mit Ablauf und Voraussetzungen.

Regelklarstellungen (11)
  • 23.06.2020Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
  • 23.06.2020Teferi's first ability doesn't change how many of his abilities you can activate during each turn.
  • 23.06.2020You 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.
  • 23.06.2020An attacking creature that phases out is removed from combat.
  • 23.06.2020Any creatures that phase in during their controller's untap step will be able to attack and pay a cost of {T} during that turn.
  • 23.06.2020Any 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.
  • 23.06.2020Each 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.
  • 23.06.2020While 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.
  • 23.06.2020Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • 23.06.2020Any 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.
  • 23.06.2020If 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.

Offizielle Klarstellungen von Wizards of the Coast, nur auf Englisch.

Drucke (11)