LEGENDARY PLANESWALKER — TEFERI
Teferi, Master of Time
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.
FORMATS
CommanderLEGAL
Brawl (Historic)LEGAL
StandardNOT LEGAL
ModernLEGAL
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Comments & Rulings · 11
- Wizards of the Coast2020-06-23 · official rulingPhasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
- Wizards of the Coast2020-06-23 · official rulingTeferi's first ability doesn't change how many of his abilities you can activate during each turn.
- Wizards of the Coast2020-06-23 · official rulingYou 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.
- Wizards of the Coast2020-06-23 · official rulingAn attacking creature that phases out is removed from combat.
- Wizards of the Coast2020-06-23 · official rulingAny creatures that phase in during their controller's untap step will be able to attack and pay a cost of during that turn.
- Wizards of the Coast2020-06-23 · official rulingAny 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.
- Wizards of the Coast2020-06-23 · official rulingEach 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.
- Wizards of the Coast2020-06-23 · official rulingWhile 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.
- Wizards of the Coast2020-06-23 · official rulingChoices made for permanents as they entered the battlefield are remembered when they phase in.
- Wizards of the Coast2020-06-23 · official rulingAny 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.
- Wizards of the Coast2020-06-23 · official rulingIf 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.