Teferi's Protection
Tracked across real Commander games played through TurnZero HQ.
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What it does
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Combos with Teferi's Protection
Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.
- Spellbinder Infinite
- Permanents you control phase out during your opponents' turns
- You have protection from everything during your opponents' turns
- Your life total can't change during your opponents' turns
- Lock
- Zethi, Arcane Blademaster Infinite
- Permanents you control phase out during your opponents' turns
- Your life total can't change during your opponents' turns
- Lock
- Obliterate Infinite
- Mass Land Denial
- Destroy all lands, creatures, and artifacts your opponents control
- Ad Nauseam Infinite
- Infinite card draw
- Worldfire Infinite
- Each opponent's life total becomes 1
- Exile all cards in hands and graveyards
- Exile all permanents opponents control
- Mass Land Denial
- Apocalypse Infinite
- Discard your hand
- Exile all permanents opponents control
- Mass Land Denial
- Balancing Act Infinite
- Each opponent sacrifices all permanents they control
- Mass Land Denial
- Disciple of Caelus Nin Hive Mind Infinite
- Permanently phase out all permanents opponents control
- Mass Land Denial
Showing the 8 shortest and most explosive. This card appears in more than these — follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
27 official rulings, in the order Wizards published them.
- 2017-08-25
Effects that would replace having you gain life with some other event won't be able to be applied because it's impossible for you to gain life. The same is true for effects that would replace having you lose life with some other event.
- 2017-08-25
Any one-shot effects that are waiting "until [this] leaves the battlefield," such as that of Banishing Light, won't happen when a permanent phases out.
- 2017-08-25
Effects that replace an event with having you gain life (like Words of Worship's effect does) or having you lose life will apply and end up replacing the event with nothing.
- 2017-08-25
If an effect would set your life total to a certain number that's different than your current life total, that part of the effect won't do anything.
- 2017-08-25
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.
- 2017-08-25
Any continuous effects with a "for as long as" duration such as that of Mathas, Fiend Seeker ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.
- 2017-08-25
Gaining protection from everything causes a spell or ability on the stack to have an illegal target if it targets you. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
- 2017-08-25
If a cost includes causing you to gain life (like the alternative cost of an opponent's Invigorate does), that cost can't be paid.
- 2017-08-25
Permanents that phase out with counters phase in with those counters.
- 2017-08-25
Nothing other than the specified events are prevented or illegal. An effect that doesn't target you could still cause you to discard cards, for example. Creatures can still attack you while you have protection from everything, although combat damage that they would deal to you will be prevented.
- 2017-08-25
Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters" abilities to trigger.
- 2017-08-25
Each Aura and Equipment you control attached to a permanent that isn't phasing out phases in attached to that permanent if it can still be attached to that permanent. If not, it phases in unattached. An Aura that phases in unattached will be put into its owner's graveyard as a state-based action. The same is true with Auras attached to players.
- 2017-08-25
If an effect would cause you to exchange life totals with another player, the exchange won't happen. Neither player's life total changes.
- 2017-08-25
Spells and abilities that would normally cause you to gain or lose life still resolve while your life total can't change, but the life-gain or life-loss part simply has no effect.
- 2017-08-25
Choices made for permanents as they entered the battlefield are remembered when they phase in.
- 2017-08-25
You can't pay a cost that includes the payment of any amount of life other than 0 life.
- 2017-08-25
If a player has protection from everything, it means three things: 1) All damage that would be dealt to that player is prevented. 2) Auras can't be attached to that player. 3) That player can't be the target of spells or abilities.
- 2017-08-25
If a token is phased out, it will phase in as your next untap step begins. This is a change from previous rules.
- 2017-08-25
Protection from everything will usually prevent damage if it would be dealt to you, but some damage can't be prevented. In this case, because your life total also can't change, that damage has any other effects that it may have aside from causing you to lose that much life (such as effects from lifelink or infect) and triggers and effects can see that damage was dealt even though your life total didn't change.
- 2017-08-25
Any creatures that phase in under your control as your next untap step begins will be able to attack and pay a cost of T during that turn.
- 2017-08-25
If your untap step is somehow skipped as your next turn begins, your phased-out permanents won't phase in until the next untap step you actually have, but you'll no longer have protection from everything and your life total can change again.
- 2017-08-25
Each Aura and Equipment that phases out attached to a permanent that's phasing out phases in with that permanent and still attached to it.
- 2017-08-25
A permanent phasing out causes a spell or ability on the stack to have an illegal target if it targets that permanent. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
- 2017-08-25
---------- The following rulings focus on the phasing keyword ----------
- 2017-08-25
---------- The following rulings focus on the "protection from" keyword ----------
- 2017-08-25
---------- The following rulings focus on what it means if your life total can't change ----------
- 2017-08-25
If you gain control of another player's permanent and it phases out, if the duration of the control-change effect expires before it phases in, that permanent phases in under that other player's control as your next untap step begins. If you leave the game before your next untap step, it phases in as the next untap step begins after your turn would have begun.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Teferi's Protection, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Jin Sakai, Ghost of Tsushima | 2 | 1 | — |
| Y'shtola, Night's Blessed | 2 | 0 | — |
| Altaïr Ibn-La'Ahad | 1 | 0 | — |
| Athreos, God of Passage | 1 | 0 | — |
| Bard, King of Dale | 1 | 0 | — |
| Dáin of the Ancient Halls | 1 | 0 | — |
| Giada, Font of Hope | 1 | 0 | — |
| Rhoda, Geist Avenger | 1 | 0 | — |
Colors it shows up in
- Esper 4 decks
- Orzhov 2 decks
- Azorius 2 decks
- Mono-White 1 deck
- Mardu 1 deck
- Boros 1 deck
Every version of Teferi's Protection
12 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Inverted
Marvel Universe
- Normal
- $32.45
- Foil
- $39.26

Inverted
Avatar: The Last Airbender Eternal
- Normal
- $36.75
- Foil
- $54.34

Inverted
Secret Lair Drop
- Normal
- $49.93
- Foil
- —

- Normal
- $49.03
- Foil
- $60.31

Inverted
- Normal
- $42.98
- Foil
- $48.22

Etched
- Etched
- $63.14

Showcase
Strixhaven Mystical Archive
- Normal
- $52.68
- Foil
- $66.02
- Etched
- $72.81

Borderless
Strixhaven Mystical Archive
- Normal
- $70.25
- Foil
- $109.92
- Etched
- $103.64

Secret Lair Drop
- Foil
- $46.30

The List
- Normal
- $49.91

Promo
Judge Gift Cards 2018
- Foil
- $65.42

Commander 2017
- Normal
- $45.29
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Teferi's Protection — a name search across every version, for the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.