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Rules guide · Legendary Creature

Teferi, Druid of ArgothHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Mystery Booster 2· August 2, 2024
Carte Magic Teferi, Druid of Argoth

Teferi, Druid of Argoth is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flash Creature cards you own that aren't on the battlefield have flash. Each opponent can cast spells only any time they could cast a sorcery.

Complete guide

Teferi, Druid of Argoth is a powerful playtest card that shifts the flow of time and nature in your favor. By granting your creature cards flash and restricting your opponents to sorcery-speed play, he ensures you dictate the pace of every encounter.

Mastery of Time and Nature

Teferi, Druid of Argoth possesses three distinct abilities. First, he has flash, allowing you to cast him at any time you could cast an instant. Second, he grants flash to all creature cards you own that aren't on the battlefield, including those in your hand, graveyard, or exile. Finally, his static ability forces opponents to only cast spells at 'sorcery speed,' meaning during their own main phase while the stack is empty.

Step-by-Step Resolution

When you cast Teferi, Druid of Argoth, he enters the battlefield and immediately applies his restrictive static ability to your opponents. From that moment on, if an opponent wishes to cast a spell, the game checks if it is their turn, if it is a main phase, and if the stack is currently empty. For your own creatures, the flash ability applies globally to your zones, allowing you to cast creature spells or even exile creature cards for effects like suspend whenever you have priority.

Common Pitfalls

A common mistake is assuming that an opponent can still cast instants in response to your spells; they cannot, as the stack is not empty. Furthermore, if an effect allows an opponent to cast a spell during the resolution of another ability (like Rebound), Teferi prevents this because the original ability is still on the stack. Note that 'Split Second' also interacts uniquely here: you cannot suspend cards if a Split Second spell is on the stack, as you cannot cast spells, which is a requirement for the timing of that special action.

When to Deploy Teferi

The best time to cast Teferi is during an opponent's end step or in response to a spell they are trying to protect with countermagic. Once he resolves, your opponents lose the ability to interact with your turn using spells, creating a safe window for you to deploy your most important threats at instant speed.

Interaction examples

Instant Value with Solemn Simulacrum

With Teferi, Druid of Argoth on the battlefield, you can cast Solemn Simulacrum during your opponent's combat phase. This allows you to surprise block an attacker and immediately trigger the land-searching ability to ramp your mana before your next turn begins.

Doubling the Druid's Impact

If you cast Roaming Throne and choose 'Human' or 'Druid', it will benefit from Teferi's flash. While Roaming Throne doesn't double Teferi's static restrictions (which aren't triggered abilities), having both on the field allows you to flash in other creatures with triggered abilities, such as Solemn Simulacrum, and have Roaming Throne trigger those abilities an additional time.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Teferi, Druid of Argoth

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If an effect allows an opponent to cast spells any time they could cast an instant (for example, if your opponent controls Teferi, Mage of Zhalfir), the restriction of Teferi’s last ability takes precedence over that permission.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    While you control Teferi, you may exile creature cards in your hand with suspend any time you could cast an instant.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a spell on the stack has split second while you control Teferi, you can’t suspend creature cards since split second stops you from casting them, even though suspending them is a special action.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Teferi’s last ability means that in order for an opponent to cast a spell, it must be that opponent’s turn, during a main phase, and the stack must be empty. This is true even if a rule or effect allows a sorcery to be cast at another time.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a spell or ability lets an opponent cast a spell as part of its effect (such as suspend and rebound do), that opponent can’t cast that spell since the resolving ability is still on the stack. This is true even if the spell is an instant.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

    No other card is named in this ruling.

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