Teferi's Protection
Fog was the first attempt at buying a turn; this is the endgame of that idea, wrapped into a single spell that makes an entire turn cycle happen to somebody else. The clause that does the heavy lifting is the interaction between the three effects, not any one of them. Locked life, protection from everything, and a board that phases out compound into something no single line achieves: not merely a personal shield but a player who isn't there. A Wrath of God resolves against an empty battlefield, an edict finds nothing to sacrifice, a mass-bounce spell has no targets to return. Phased-out permanents come back unaltered, retaining their tapped or untapped status, before you untap during your untap step, so you surrender nothing and lose no summoning sickness clocks. The tension the design accepts is that your board also does nothing during that window: those permanents cannot attack, block, or interact, because they have left the game state entirely. It is a near-immunity button priced as a fair combat trick, and the cost of that immunity is a full turn of the world moving without you. That trade is why it reads as a defensive card and functions as an anti-blowout reset: most of what the table has assembled to kill you fizzles against a player who briefly ceases to exist.

Rules text
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Other printings
- Marvel Universe#51
- Secret Lair Drop#1691
- Magic Online Promos#102225
- Double Masters 2022#32
- Double Masters 2022#343
- Double Masters 2022#424
- Strixhaven Mystical Archive#11
- Strixhaven Mystical Archive#74












