Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the target of blue or black spells this turn.
Printings View all
|2012 Core Set (M12)||Uncommon|
|2011 Core Set (M11)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Autumn's Veil occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Autumn's Veil Discussion
4 days ago
I second Boza's post. Most of the cards that are released are perfectly fine, with a lot of playable cards that are some variation on another that has been done before. We are in an era where we usually get at least one alternate win condition per set (a huge boon for us jank lovers). We are in an era where there are a whole bunch of formats being supported, including the casual-based singleton format that is Commander (singleton means you're forced to play some cards that might not otherwise see play).
Sure, there are broken cards, but broken cards are good for the long-term health of the game. Broken cards allow Wizards to push boundaries, seeing what works and what doesn't.
Veil of Summer provides us a good case-study in the importance of trying new things, particularly since Wizards has given us a good deal of information about how and why it was designed.
To start, xtechnetia suggested (the very sentence after critiquing Veil) that other colors should have access to things like Counterspells. While partially true, it is important to remember the Color Pie is what makes this game great--you can't just slap a counterspell into Green and call it a day. Veil of Summer is a Green-pie-appropriate counter, and an important experiment in the viability of non-Blue pseudo-counters.
Now, I am sure by this point someone is already gearing up to talk about how obviously busted Veil of Summer is and try to argue that R&D was clearly out of their minds. One slight problem--that someone is wrong. As R&D has been kind enough to explain to us, it not obviously busted at the time of its conception and playtesting.
Magic 2011 and Magic 2012 both saw printings of Autumn's Veil, the card that inspired Veil of Summer. If anyone bothered to read the ban announcement, they'd know that R&D was well aware of the fact that Autumn's Veil was a flop, seeing very little play during its standard environment. They took a card that was a failure and pushed it some, trying to make a viable sideboard option for Green decks.
Frankly, I'd say that experiment was a success. Sure, it was too powerful for Standard (banned) and Pioneer (banned)--in both formats you could mainboard Veil, which sort of defeats the point of a card designed to be sideboarded.
But those are not Magic's only formats. In Modern and Legacy Veil fills the slot it was intended to--it's not in the top mainboard cards, but sits as one of the most common sideboard options (it's a bit lower-ranked in Vintage, though still in the top 25 sideboard cards).
To apply our case study to a more general application:
Wizards' pushing boundaries in Standard allows them to print cards that shake up Modern (which, barring Modern Horizons, counts on Standard for new cards), Commander, Legacy, and Vintage (which get some additional assistance in terms of supplemental sets). Sure, sometimes those cards are too powerful for Pioneer and Standard, but that's what bannings are for.
And yes, they do sometimes push it to far. Sometimes their mistakes result less in the Veil of Summers (i.e. cards too strong for Standard but useful for older formats) and more in the Okos (a card banned in three formats rather swiftly, and currently sitting as the most played non-land permanent in Legacy).
Even when they fail, that provides Wizards important data--they can use the lessons they learned to create something more appropriate.
Ultimately, I'd rather they at least make an effort to try something new. That is, after all, what keeps this game fun.
1 week ago
I believe you mean Veil of Summer instead of Autumn's Veil , but otherwise I completely agree. The next big splashy thing may not be a planeswalker, but it could just as easily be something like Kenrith, the Returned King , a creature with a litany of abilities that can all either be used during your turn for value or let you hold up mana and get value on an endstep. I personally don't mind the game heading in a value direction, but something needs to be able to handle it too, and not in a this-will-work-against-one-annoying-threat-but-will-otherwise-be-useless way. Maybe more all purpose removal? I'm not sure. Great article, please keep em up.
2 weeks ago
Amazing deck, have you thought about All That Glitters , Silence , Autumn's Veil , and Veil of Summer . they could could have you do some uninterrupted turns. all that gitters could replace Blessing of the Nephilim . Not sure about the rest tho.
3 weeks ago
Of course! Additionally I should point out that because the Mana Sink on Ishkanah is all you should really need, because once you've assembled the infinite mana combo unimpeded, Ishkanah should be the last thing you need to kill the table. Thus things like Exsanguinate and Walking Ballista are relatively unnecessary in comparison to the (repeatable!) mana dump ability on Ishkanah. That should be your priority, and having a Veil of Summer helps you resolve the Big Spider and so will Autumn's Veil if you feel like doubling down on that. Also, something hilarious I find a lot of fun playing around with (especially as a non-blue deck) is Seedtime . The look on my opponent's faces when the Golgari deck starts taking extra turns is absolutely priceless.
As a flavorful bit of extra spice, I'd also try to include Spider Spawning for more spiders and consequently more life loss from Ishkanah, as well as even perhaps Obelisk Spider for it's big butt to block Tymna and it seems to be pretty good considering Devoted Druid happens to be here too. I like Compost a lot, especially with the inclusion of Mesmeric Orb but I'd like to emphasize shuffling stuff back in with Gaea's Blessing here as a nonbo-prevention measure. Something like an Eldrazi Titan might also be beneficial here because of the shuffles-from-anywhere part, but Blessing works really well with Stuff like Entomb and Noxious Revival which are already here. Which is probably good enough.
If you feel inclined to do so, I'd like to remind you of Recycle as well as it's clone Null Profusion if you like playing Hot Jank, and your choice of commander seems to steer my belief in that direction. Seedtime is another one of those cards, which is why I mentioned it.
This is a really cool list! More unique legends need to see play and this is definitely one of them.
1 month ago
Cut Autumn's Veil for Heroic Intervention ? Not sure how relevant the counterclause is, as they can just counter autums veil itself. While I understand baiting counters is important, I think sacrificing that piece of redundancy (as previously mentioned, you already have some ways of dealing with blue). Heroic intervention functions to stop spot removal through hexproof similar to autum, but not just black/blue cards, it also provides indestructible which helps acts as an anti-boardwipe.
Ground Seal - Idk the meta, but could be worth running. It does replace itself which is nice
1 month ago
Standard is not the only consideration when making a new set. Sure, the ideal is to have a playable standard environment, but you should still have a few cards in any given set that are playable in Legacy/Modern/Commander.
The problem? Those formats are all pretty well-established, so, for something from a new set to be playable it has to either be more powerful than existing alternatives or it has to do something unique that has never been done before. You'll notice that three of the four cards you listed tried to do something new--Once Upon a Time tried a new, cute, and flavourful free cast; Field did a powerful landfall ability on a land; Copter was an aggressively costed/crewed vehicle released in the first set with vehicles--before Wizards realized their immunity to sorcery-speed interaction was a problem.
In its explanation of Veil's banning, they explained why they made Veil so powerful--its predecessor, Autumn's Veil , had been rather lacklustre during its Standard run. In their effort to make VoS playable, they over-corrected--that's a perfectly reasonable mistake to make.
All told, it is really hard to both innovate and balance--no amount of R&D testing can make up for the ingenuity of thousands trying to break that card.
2 months ago
My first suggestion is you include the big three xerox spells: Ponder , Preordain and Brainstorm . They may not look like much, but superior card-selection for one blue is hard to argue with. I run them in every blue deck, though I think you'll need more shuffle effects to make Brainstorm good. Though I don't recommend them, you can also consider second-class cantrips like Serum Visions , Sleight of Hand and Opt .
My second suggestion is that you include the one-mana mana-dorks. I see you have Elvish Mystic , but running Birds of Paradise and Arbor Elf can be very helpful too. Utopia Sprawl works really well with Arbor Elf .
I think some of the two-mana ramp spells could be improved; I've never been a fan of Rampant Growth . Consider Nature's Lore (or its $100 cousin, Three Visits ) and/or Farseek . These can get non-basics, like your Breeding Pool , and Nature's Lore etbs untapped.
Evolution Sage is a card that MAY be good, but I'm not sure. Not having an immediate board-impact is a major downer, but its ability may be good enough to make it worth including. Playtesting can help.
Windfall is an excellent card-draw spell if you're down on cards. I suggest running Narset, Parter of Veils to act as a stax piece that is particularly abusive with Windfall . (Note that if you do end up with proliferate effects, you can proliferate her and get extra activations.) Other good card-draw spells include Fact or Fiction , Concentrate , Tezzeret's Gambit , Harmonize ...
Mystic Remora is a GREAT card. I personally think it's better than Rhystic Study , but I'm sure that'll raise a lot of hell (I also think Griselbrand should be unbanned, so I'm used to getting yelled at).
Wirewood Symbiote is a card you may want to consider. It words well with cards like your Reclamation Sage and can protect your guys from getting Toxic Deluge -d, and can buy you more triggers with your mana elf etbs for your general.
Depending on how many creatures you tend to have out, Slate of Ancestry could be a powerhouse. If you don't want to use that, running something like Collector Ouphe to fetch off Green Sun's Zenith can raise your decks chances against storm and the like significantly.
Opposition is a card I've been seeing more and more in powerful EDH decks these days. If you pair it with tokens and Seedborn Muse , Opposition can win the game on the spot. Adding something like Winter Orb to the mix can yield even more fun.
You can get more 'at the beginning of combat' triggers by having more combat steps. Consider extra-turn spells, like Temporal Trespass , Temporal Manipulation , Expropriate , Karn's Temporal Sundering , Nexus of Fate ...
Finally, counter magic is a good thing. Idk what the budget for the deck is, but the best counters are Force of Will and Mana Drain . More affordable cards that are still REALLY good are Spell Snare , Arcane Denial , Negate , Fuel for the Cause and the like. Counter-counters (I call them 'second-order counters,' since it makes me feel smart) are also good. Veil of Summer is the best right now, but Autumn's Veil and Dispel are also really good.
Right. That's all I got. Good luck!
2 months ago
Typically red will redirect or copy spells, rather than countering (yes, I'm aware that Red Elemental Blast is a card), however in modern times we see a lot more cards like Reverberate , Ricochet Trap , Bolt Bend , etc. Green on the other hand just forces their spells through with stuff like Autumn's Veil , Veil of Summer , Savage Summoning , Prowling Serpopard , etc.
And when you put them together, you get stuff like Vexing Shusher , who is the epitome of red/green.