Magosi, the Waterveil


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar (ZEN) Rare

Combos Browse all

Magosi, the Waterveil


Magosi, the Waterveil enters the battlefield tapped.

Tap: Add U to your mana pool.

U, Tap: Put an eon counter on Magosi, the Waterveil. Skip your next turn.

Tap, Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.

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Magosi, the Waterveil Discussion

Kalladdin on Infinite turns+As Foretold=Emrakul

3 weeks ago

I really like this take on the Turns deck. It seems like you are relying heavily on Magosi, the Waterveil to run the deck, maybe a few more turns spells would help against land destruction + Surgical Extraction

Nisoth on Error 404

1 month ago

You know what's funny? Your Rakdos-playing friend is running a card that fits quite well in this deck: Deserted Temple. Easier time untapping your Magosi, the Waterveil.
Also, there are cards that get around Mycosynth Lattice/Darksteel Forge, like Merciless Eviction.
Have you considered Greater Auramancy and Spell Burst instead? Not quite as go-get-a-pizza, but absolutely bullet-proof with two Greater Auramancys on the table. Plus, you could "automate" it by just setting Spell Burst face up and saying "counter everything".
It occurs to me that I owe you a thanks. I had never thought of this before, now I have to add this combo to my Zur the Enchanter deck. Who needs friends?

Akkrand on Aeons Between Seconds

2 months ago

How does Clockspinning combo with Magosi, the Waterveil?

Jaytotheareokay on Limitless Time (Taking turns WIP mono U)

2 months ago

Turn 1: Magosi, the Waterveil Turn 2: Island, tap Magosi for a counter Turn 3: Etherium Sculptor Turn 4: Panoptic Mirror Turn 5: imprint Time Warp, crack Magosi, the Waterveil's aeon counter, take infinite turns.

Jaytotheareokay on Limitless Time (Taking turns WIP mono U)

2 months ago

Magosi, the Waterveil and Rings of Brighthearth? Id also like to see a wincon outside Thing in the Ice. Azor's Elocutors maybe? Mechanized Production and Panoptic Mirror imprinted with one of your extra turn spells? Not sure.

OriginalBlue on FORMAT FIX: Phyrexian Burn, or ...

4 months ago

This is a suggestion to speed up the EDH format, mainly for multiplayer games!

I am fairly new to the EDH format and have played only a couple of games. I won half of them.

The first time I played Magic: the Gathering was in 1994. I played casually within the same group of friends until 2002. I also racked up some DCI points, but nothing more than an average player would. I never won much, because either my play was too slow, or my decks were too big, easily going over 60, because I liked a card or combo.

Always playing reactive, trying to control and steer, to win with a killer combo - as we all aspire to do...

This cost me some tournament points for finishing a round without having finished the game. It also seems to annoy friends.

Some friends suggested to use chess clocks to apply a time limit per player. This can easily be done for 1-on-1 games, but although it's fairly easy to make a relay timer, it is unfair to use in a multiplayer game because of the time needed to react and the nature of the EDH game.

That is why I've come up with the Phyrexian Burn concept.

The name is based on the Phyrexian Arena which, if you don't gain any life or win from your opponent, causes you to lose the game after 20 turns in a normal game.

In Phyrexian Burn, or EDH(PB) each player gets an allotted (=10) turns to play, regardless of time.

[edit]: Winterblast, you are right about the issue of focusing on the final play.

I actually based my first calculations on a 1-on-1 standard tournament round, and extrapolated that to an EDH format. This gave me a limit of roughly 20 turns. What I forgot in my calculations was the 'best-of-three' limit. Which would mean, in all fairness, that 10 turns per player would be better for a 4-player (or more) EDH game.

The last player - the one whose turn it is before the first player takes his second turn - keeps track of the number of turns played.

This is to make sure each player gets the same number of turns. If a judge or other game official is appointed, that person is responsible for keeping track of the turns.

After turns, each player that did not lose and still has 40 or more life, wins the game. This can mean that players are tied for the win.

Also, after turns, if no player has 40 or more life, the player with the highest life total wins. This negates poison counters, Platinum Angel and similar effects or cards at this point.

This is to give each player a fair chance to survive. As long as you're not eliminated, you can be a winner.

This forces players to come into action before turn , to make sure they don't end up in a tie.

Although this seems long, it also forces a certain deck strategy. It's fine to wait -2 turns to get the right combo started, but after that, you still need to get rid of the opposition.

This allows players to try out a combo, or bring their champions on the battlefield before trying to end the game. Fast decks may have an advantage, but this is where skill becomes more important.

Extra turns can create an extreme advantage for one player, but the turns limit remains! This means that players with extra turns can lose by not eliminating their opponents quickly!

Example: A turn 5 Lighthouse Chronologist with a Vesuvan Shapeshifter, and a Clever Impersonator combo, as in EDH: A Win Guaranteed Or Mere Distractions?.

Players who skip their turns, actually forfeit that turn.

This means that Magosi, the Waterveil can cause you to skip turn 20, without being allowed that extra turn.

When playing EDH with a turn limit, you have to consider the fact that you'll play with a small number of cards in your deck.

You will see about 16%-25% of your deck, which roughly means 10 land cards and up to 15 others. To win against multiple players, you'll need to be able to create combos with that limitation. Scry and search might become a necessity!

The Commander is likely to play a bigger role in your midgame strategy, to make sure that you don't end up tied. Commander damage won't win you the game if you don't eliminate your opponent with it!

You can eliminate an opponent by dealing more than 21 points of Commander damage. Realistically, this means attacking the same opponent five times or more. To eliminate multiple opponents, you'll need your other cards, or other opponents, to do the work.

Players (or judges/organizers, etc.) decide together on the maximum amount of turns per player before play begins.

The is a mere recommended average. Skill level, budget, experience and speed can all be factors. The maximum should be 20.

Of course, players can still decide to use a time limit, taking into consideration that each player knows all the rules by heart and plays by those rules.

It is difficult to track time though: if one player reacts to another one, or a triggered effect needs to be resolved, keeping time becomes a burden. A collective time limit would be advisable here, but not to force slow players to give up or be bullied!

I hope Phyrexian Burn will find some traction and fine tuning and perhaps become a standard rule or variant.

Please keep the discussion on topic.

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