Magosi, the Waterveil

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Zendikar Rare

Combos Browse all

Magosi, the Waterveil

Land

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

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

1 week 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.

landofMordor on Favorite COLORLESS or blue utility ...

3 weeks ago

Well, previous poster got a lot of them, but I'd like to reiterate Halimar Depths, because that card is phenomenal. Also add in Magosi, the Waterveil, which is a card I adore for draw-go decks.

Daedalus19876 on A Taste Of Mortality

2 months ago

Every day, I become more convinced that Magosi, the Waterveil is simply unplayable. I love trying to break underappreciated cards but honestly I think there is no saving that one.

On another tangent, that cycle should 100% be legendary. It bothers me every time I see them (and would have prevented those ridiculous Scapeshift decks).

chosenone124 on A Taste Of Mortality

2 months ago

Magosi, the Waterveil does not interact how you wish with Glorious End.

Glorious End waits until you enter an end step and it kills you. It doesn't specify the end step of the next turn, but rather your next end step. If you don't have a loss preventer out, skipping your end step will only delay the inevitable.

Hi_diddly_ho_neighbor on Pocket Sand

3 months ago

Thank you Snacrifice and Entrei, those are some really good suggestions. Dauthi Embrace and Shadow Rift are exactly what I am looking for in pollitical-ness. Cards I can generally use for my benefit, but they can support an opponent should it be needed. I'll definitely try those out.

Magosi, the Waterveil is also an interesting idea that I never really thought of. I'll give it a shot.

I also always forget about Preordain and Ponder (probably because I am not really a blue player). I'll see if I can squeeze them in anywhere.

As far as budget restrictions and the competitiveness of my pod goes, I really don't want to go much higher in cost than it is right now. If the card fits perfectly though I would definitely consider it. My pod really ranges in terms of how competitive it will be. I would say most of the players in it are pretty skilled, but the decks can range from a "5 color-red deck" to highly tuned Yidris and Meren decks. The main thing is we usually refrain from infinite combos.

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