Magosi, the Waterveil


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual 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.

Magosi, the Waterveil Discussion

SP3CTR3_chelts on New deck ideas

2 months ago

Hey I think you need more ramp other wise people are going to be quicker than you.

Otherwise, i think proliferate can be broken but you need to use the things that make it broken.

Magistrate's Scepter

Magosi, the Waterveil

Sage of Hours

these are three ways of abusing proliferate

FenrisBurgess on Urza Cheerios

2 months ago

I find some of these choices pretty questionable.

Let's go through what you're obviously trying to do.

  • Golem's Heart gives you one life for one spell cast. I don't see know this helping much unless you are going straight for the Aetherflux Reservoir win-con. Even still, it's not very valuable. Staff of the Mind Magus isn't much better either.
  • Zuran Orb seems like a good choice if you are really going for that Reservoir.
  • I think you need to keep in mind you're playing a multiplayer format and the win-con itself isn't really a win-con unless you can gain stupid amounts of life (not something you're going to be able to do effectively in mono-blue), because you won't survive after paying 50 life to kill one player.

Next is your mana.

  • You honestly don't need Command Tower , you only use Blue. It counts as a non-basic land and is subject to more removal.
  • You have a lot of vanilla 0-drops. These are good as mana rocks if you have Urza out, and entirely useless if you don't (the moxen are fine). Look for more 1-drops that generate value.
  • Guild Globe is a mana fixer that gives slight card advantage. Since you're running mono-blue, this thing is only valuable for the one time draw and possibly sac with the ironworks.
  • Silver Myr is an alright option if you happen to need mana and are without Urza, but Palladium Myr is a more solid option.

This deck is lacking in control spells.

  • I see 2 counters and one of them is very conditional. I don't see your cruiser surviving long enough to actually do anything.

  • Since you're going for tokens, you should seek out more token generators. Look into myrs and station cycle.

  • In addition, you can also go for flicker or blink in order to spam Urza's Constructs.

  • I don't see why you would ever want Magosi, the Waterveil in a deck like this, especially without anything that grants Flash. That's just asking for death.

I won't suggest any cards because I'm not you, so I don't know what you want to put in here, but this deck seems all over the place and I think the reason you're "getting hated out of games" is due to this fact.

  • The most important thing of all, though...

  • Why is this called Cheerios?

austintayshus on Vorel the Counter Guy

3 months ago

Fertilid is a good ramp spell that works with counters.

Magosi, the Waterveil could be fun (abusive) in this deck, but you have to skip your turn to get a counter on it, which always feels bad in EDH.

Other than that, I'm not sure what else would be good for getting counters on things. The only thing I can think of is Surge Node but it only works with charge counters. That could help with the 5 artifacts you have that care about charge counters, but idk if it's enough to include.

Hope this helps?

austintayshus on Double Down

4 months ago

Darksteel Reactor could be a fun hard-mode/backup win condition.

You might also want to make use of Mage-Ring Network and Blast Zone and Magosi, the Waterveil

You could also make use of Increasing Savagery and Jiang Yanggu, Wildcrafter and Gyre Sage and Thrummingbird and Contagion Engine

hellhole3927 on On Tilts

5 months ago

LiquidGaming Muzzio, Visionary Architect was actually an EDH general I was interested in playing for awhile (love the art on that card), but somehow forgot about. From your experience how similar does he play out to Arcum Dagsson ? I will definitely check out pretty often to see what's new with OathBreaker and to see what's happening in the format.

Some other cards I thought might be worth considering for Jace's Paradigm Shift (some of these are quite expensive and probably aren't 100% needed, but these are all my thoughts):

1) Bazaar of Baghdad , "technically" it's card disadvantage, but just like Tolarian Winds the amount of card selection for little to no mana makes up for that.

2) Mission Briefing , personally I prefer this over Snapcaster Mage , it's recursion and has the ability to get you past 2 dead draws or give you the satisfaction of knowing you will get a good draw next (not sure what to cut though).

3) Treasure Cruise , did somebody say Ancestral Recall (count me in), not only is it great card advantage, but it's also a way to exile cards from you graveyard before you cast Paradigm Shift .

4) Dig Through Time , the card advantage is REAL!!!, not only is it great card advantage, but it's also a way to exile cards from you graveyard before you cast Paradigm Shift .

5) City of Traitors and Crystal Vein , they probably won't ever make it onto the list, but how have Lotus Petal and Grim Monolith been playing out for you? I would forget everything these cards say and read them as: "0... Only cast this spell if you haven't played a land this turn. You can't play a land this turn, add 2 to your mana pool." They seem like they might be worth considering once you read them from that point of view.

6) Magosi, the Waterveil , first I'm gonna say I have been in love with this card ever since I got into MTG so I might be giving it a little too much credit (but then again I was the player who loved The Tabernacle at Pendrell Vale when I first started playing MTG, lol), I feel the majority of the time skipping a turn if you are playing control doesn't affect you too much, but being able to take an extra turn later on can be "pretty helpful."

7) Jeweled Amulet , it plays very similar to Lotus Petal , sometimes worse, but usually better IMO.

8) Rapid Hybridization and Pongify , sometimes things will slip through our counterspells and need to be dealt with (worth considering).

9) Reality Shift and Curse of the Swine , sometimes things will slip through our counterspells and need to be dealt with (worth considering).

10) Lonely Sandbar , early game we can deal with an ETB tapped land, late game an Island is a dead draw this isn't.

11) Evolving Wilds , Terramorphic Expanse , Flood Plain , and Bad River , still on the fence about these, ocassional ETB tapped lands vs deck thinning (E Wilds and T Expanse are better by a slight bit, just to say), not sure on this one. What do you think?

12) Mana Severance , we all come to those points in a game where lands are dead, but not anymore.

13) Mystical Tutor and Merchant Scroll , why not?

14) Foresight and Manipulate Fate , being able to kill three dead draws and for 2 mana on a card that replaces itself seems great in a "53 card format" (us blue players always changing the stats to whatever we want whenever we want).

These were the main cards I thought could make it onto your list, but I'm still evaluating a couple others so I'll leave more comments with those if I feel they are actually worth considering.

BMHKain on I somehow need help again; ...

11 months ago

Well, I suppose we can negate Ruling 3 as it seems some do care about this Fugitive. That said, I wonder if there is a 1/1, /1, or even a 1/ with similar effects to Spellskite, & Venser, Shaper Savant? I think I might have one for the former, but I dunno about the Latter; it has to have a Triggered ability to react to even Split/Second Effects... Also, what creatures w/ inferior H4X to cut... & is all those equipment really necessary? Also, I really need a combo for either Timestream Navigator or Magosi, the Waterveil in Tetsuko Umezawa, Fugitive's colors. Any ideas? & how to put Navigator from the bottom to the top of my library to use her again? W/O Enter the Infinite? Otherwise, is there another combo for Magosi that can work here? Thanks so far! :D

Edit: Spellskite apparently does apply as Tetsu-chan's ability can apply to Power/Toughness of <=1 for either stat. I just need to find a replacement for Venser that triggers, while having the requirements for Tetsu-chan's stat abilities... One down...

BMHKain on I somehow need help again; ...

11 months ago

I really only need help w/ one thing; the creatures themselves. In fact, some of these are ETB based, so they're going to have to stay. Same for Tap effects that can be repeated. But I still have a lot to remove; & I haven't actually started w/ the other card types yet...

However, since I have only 2 stat swap creatures, I'd actually like some suggestions for this...


  1. All cards must be either 1/1, 1/>1, >1/1, or even 0/>=1 if needed...

  2. I'd also like some effects that can be varied, I already got Milling, Counterspell Effects, & other stuff. Though I think I might have too much, so whatever cut can work (Oh, & that Giant Crab at 1/6? That's actually needed... X/)

  3. Are Equipment/Auras really needed here? I already have Frozen AEther for minor Stax...

  4. I'm trying to find replacements for Venser, Shaper Savant, & Spellskite within Rule 1's requirements.

Sorry that I need help again, but this is crazy when this deck's starting goal is 30 creatures, maybe more if we count that I want some loops to repeat either ETB effects or Tap Effects. Any ideas for either?

Thanks for the help so far. I however do plan to make the Jeleva Deck myself if one still cares... Good luck! :D

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