Mystic Veil

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mystic Veil

Enchantment — Aura

You may play Mystic Veil any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Optimator on Muldrotha deck

3 years ago

Looking good! It's hard to screw up Muldrotha. Just go to value town. Your selection of creatures seems great!

That said, I would include a little more ramp. You are at eightish, which is where one usually wants to be in an EDH deck, but Muldrotha is usually kill-on-sight and 6 CMC. Try to use more things that permanently get a land into the field, which you already have a good amount of, like Cultivate and Kodama's Reach. Also, Wood Elves, Farhaven Elf, and Wayfarer's Bauble can be brought back for value--making them particularly good. Elvish Reclaimer is an interesting choice too.

The one-CMC dorks (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf, Wild Growth (and to a lesser extent Birds of Paradise and Utopia Sprawl) are all extremely good generally for their speed and chumping ability. If they get whacked or boardwiped they can slowly be brought back later. Getting Muldrotha out as soon as possible is very worth it. I don't run many mana dorks in my Muldrotha deck. I would run as few artifact rampers as possible, since you don't have to (as you run Green). Lands are always safest. Commander's Sphere being brought back for the card draw is nice--probably better than the Darksteel Ingot.

Good job on including Evolving Wilds. I would also add Terramorphic Expanse and maybe Myriad Landscape, Warped Landscape, and Blighted Woodland. The Mirage fetches (Bad River, et al) are decent but better with fetchable lands that have two colors--like Sunken Hollow and Watery Grave. Be sure to include Opulent Palace. Exotic Orchard, Grand Coliseum, and Command Tower are worth including too. On a budget, Vivid Marsh, Vivid Creek, and Vivid Grove are all good too. That all said, I still like running a healthy amount of Basic Lands for repeated fetching.

Protecting Muldrotha is important. Kaya's Ghostform is an excellent choice. I would also include a combination of Aspect of Mongoose, Canopy Cover, Alpha Authority, Diplomatic Immunity, Alexi's Cloak, Cloudform, Mystic Veil, Robe of Mirrors, Mirror Shield, Whispersilk Cloak, Neurok Stealthsuit, Mask of Avacyn, and Swiftfoot Boots. Usually the Enchantment Auras are considered weak because they can be two-for-one'd, but Muldrotha can bring them right back!

Personally, I believe every single EDH deck should run at least two boardwipes, and more if you can find the room. Sometimes it's just an emergency. On a budget in Sultai colors I like Crux of Fate and Gaze of Granite the most, followed by In Garruk's Wake (should have the mana!), Deadly Tempest, Decree of Pain, Extinction Event, Hex, Nevinyrral's Disk, Oblivion Stone, Killing Wave, Hythonia the Cruel, Life's Finale, Massacre Girl, Necromantic Selection, and Black Sun's Zenith. Pernicious Deed is great too.

Not everyone likes doing this, but I love running Enchantment-based removal in Muldrotha since it can be reused. Many have strong effects but still aren't worth it since they can be removed but Muldrotha gets rid of that drawback! Things like Corrupted Conscience, Inevitable End, Kasmina's Transmutation, Ichthyomorphosis, Lignify, and Lay Claim. I've actually had good luck with things an innocuous as Universal Solvent.

king-saproling on

4 years ago

Tuvasa is an intriguing general, particularly with enchantments that have flash or built-in recursion. These might interest you: Hanna, Ship's Navigator , Lunar Force , Vanishing (protects your general from everything without removing her auras), Flickerform , Wilderness Reclamation , Vernal Equinox , Jolrael's Favor , Serpent Skin , Mystic Veil , Mark of Eviction , Seal Away , Flickering Ward , Broken Fall , Molting Skin , Seal of Cleansing

Gattison on UB Sienfled

5 years ago

Great name and description. =D

Perhaps Mizzium Skin instead of Mystic Veil?

MRDOOM3 on

6 years ago

I personally would also throw in a stronger aspect of control, since Bruna tends to be a huge beacon for removal/counterspells. I would suggest Teferi, Mage of Zhalfir for another Grand Abolisher, Silent Arbiter for survivability, Mystic Veil as pseudo-countermagic and as an alternate Alexi's Cloak, Rule of Law and Arcane Laboratory to keep opponents from comboing off like dicks before you take advantage of Bruna, Flickerform and Vanishing to account for sweepers like Damnation or the uncounterable Supreme Verdict.

If only Bruna had haste... Anyway, I would suggest Winding Canyons as two great lands Hall of the Bandit Lord so that she can attack on your next turn or the second she comes in. Command Beacon prevents her cmc from being too restrictive when she's removed too much.

Maybe you can consider Homeward Path to account for cards like Reins of Power?

If you want, you can look at my Bruna list here. Who knows, you might find some cards you like in there!

GhostChieftain on P/EDH Enchantment Battlemage infect Please Help

6 years ago

Aboshan's Desire, Alexi's Cloak, Diplomatic Immunity, Mystic Veil, Neurok Stealthsuit, Robe of Mirrors, and Whispersilk Cloak are all less than ideal options (but still options nontheless) to stop them from removing your creatures. Unfortunately you can't target your own stuff afterwards with any of the enchants. I looked for hexproof for you, but it was only creatures or instants that did that in commons.

My best suggestion for enchant removal is Qasali Pridemage. It would almost never be a dead card for you. It pumps your infect and protects it from O-ring. Worst case scenario, you chump block with it and sac before damage to blow up something of theirs. Arenson's Aura could be cheeky too, but it is slow.

BlueScope on What does giving an oponents …

6 years ago

@Tyrant-Thanatos: The reason they're worded that way is likely to prevent players asking exactly the question you inquired about here - while being fundamentally logical, it's not necessarily apparent that Hexproof is an ability of the permanent, not an effect related to the player who granted it in the first place.

That said, those effects would be powerful, but if you consider how easily they disrupt some Commander deck concepts (such as Aura-heavy Sram, Senior Edificer or Uril, the Mistwalker decks, or any equipment-based deck if you bring Protection from Artifacts in the mix), I'm not unhappy that only a few cards do those things. That's also the reason why casting Vines of Vastwood or Stave Off at an extraordinarily beneficial time is all that much better, and because they tend to be very low-costed, it's a very powerful effect as it is - imagine Mother of Runes would (in addition to it's already powerful effect of protecting up to all of your creatures, including itself) also threaten lethal damage to any opponent on the board, at any time. It's a broken card as it is, and limiting the effect to your own creatures is very sensible in my opinion. :)

Aiding you in your search, I believe Ring of Evos Isle is the only other card capable of giving Hexproof to a creature you don't control, if control over the equipped creature changes. Other than that, there are instant-speed options that grant Shround (which serves the same purpose for your intentions): Alexi's Cloak, Mage's Guile, Mystic Veil, Shell Skulkin, Stonewood Invocation, Svyelunite Priest, Veil of Secrecy, and with a bit of setup and the stars aligning even Spectral Guardian. I believe this further underlines that the difference in ease of understanding these mechanics is why there are much more cards available that grant Shround than ones giving Hexproof.

wjohnson936 on Hate for maelstrom wanderer and …

7 years ago

Maybe stuff like Curse of Exhaustion, Arcane Laboratory, Eidolon of Rhetoric, or Rule of Law. Derevi's ability jumps around the global effects nicely. Erayo, Soratami Ascendant and Jace, Unraveler of Secrets might work as well. Should frustrate the Maelstrom player a little bit when they can't cast the spells off of the double cascade.

Assuming the Niv-Mizzet is built as a combo, give it shroud with stuff like Alexi's Cloak, Aspect of Mongoose, Diplomatic Immunity, Favorable Destiny, Mystic Veil, or Robe of Mirrors. (Hexproof might be better actually.) Alternatively, lock-out it's activated ability or give yourself hexproof with Abeyance,Aegis of the Gods, Arrest, Azorius Guildmage, Bind, Detainment Spell, Encrust, Faith's Fetters, Gelid Shackles, Ice Cage, Interdict, Ivory Mask, Katabatic Winds, Krasis Incubation, Leyline of Sanctity, Linvala, Keeper of Silence, Lost in Thought, Orbs of Warding, Peace Talks, Phyrexian Revoker, Pithing Needle, Serra Bestiary, Squelch, Stifle, Stupefying Touch, Suppression Bonds, Trickbind, Voidstone Gargoyle, or Volrath's Curse. I feel like throwing a Pemmin's Aura on it could lead to some interesting politics.

Obviously some of these cards are better than others, but that's everything I've got.