Part the Waterveil


Format Legality
Tiny Leaders Legal
Limited Legal
Frontier Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Casual Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Mythic Rare

Combos Browse all

Part the Waterveil


Take an extra turn after this one. Exile Part the Waterveil.

Awaken 6— (If you cast this spell for , also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Price & Acquistion Set Price Alerts



Part the Waterveil Discussion

pviollier on Edric's rogue faeries

3 days ago


These are the cards above 10 dollars and what to include instead:

  1. Exploration can be changed for Burgeoning, but Exploration is more explosive since it lets you also cast a one mana creature on turn one and attack with it on turn two, drawing a card.
  2. Temporal Manipulation can be changed for Part the Waterveil
  3. Time Warp is very importart, I would recommend you buying it (I'm saving for Capture of Jingzhou since 5 mana take a turn are crucial for going off), but if you are short on money Temporal Trespass may do the trick
  4. Gaea's Cradle can be replaced with Boreal Druid. Don't use Growing Rites of Itlimoc  Flip, since it is too slow. Remember to take out Crop Rotation
  5. Flusterstorm can be replaced with some other cheap counterspell, maybe Mana Leak, Disdainful Stroke or Swan Song (beware: the bird token blocking your flying creatures is very annoying)
  6. Force of Will can be replaced with Foil, specially since you will have more basics by taking out fetches. Abjure is another good option.
  7. Chrome Mox, Mana Crypt and Mana Crypt: fast mana is really important for this deck, maybe Elvish Spirit Guide can replace one, also try Druids' Repository and Nature's Will (specially if there is stax in your meta.

Regarding the mana base, just take of all the fetches, shocks and Cavern of Souls (its not that important) and replace them with duals lands that come into place untapped, like Reflecting Pool and Exotic Orchard (this is very important). If you don't find lands that come into play untapped, just play basics, a high basic land count its actually a good thing since Elvish Pioneer on turn one is one of your more explosive hands (it lets you cast Edric on turn two and attack with a creature).

This is a very "all in" version of the deck. Maybe a budget friendly version could try to be more resilient and run cards like Coastal Piracy, Bident of Thassa and more ways of protecting your creatures from wrath effects, Wrap in Vigor, Chasm Skulker, Hangarback Walker, Whisperwood Elemental, Foundry of the Consuls, Faerie Conclave are just some that come to mind.

This deck started as a budget one, and it did very well then :) it does improve with expensive cards, but not as much as you would think.

Best of luck! Upload yours when you build it and let me know of the results.

sylvannos on Mill help, and suggestions needed.

2 weeks ago

One of the important things to remember when playing mill is that your opponent basically starts the game with 53 life instead of 20, since that's how many cards will be in their library to start with.

As such, you want your mill cards to be as cost-effective as possible. Otherwise, you're just playing a really bad version of Burn. One Lightning Bolt is equal to 15% of a person's starting life total (3 out of 20). That's 15% for one mana. Your mill cards should be in the same ballpark.

Curse of the Bloody Tome, on the other hand, is rather inefficient. You're spending three mana to chip away less than 4% of your opponent's "life total" each turn. Curse of the Pierced Heart already does 5% of your opponent's life each turn, for less mana! Nevermind something like Lava Spike doing 4 turns of damage that a Curse of the Bloody Tome would do. Glimpse the Unthinkable is the most cost-effective mill card, so you'll definitely want to splash black.

Archive Trap and Hedron Crab, etc. are great win conditions. But keep in mind--they're win conditions. You still have to pay attention to board state and keep your opponent under control with countermagic and disruption. Otherwise, they'll just race you before you can mill them out.

Since you're in Mono-Blue for the time being, I would build around Sphinx's Tutelage and Elixir of Immortality. Essentially, you're looking to play Sphinx's Tutelage as soon as you can protect it, then spend the rest of the game playing draw-go while keeping your hand full via Visions of Beyond, Opt/Serum Visions (or both), and Thought Scour.

There's 2 examples you should look into that can be built for less than $100:

I'd also look into various Mono-Blue Turns deck lists because they have similar issues and themes Mill runs into:

Because you aren't playing the more cost effective mill cards that let you play like a Burn deck, you basically have to stall your opponent out until they die to Sphinx's Tutelage/Jace's Erasure. Exhaustion, Gigadrowse, Mana Leak, Remand, Vapor Snag, Boomerang, and so on are going to be your key pieces. You'll probably want Tormod's Crypt/Ravenous Trap/Relic of Progenitus in your sideboard to deal with Emrakul, the Aeons Torn (and the other Eldrazi titans), along with Dredge and Goryo's Vengeance.

pviollier on Edric's rogue faeries

2 weeks ago

Changed Muddle the Mixture and Winter Orb for Part the Waterveil and Mental Misstep, I think the deck needs more extra turns and free protection for Edric on the early turns.

TheVectornaut on 4 copies using Riku + ...

3 weeks ago

There isn't a limit to copying spells, provided you have enough ways to do so. Here, if you cast a red instant or sorcery spell using mana generated from Pyromancer's Goggles and Primal Wellspring  Flip, then cast Twincast and activate the copy abilities on Riku of Two Reflections and the creature enchanted with Dual Casting, the result will be 5 copies of the spell plus the original.

Part the Waterveil could be copied only 4 times using the cards in this example (because Pyromancer's Goggles cares that the spell is red), but that does mean 5 extra turns in total. You take those turns one after another until none remain:

"500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. [...] The most recently created turn will be taken first."

mathijsderouck on 4 copies using Riku + ...

3 weeks ago

please use formatting: do not type Part the Waterveil, type Part the Waterveil, using double [, ] and optional the setcode ( ).

Not everybody knows all magic cards by hard, and you don't want them to go searching for your cards

Austin_Smith_of_Cards on Surf & Turf [Noyan Dar Land Tempo]

4 weeks ago

Scatter to the Winds seems like a decent card. Even if your commander gets hated out you still have a way to animate lands on a control spell. Of course, it's also a six mana 6/6 with counterspell on it.

I know you want to keep the deck as spellslingy as possible, but I still recommend Talrand, Sky Summoner to get some flying dudes on the board. He functions extremely well with the spellslinger strategy while also fueling an evasive board presence.

Hour of Revelation is strictly better than Planar Cleansing. No excuses here. Probably would run both for extra control.

From personal experience, Render Silent is a must in Azorius control. I use it to shut down the storm player in my group, and usually results in a concede after they flashbacked their Past in Flames.

Swords to Plowshares as stronk hard removal. Interrupts combos, solid stuff.

Baral, Chief of Compliance is a card draw engine. His cost reduction is also super helpful for spellslinging.

Treasure Cruise is so good. There's a reason it's banned in Modern and Legacy and restricted in Vintage.

Halimar Tidecaller also grants flying alongside your Falconer to each of your lands. Flying is underestimated sometimes, which can lead to wins out of nowhere and breaking out of a bad board state.

Part the Waterveil looks kind of cool.

Xykame on Budget memnarch

1 month ago

While you have a solid base, I would recommend some changes. Some of the clone/steal affects like Clever Impersonator and Phantasmal Image, Beguiler of Wills, Annex, Roil Elemental, ect, are just expensive and don't exactly contribute towards your core strategy. I would replace those with Foundry Inspector, Palladium Myr, Padeem, Consul of Innovation, Unwinding Clock, Shimmer Myr, Whir of Invention, Paradox Engine, Treasure Mage, and Trophy Mage. Cards that let you take advantage of idle artifacts like Clock of Omens are fantastic, meanwhile I think Disallow and Spell Crumple are way too expensive for a counterspell. Mind Control, Persuasion, and Control Magic are just straight up bad cards, and Part the Waterveil doesn't exactly belong here either. Copy Artifact is great, but I think for the price Mirage Mirror is better. Lands are also important in an artifact deck, and so I would recommend, Expedition Map, Buried Ruin, Urza's Tower, Urza's Mine, and Urza's Power Plant. Finally, your commander is expensive, so Swiftfoot Boots and Lightning Greaves are a must, plus they are artifacts.

Frank_Glascock on Maelstrom Wanderer - No-scope

1 month ago

Was Part the Waterveil excluded because of the exile clause? This would preclude using it and Deadeye Navigator/Eternal Witness to go infinite with turns.

Was there any consideration to replacing Hellkite Tyrant with Scourge of the Throne?

Why is Zealous Conscripts in the deck?

I am wary of playing Time Spiral in a semi competitive to competitive environment in all but storm decks. Turn one or two effects like Timetwister and Wheel of Fortune can be great. The six mana cost precludes this for us in a vast majority of games. Our converted mana cost is high enough that it is more probable that our opponents have unloaded their hands than we have. Rhystic Study is a card you are not playing that would allow you to replace draw with draw. It gives an early turn play that either draws us cards, forces our opponents to use enchantment removal on a card not named foodchain or is a quasi stax effect.

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