Part the Waterveil

Legality

Format Legality
Pre-release Legal
Limited Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Mythic Rare

Combos Browse all

Part the Waterveil

Sorcery

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.)

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Part the Waterveil Discussion

MRDOOM3 on Upgraded Seize Control

5 days ago

Have you considered the Radiate + Part the Waterveil not-quite-infinite-but-still-really-janky combo? (Play Waterveil for its Awaken cost, cast Radiate targeting Waterveil, you get an extra turn for every land you control).

MRDOOM3 on Mizzix madness

2 weeks ago

One really janky combo I found is Part the Waterveil + Radiate. Pay the Awaken cost on Part the Waterveil, then cast Radiate targeting Waterveil. You get an extra turn for every land you control, and your lands become land creatures as well.

MRDOOM3 on IZZET

2 weeks ago

I honestly was expecting to see Curiosity in a Niv-Mizzet, the Firemind deck, nice to see one with a different approach.

I am assuming you are going for a Storm approach. In that case, I would suggest Epic Experiment and Mizzix of the Izmagnus.

One really, really janky combo you can run is Part the Waterveil + Radiate. It costs a lot of mana, sure, but if you pay the Awaken cost, and cast Radiate, you get an extra turn for every land you control.

XathridYs on Mono U Turns

3 weeks ago

@SirSh4ggy

I disagree - and the majority of Taking Turns players as well. At most, 3 copies of Part the Waterveil are played because it's a bad Time walk for 6 mana if you don't pay it's awaken cost. I prefer the 1-of Walk the Aeons because it make me less susceptible to stuff like Surgical Extraction.

The thing is, as soon as you start going off, you will hit your win condition. It's true, it is not a fast deck by any means. Acutally, most of my opponents complain about the fact that only I play magic as soon as we start taking extra turns. Depending on the meta it could make sense to play 1-2 Inkmoth Nexus to accelerate the clock (put 6 +1/+1 counters on it). I opted for Radiant Fountain because of the Burn decks in my meta.

Also, post-sideboard, you can bring Thing in the Ice  Flip. It's good against creature match-ups and it's a fast(er) clock against other combo decks. Some Taking Turns player even put 1 Thing in the Ice  Flip in the main deck...

In my opinion, those cards are all better than too many copies of Part the Waterveil if you think you need a faster clock.

enpc on Looking for Help with my ...

3 weeks ago

Extra turn spells are best if you can use them to end the game. Otherwise they can be quite clunky. You' be better off adding Mystical Tutor before you added Part the Waterveil. However if you were looking for something to cut, Rite of Replication would be my pick. Most of oyur creatures are legendary and relying on your opponent's creatures to act as your win conditon feels too hit and miss.

Bigant1 on Looking for Help with my ...

3 weeks ago

Was wondering if I should include Part the Waterveil in my Fun with Spells EDH deck and if so, what should I remove for it.

AllhydeNoJekyll on Jhoira, Master of Suspense

3 weeks ago

I'm not entirely sure what theme you are going for, but I think some of your categoriesneed to be more focused towards a set of win-cons, and about half of each be able to functionwithout Jhoira explicitly.

  • I'm fairly certain Matt had said that the Chance Encounter with Frenetic Efreet doesn't work, but I'm not sure about that. Even if that's not the case, why this particular combo? I feel as if there are stronger ones to go in Jhoira

  • Usually people use Firemind's Foresight to search up specific win conditions, or powerful X cost cards. I'm not seeing a whole lot for you to search for in this matter.

  • On that note, I think you should be really careful about your optimism with suspending things with your commander. Average Case Scenario you will play her with five mana up, suspend one thing in response to someone immediately trying to kill her, or she won't hit at all due to counterspells. A lot of your spells take for granted the fact that she will always be on the field like an enchantment you start with (see your draw category). Our meta usually consists of heavy boardWipes and consistent counterspells you can thank your boyfriend and Luke for that.

|Cards that must be cut|These are cards that are bad enough they shouldn't be in the deck at all or they have an equivalent card that is also on theme. - For example, there are a wide array of counterspells that are infinitely better/cheaper than Cancel, but Delay is one mana less and lets you control the board in your favor while being incredibly on theme (Delay a Board Wipe and remove the suspend counters, or add more as you need, etc other uses). In any case there are a wide variety of cards that should replace Cancel. Eg., 'strictly better Dissolve, Dissipate, Disallow, Izzet Charm etc.

- Thirst- Izzet Cluestone- Reduce to Dreams- Divination- Nevinyrral's Disk    - I've sort of brought my grade for this card down a little bit in recent times, the fact      that it can't save you on a draw really hurts the card and the purpose of boardWipes.       Still a great card, but not as powerful in decks that aren't focused on recurring       artifacts.
  • You have Mana Geyser listed under Ramp, when really this effect is called a 'Ritual', named for the card Dark Ritual. Besides semantics, it's a great card, but shouldn't be considered when determining how much Ramp you have in the deck. Without it, 8-9 should be more than enough anyways. As a side note, consider Reiterate, it can go infinite with Mana Geyser.

  • You have several components to Mill Combos, which is a set of great of powerful effects, but to devote to the strategy itself of mill would require a subset of 15-30 cards in that nature. Unless that is your desire, it would be best to remove non-combo pieces such as Fraying Sanity.

  • Sphinx of the Final Word is not a counterspell, but is under the category of 'counters'.

|Cards I do not understand the purpose of, but are neat|- Sphinx of the Final Word- Clone Legion- Control Magic- Eternal Dominion- Telepathy

SirSh4ggy on Mono U Turns

4 weeks ago

In that case you should definitely have 4X Part the Waterveil instead of two, because you have a total of 3 cards which can (slowly) win you the game. That's going to mess you up if your lock is ever uneasy or you're not able to fully establish one.

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