|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Mythic Rare|
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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.)
Part the Waterveil Discussion
3 weeks ago
eerie343 for sure ill try to share a couple combos in detail for everyone. This will be a huge message so hold on!
The deck functions off the Fblthp and Proteus Staff combo. Fblthp being the only creature in the deck means that when you cast proteus staff on Fblthp he will be put on the bottom of your library and you'll reveal every card from your library until you reveal and then cast Fblthp from your library with Proteus Staff's ability. Before Fblthp is cast you are able to rearrange all the cards revealed this way however you want. So you can rearrange your entire library how you want and then draw two cards, just by targeting Fblthp with Proteus Staff for 3 mana.
Once you have rearranged your library and drawn the cards of your choice this is where it can get fun. Depending on your mana or board presence you may want to do other things but here are some combos I like.
To simply win the game you want to search and grab Jace, Wielder of Mysteries , High Tide if needed, and Tunnel Vision . You also want to make sure when you rearrange your deck to put a card on the bottom that you will remember. When you have the resources needed simply cast Jace and then Tunnel Vision. Target yourself with Tunnel Vision and name the card at the bottom of your library. You will then mill yourself to the last card of your library. Then activate Jace's +1 ability and win the game on the spot!
Another combo is grabbing Goblin Charbelcher and making sure you rearrange your library so that when you activate Goblin Charbelcher you will dig through 40 or so cards before revealing a land card so you then deal 40 damage to an opponent.
Saucier combo includes grabbing Animatou's Augury and High Tide when you have the mana cast High Tide and then Animatou's Augury to then cast for free Flow of Ideas (based off your proteus staff rearranging this needs to have you draw Blustersquall or a card like it, Frantic Search will untap some mana, and Part the Waterveil ) then cast Commence the Endgame for free with Animatou drawing some more cards and creating lets say a 8/8 amass token based on your hand size, hopefully even bigger! Continuing with Animatou's Augury you can then cast Octopus Umbra for free making the amass token a 16/16 because amass is +1/1 counters not base power. Then with your remaining mana you want to cast frantic search giving you extra mana if needed to cast Part the Waterveil . On your bonus next turn you can cast Blustersquall and swing in with your 18/18 amass octopus token to then start putting the pressure on hilariously.
Finally there's a Fblthp commander damage combo! Haven't done it yet but I'm pretty sure it works. You have to get Diviner's Wand out and attached to Fblthp as the combo includes drawing enough cards to make Fblthp able to swing in for lethal commander damage. Once this has happened and you have at least 7 mana, 5 or more cards in hand and you have arranged your library this certain way you can pull off the combo. Start by casting High Tide from your hand then Frantic Search . Draw Brainstorm and Blustersquall or a card like it. Discard two poop/not needed cards in hand. Cast Blustersquall for its overload. Cast Brainstorm , draw Flow of Ideas and put others back. Cast Flow of ideas. Draw 7 cards. 1 being an Island (lay this). 1 being a random artifact of your choice. 1 being Thirst for Knowledge and another being Windfall . Cast Thirst for Knowledge drawing more cards and discarding the random artifact. Cast Windfall drawing more cards. At this point opponent's creatures are tapped and your Fblthp should be at least a 21/21 with the help of Diviner's Wand . Swing in with FBLTHP for the commander lethal damage!!
4 weeks ago
I think Capture of Jingzhou and Temporal Manipulation are quite playable, I just haven't found cuts I love and the list is pretty tight. The problem with running too many of the effects is that they can rot in your hand early-game, but they're all at least decent.
1 month ago
If you're willing to drop the money on it, Scroll Rack and Time Walk or really any extra turn spell that doesn't exile itself, like Part the Waterveil , is a combo with your general that can give you infinite turns to find a way to win, especially if you have your Lab Man out. You can just demonstrate the infinite turn loop until you draw your library and win.
2 months ago
Before we get into this, I just want to say that if I sound like a know-it-all and a dick, it's toatally unintentional and I apologize for it. Also, I have never played Jeskai in EDH, so please take my suggestions with a grain of salt.
It's kind of hard to find a good Jeskai Commander that is based around creatures, so I think you have two options:
Shu Yun, the Silent Tempest , which will have to be more spell based, to trigger his abilities,
Of course, you could have both in your deck, and switch them around as the meta/playgroup changes, but it's best to choose one now. I'll provide options for both.
The ramp and land package wil be roughly the same, so I'll start with that. I use TCC's manabase template, but feel free to change it.
TCC's template for a manabase is this, but feel free to change it to fit your budget etc.
3 OG Duals (Can be replaced by Check, Scry or Man lands)
3 Zend-Onslought Fetch (Can be replaced by Panoramas)
15 total basics and utility (9/6 split)
3 Filter Lands
3 Pain Lands
4 Any Colour Lands
1 Tri Land
3 Other Lands(more utility, duals, Lairs, etc)
Here's a deck that I drafted if you want Shu Yun, Silent Tempest as your commander. I left three slots for the cards already in your deck
That ends my very long post. Feel free the change anything you want about the decks I made, as they are only a first draft.
2 months ago
Yes, of course. The deck isn't technically miracles or turns so I had to really tweak the benefits of both.
I need the consistent draw to hit my fog Spells and Time Warp and Mastery are most efficient.
It's not competitive either but good question thanks!
2 months ago
Not sure what your budget is or how you want to be playing Jeleva, but I would recommend basically all the extra turn cards you don't already have like Temporal Manipulation , Temporal Trespass , Temporal Mastery , Time Warp , Walk the Aeons , and Part the Waterveil . At the very least, one of these could be used to replace The Eldest Reborn .
3 months ago
This deck is awesome!
It seems like with all the creature clearing this deck can do - double strike might be worth more than evasion?
3 months ago
the tron lands are not a good fit here. they stop you from playing most of your colored spells. tron decks work because they max out on Sylvan Scrying , Expedition Map , Chromatic Star , Chromatic Sphere , and Ancient Stirrings to ensure the lands all get into play by turn 3 or 4, then they drop colorless threats.
your Part the Waterveil for example becomes a turn 5 play at best with the tron lands. thats only 1 turn sooner than if you didnt attempt to mana ramp at all. tron has a really hard time generating multiple sources of colored mana in a single turn. trying to ramp into big multicolored spells means you're usually lookin at a turn 5 play.
Part the Waterveil occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%