|Commander / EDH||Legal|
Printings View all
|Core Set 2020 (M20)||Uncommon|
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Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Veil of Summer Discussion
2 days ago
Cuickbrownfox1 Thanks for the upvote! I did consider Veil of Summer over Autumn's Veil since it is better in most circumstances. However, when comboing off Veil of Summer has the unfortunate side effect of drawing us a card if we're trying to protect Oblivion Crown from a counterspell. At this point in the combo our library is empty and there's no way to discard Kozilek, Butcher of Truth so we will loose to our own draw trigger.
2 days ago
So the main advantage of green is being able to land a dork on turn one, enabling a three-mana commander to hit the table turn two. You're already running Birds of Paradise , which is easily the best turn-one dork; you should definitely be running Llanowar Elves , Fyndhorn Elves , Arbor Elf and Elvish Mystic . One-mana ramp also includes Utopia Sprawl and Wild Growth , which are especially good in conjunction with Arbor Elf . Finally, note that turn one Green Sun's Zenith for X = 0 fetches Dryad Arbor , if you choose to run the arbor with your GSZ. Joraga Treespeaker and Priest of Titania don't land your general turn two, but are powerful all the same.
If you choose to run more dorks, then go-wide green strategies are very much on the table as win-conditions. If you have Craterhoof Behemoth , landing it with a couple dorks is usually enough to kill an opponent or two outright. Including Natural Order means that you can get the 'hoof daddy out for four mana. Running God-Eternal Rhonas is similar, and is especially good if you fetch him with Finale of Devastation with X = 10 (it'll give all your dudes at lease 20 power). Tooth and Nail and Chord of Calling are other good ways to tutor your fatties out fast. Finaly, Triumph of the Hordes is an excellent 'oops I win' card, as in EDH you still only need ten poison to die.
If you end up running a more 'go-wide' strategy than voltron, you can cut some or all of your equipments. This will allow you to run significant artifact hate. In EDH, almost all non-green decks rely heavily on artifact ramp for their mana, and running something like Collector Ouphe can be lights-out for a lot of opponents. More generally, hatebears and stax-pieces are abundant in EDH; consider Prowling Serpopard , Manglehorn , Root Maze , Hall of Gemstone , Dosan the Falling Leaf , Vorinclex, Voice of Hunger and friends as methods of hating out various decks. If you run dorks, Winter Orb is virtually asymmetric. Similarly, color-dependent cards like Carpet of Flowers or Compost can also be powerhouses. Veil of Summer or the worse Autumn's Veil are all also pretty good for fighting counters.
Land-wise, I think Ancient Tomb is much better than Temple of the False God , and that Growing Rites of Itlimoc Flip is definitely worth including. Nykthos, Shrine to Nyx is also kinda bonkers; pairing it with Deserted Temple is good.
There're some creatures you should consider. Eternal Witness , as a creature-based Regrowth , is awesome if something you need gets countered. Beast Whisperer , Soul of the Harvest , Regal Force and Tireless Tracker are good sources of card-advantage. Fierce Empath is good for tutoring up threats, and will make your deck more consistent. Selvala, Heart of the Wilds is both a semi-reliable source of card-draw and also can close to double Omnath, Locus of Mana 's power. Wirewood Symbiote can recur ETB triggers, like Reclamation Sage or Elvish Visionary , while also generating mana.
Speaking of consistency, Worldly Tutor and Sylvan Tutor are great to finding whatever creature you need. Rishkar's Expertise and Genesis Wave are great sources of card-advantage, and that's pretty much like tutoring if you have enough of it.
Finally, you may have good luck with two-mana land-ramp (like your Rampant Growth ) rather than four-mana land-ramp (like your Peregrination ). Nature's Lore or the Portal version, Three Visits , are both great.
Good luck! That's all I got. I'm not good at playing green, but hopefully you found something worth including above.
3 days ago
1 week ago
i like the idea of this and the way it is built haveing 1 egg and a sac outlet can lead to a win unless you hit guide with no egg in grave or kiki with no extra egg to clone.
Ramp: because you dont wana run non eggs so you can turn throw the deck faster artifacts are the way to go. other then the normal Mana Crypt | Mana Vault you can run the talismans and signets exp. Talisman of Conviction | Rakdos Signet
Stuff look at
not a fan of Proteus Machine because hes not a egg unless you flip him so he could end the chain of eggs when trying to combo
Nesting Dragon has the same problem as proteus machine but for a tribal deck it is really nice value
i feel this could be a good cedh deck but you would have to remove all of the tribal stuff and go for a quick win with any sac outlet + commander + egg i dont think you would even need Thornbite Staff if you build the deck this way
1 week ago
2 weeks ago
Tuesday Night Modern: 2-2
Both of these games played out similar. This deck is susceptible to discard and removal. Veil of Summer could very well be main deckable if your meta consists of blue black decks. Drawing well and still landing my combo thru Jund being Jund was satisfying.
These games were aberrations. I lost to my opponent having 2 peices of spot removal in the early turns to prevent my turn 3 combo and Force of Vigor completely wrecked the combo in the next game. i really don't expect that much interaction from this matchup, and usually expect the combo to prevail in a typical game against them. i'm not saying the matchup is favorable, i'm not really sure, i just expect losses to typically come from graveyard creatures, than the combo being interrupted by a deck that only runs 4 cards of removal in the maindeck.
Mono-Red Pheonix 1-2
Good battle with Elspeth, Sun's Champion overwhelming opponent. Second game, the tempo of opponent burning my dorks, i was not generating enough mana to play and or protect my planeswalkers. Deciding game i mulled to 4, just no chance to have a mana dork stick.
Fun deck to play. i am taking out Karn Liberated and putting in Llanowar Tribe . Taking away a payoff for an enabler runs the risk of having alot of mana but nothing to spend it on, but i noticed my deck was having a bit of trouble getting off the ground.
2 weeks ago
Sweet deck, I used to pilot Karador as well as another one akin to my Teneb, albeit I went more dredge based route and used Hermit Druid as an enabler. I feel this resonance as your story is similar to my background story haha. Kindred Abzan souls yeeeeeeeeet boi.
Some recommendations that you may want to try out as they have been useful to me are:
- Pull from Eternity (Exiled hulk? well back in the grave for you)
- Culling the Weak (Too great of a card and sac outlet to kill hulk)
- Veil of Summer
- Autumn's Veil
- Silence (Protected wins MVP)
- Ranger-Captain of Eos (I am in love with this card, **absolutely maindeck**)
- Force of Vigor (Because RIP and Cursed Totem suck)
Those would be some cards I would suggest to try out.
All in all feel free to chat and discuss deck strats and what not!~ Happy Magicking!
2 weeks ago
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