Autumn's Veil

Autumn's Veil

Instant

Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the target of blue or black spells this turn.

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Autumn's Veil Discussion

AstroAA on Sythis, should've been a Demigod

3 weeks ago

I've also built a Sythis deck, and while you seem to be taking more of a creature-based approach, I took a more stax-based approach. My list is here: [EDH] Sythis Enchantress

All in all, it seems reletively solid for a creature-based deck. However, I do think you need more enchantments. I don't know if you have a budget or not, but things like Greater Auramancy , Growing Rites of Itlimoc  Flip, Luminarch Ascension , Carpet of Flowers , and Concordant Crossroads are all cheap CMC enchantments that put in work in my list. I'd also advise adding in more protection, such as Veil of Summer and Autumn's Veil , as that can help protect you against counterspells and spot removal.

I'd recommend cutting Castle Garenbrig , as this is a multi-colored deck and you only have four creatures with activated abilities costing mana. I'd also advise trying to trim down your CMC, as you probably want to be drawing as many cards as possible per turn. You don't necessarily need things like Starfield of Nyx or Privileged Position , or even things like Mirari's Wake in my opinion.

I will say though, I am a bit of a hypocrite because the main wincon in my deck is fairly expensive. I use Elesh Norn, Grand Cenobite paired with Nature's Revolt to kill everyone's lands or Linvala, Keeper of Silence paired with Nature's Revolt to prevent anyone from using their lands to tap for mana.

caseyclysm on Tymna&Thrasios doing things

3 months ago

Looks pretty solid.

I'd consider cutting Oakhame Adversary , Summoner's Pact , Autumn's Veil and Biomancer's Familiar , and then add Laboratory Maniac and Arbor Elf , or maybe another inexpensive counterspell.

TheVectornaut on Death Touch Green Boi

3 months ago

Aside from the power 9 and the original dual lands, Gaea's Cradle is probably the most high-demand card on the reserve list. Years ago, I almost bought one at $80 for a token deck but backed out because it didn't seem worth it and now it's just absurdly expensive. Even non-reserve list cards are really expensive at the moment. Wizards has done a very poor job of keeping supply in line with demand. I bought my playset of Nykthos, Shrine to Nyx for $11 during Theros, but now it would cost $120.

Bellyaching aside, let's talk about gods. Nylea, God of the Hunt is best used as a mana sink for when you have excess in the late game. The only creatures you currently have that make really good use of her trample ability are Scute Mob and Heroes' Bane , and End-Raze Forerunners might make it redundant if that's a card you want to top out at. If you do include Omnath, Locus of Mana , old Nylea would be a great partner for him. As for Nylea, Keen-Eyed , I'd usually prefer the cheaper Duskwatch Recruiter  Flip unless sending stuff to the yard or keeping it on top is of vital importance. Even though Rhonas the Indomitable looks just like the first Nylea, many small differences compound into making him a much stronger card. He costs 1 less, his activated ability costs 1 less, his combat requirement is easier to meet, and he has that excellent deathtouch/indestructible pairing. The card is honestly pretty bananas and would fit very well in your deck if you can afford it. God-Eternal Rhonas is more niche. He also serves a very similar role to Forerunners as a means of finishing the game. I'd normally choose the 5-cost option over the 7-cost one, but the creatures you can currently develop before dropping Rhonas on 5 have relatively low power. Turning a bunch of 1/2s into 2/2s just isn't that impactful, so I'd add new Rhonas only if he had bigger creatures to buff. Finally, Bow of Nylea is a very nice and surprisingly flexible tool for a deathtouch deck. If you could get ~3 copies, you could drop some of the existing DT creatures like Wasteland Viper and Deadly Recluse , add in more Fynn, the Fangbearer , and shift to a very aggressive line of play. Otherwise, I think a singleton copy would be totally fine.

In my suggestions for ramp options, I was basically just using Cultivate as a stand-in for all the 3 CMC 2 land search spells like it. Nissa's Pilgrimage is objectively better in a forest-only deck, although the odds of you having Spell Mastery in the early game with only 5 instants/sorceries in the deck (3 of which are situational) is essentially zero. I also listed Harrow specifically since I've had the most success with it out of all the Cultivate effects save for Harvest Season in token-heavy decks. Being able to immediately convert the untapped lands into a Rampant Growth or any 2-drop creature makes for incredible tempo, and the instant speed is great for bluffing. Seeing a counterspell after the land sac is brutal though so I do understand the hesitation. If that's your biggest worry, I'd also keep an eye out for Allosaurus Shepherd (high budget), Veil of Summer (mid budget), and Autumn's Veil (low budget) as options for the sideboard.

klaudiohmm on Flavor Text Tribal, aka: Vanilla Beats

3 months ago

Hey! If you aren't necessarily running a Bear subtheme, maybe you should swap some of them for vanilla elves. You can strengthen your Elf synergy with Cylian Elf and Elvish Warrior , for example. Maybe a card like Nullhide Ferox works too. Your opponents may hesitate to activate its ability (if they activate, it loses hexproof but becomes unblockable), but I don't know if it is good or fun enough.

I think that other token generators can work very well with your commander. Avenger of Zendikar is a very strong creature that puts a lot of 0/1 tokens without abilities, so they are buffed by your commander. Deranged Hermit and Deep Forest Hermit can be very powerful in your strategy because they swarm the board, and G likes creatures on the field (you can use card draw like Shamanic Revelation or buffing effects like Beastmaster Ascension with better results). For card draw, maybe you should use Regal Force or something like it (benefit from tokens) or Guardian Project (tokens won't trigger it, but other creatures will).

If you go more for a token strategy, token doublers can help you a lot (that is, if you already have them or Quandrix commander from C21 didn't spike them). I don't know if the "return creatures from graveyard to your hand" is that strong. If it doesn't, maybe a token strategy works better. If you think that it goes against the idea of the deck (using cards forgotten in our boxes for ages), then really it's the case of running a lot of vanilla creatures (although I think that you should use them in the ideal quantity).

Don't know if it's worth, but you aren't running any boardwipes. Maybe Oblivion Stone helps you reset the board if opponents' boards become a problem. Other problem I see is recursion. I think that Eternal Witness is a green staple and maybe you should use it. Maybe swap a land for Bala Ged Recovery  Flip. To deal with graveyards, maybe Scavenging Ooze is a great addition.

I don't know if cards like Blossoming Defense or Autumn's Veil worth the slots. If you go for a token, more go-wide strategy, maybe lose a creature or other does not affect your game thaaat much. Maybe you should swap them for card draw or recursion cards.

That's all I can think for now. Hope it helps :)

Catonis on TnT, Scepter Squirrels

3 months ago

Nerdytimesorwhatever first, thanks for taking the time to comment! So for your first question I'm running Veil of Summer and Heroic Intervention I didn't think Autumn's Veil was necessary.

As for Blasting Station I know I could do the combo without it, and for the longest time I did, the only problem is I then have to wait a whole turn cycle with the combo on the field which opens me up to blow outs and has lost me games, being able to win the second it hits the field seems to work a lot better. I can also use infinite mana from scepter combo to play my commanders an infinite number of times and feed them into the station.

As for Eldritch Evolution I had never thought of using that card as a way to easily get Muse but that is a good idea and something to consider, I personally prefer rocks to dorks they seem to last longer in my meta and I hardly ever get attacks in so I don't often lean on Tymna for draw.

Honestly not really, I could add them and I have considered it but as you can see I don't have wheels or Notion Thief I would have to change the deck around quite a bit to make it worthwhile. As for the agent it is something to think about.

Don't worry about stepping on my toes any advice is appreciated, thats why I'm out here seeking it. Thank you for the kind words though

Nerdytimesorwhatever on TnT, Scepter Squirrels

3 months ago

Heroic Intervention, why are you including this card over Autumn's Veil ?

Blasting Station is a part of a 3 piece combo that would win on its own without it. Is this card really worth including in your opinion? I would cut it for more interaction or as this appears to be a budgetless list, a timetwister.

Eladamri's Call but no Eldritch Evolution? Tymna + EE = Put your seedborn muse to field.

I don't see Notion Thief or Hullbreacher, either. Just don't like the cards or what? You're also on a pretty low dork count for a tymna deck.

I don't wanna step on toes so Ill leave it there. I like the inclusion of Earthcraft + Squirrel Nest :)

TriusMalarky on None

4 months ago

First, can I state the the conversation is about Hybrid, not or . Those should not be used in any argument, because all three are vastly different. For example, something with in its cost is definitely a Green card. It was built to be a green effect on a green card that had a weird casting cost to help some players out when their mana is weird. Additionally, Dismember is 100% a black card.

And can I say that I absolutely hate the "slippery slope" argument, especially in Magic. It's entirely irrelevant. It isn't even capable of holding water.

Now, the Hybrid mana thing is weird. The design of the mechanic allows mono-colored decks to use effects that are supposed to be 2-color. Technically, you can also use them in 2-color decks that don't line up, like Nightveil Specter in a deck, but that puts a lot of strain on your manabase and I don't recommend it.

The problem comes down to, do we actually want some of these cards in certain monocolor decks? Looking through the cards, most of them wouldn't even be played in commander. And honestly, oh no mono blue gets Overbeing of Myth is not all that scary. There's a couple minor pie stretches and breaks that would happen, but for the most part very few of the cards are playable and very few of them actually change much about what the mono color decks already have access to.

The only cards I can see actually being crazy are Guttural Response , which is a third member of green's Autumn's Veil and Veil of Summer package and another anti-counterspell in red's gang of Red Elemental Blast , Pyroblast , Ricochet Trap .... etc. Or maybe Vexing Shusher ? Hmmm, well . . . no. Again, red and green on their own are perfectly capable of saying "screw you blue" without either of those cards.

Or Waves of Aggression in mono white? Oh, wait . . . most mono white lists are stax or janky creature mcSlappies. And them getting one Extra Combat effect is honestly meh. It wouldn't break anything. Honestly, I don't even think it's all that powerful.

Or Dovescape in mono white? Oh, wait, monowhite has better stax pieces. In monoblue? Nah, monoblue is spellcaster. It loses to Dovescape.

The impact of making such a change is so small that, for those campaigning for the change, it is entirely an ideological victory. The impact is quite literally restricted to "now I have to explain why I'm allowed to run this card". Which honestly is no worse than having to explain some of your more complicated turns to newer players. Which I have to do all the time.

I don't have a stance here, because there isn't actually a compelling reason to make the change or to refuse the change. Actually, check that, there is one reason to refuse the change, and that is "actually bothering to make the change". So this change will not happen, because the single point awarded to either side is against it.

Neotrup on Does Veil of Summer count …

4 months ago

Veil of Summer and Autumn's Veil don't target. Spells and abilities only target if they use the word target (which Autumn's Veil does, but it doesn't tell you what to target, rather it says that things can't be the target). That said, you'll typically cast these spells in response to your opponent targeting one of your creatures. You're opponent's spell will still trigger Gargos, Vicious Watcher allowing it to fight a creature, and you can use your Veil to 'fizzle' their spell by making the target illegal.

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