Dovin's Veto

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Dovin's Veto


This spell can't be countered.

Counter target noncreature spell.

DawnsRayofLight on Dragon's Den

2 weeks ago

I definitely think Ancient Brass Dragon has a spot, it could help you reanimate your dragons (as well as whatever you grab from your opponents), I would maybe add that and maybe Goldspan Dragon

Three Visits and Nature's Lore over Cultivate.

Damn over Toxic Deluge

Augur of Autumn might be better than Realmwalker

Drop Aggravated Assault, Aura of Silence, Stinging Study (you have a good chunk of draw as it is), Imposing Grandeur, Spit Flame (there are better cards)

Mana Drain is nice, but I am usually not a fan of it in a deck with 4 or more colors

With this being 5 color, I am trying to debate the best early game package


5 counterspells (from below)

An Offer You Can't Refuse, Swan Song, Wash Away, Dovin's Veto, Counterflux, Render Silent, Disallow

4-5 board wipes

Damn, Cyclonic Rift, Winds of Abandon, Supreme Verdict, Crux of Fate

7 2 drop ramps (need all)

Arcane Signet, Fellwar Stone, Farseek, Three Visits, Nature's Lore, Bloom Tender, Coiling Oracle,

4 spot removal

Anguished Unmaking, Assassin's Trophy, Despark, Beast Within, Generous Gift, Fracture, Bedevil, Abrupt Decay

SufferFromEDHD on Oloro White Black Blue Creatureless Control

3 weeks ago

haha ok. Well then at the very least Dovin's Veto is an upgrade. Your deck inspired me to build my own creatureless version. Last suggestions:

Karmic Justice 100% protection

Tainted AEther no staxation without representation.

Paradox Haze double Oloro

Alhammarret's Archive double Oloro

enpc on Deckbuilding Necessities?

1 month ago

TypicalTimmy: While I understand the merit of your comment, I don't agree with the statement that cost reduction is better than ramp. Yes, cost reduction is good but there are lots of times where ramp is just better.

The main issues with cost reduction are:

  • It's very targetted. Most of the time it only affects a colour, or a card type (or even just a specific creature type). This means that while it helps some cards in your deck, it also doesn't help a large handful, unlike traditional ramp.

  • Most of the time it doesn't help with hard costs. Reducing the generic cost is nice, but a lot of places where decks get stuck is paying for hard costs, which most cost reducers don't help with at all. This is exacerbated when a deck is 3+ colours.

  • It does nothing for cheap costed spells. If I'm running a lot of one cost spells, or two cmc completely hard costed spells (think something like Dovin's Veto) then a piece of mana ramp will do just as much as a cost reducer, or in some cases much more.

  • A lot of decks are only playiing one or two spells a turn. If this is the case then reducing one spell by one mana is the same as playing one ramp piece. Don'ty get me wrong, there are decks where the storm count is high and in those decks I fully endorse running cost reducers, but there are a lot of battlecruiser style decks where a ramp spell would have done just as much.

  • The better cost reducers are expensive and generally few and far between. You're looking at 3+ mana for the more flexible ones, where you want your ramp spells to be coming down generally between one and two mana. And even at three mana, cards like Cultivate get you two coloured sources of mana, which then feeds back into my earlier point.

  • Cost reducers will become more high value targets than ramp pieces. While you can destroy a mana rock in the same way, an Urza's Incubator will pull a lot more aggression against it than a Chromatic Lantern. And the loss of the incubator will generally much more negatively affect the deck than the lost of a single ramp piece.

  • A lot of players will only run a few cost reducers in place of the correct amount of ramp. "this does more so I don't have to run as much ramp" is a pretty common deck building attitude that I see (especially in sliver decks - seriously, sliver decks are some of the most unimaginative decks out there) as they expect that something like their Urza's Incubator will be all they need for ramp. But this reduces the overall ramp the deck has which in turn ends up making it slower overall. And I understand that this is a shortcoming of the player, not the cost reducer but I'm still listing it here as it's pretty common.

Don't get me wrong, ther are lots of places where cost reducers do some serious legwork, however it's important to actually assess what the deck is trying to achieve and understanding the pros and cons of each rather than just apply a blanket rule of X > Y.

It's also worth mentioning the decks where they do the most legowrk, the cost reducer is treated more as a combo piece rather than a mana rock substitute, for example with Elsha of the Infinite + Sensei's Divining Top + Helm of Awakening.

awatts30 on Varina

2 months ago

Thanks, Guerric! There’s a lot to parse here, so I may take it in parts.

Firstly, the extra lands are temporary. My target is 36, but I had 13 extra spells, so I added 7 basics (35% rate) to be able to goldfish effectively. Sometimes I can learn a bit more about the deck and make changes that way. As I pare down spells, I’ll take out lands too. I thought about Crucible of Worlds, but opted against it because it would change my play style, but without tutors or duplicate effects it’s too high-variance.

The Stifle is mostly there to stop graveyard hate, which tends to be one-off abilities (Bojuka Bog, Scavenger Grounds, Tormod's Crypt, Relic of Progenitus) and which could really mess up my plans. That’s a good point on Dovin's Veto; maybe I’ll swap it for a Negate.

I really like Reconnaissance because it not only allows me to attack into unfavorable board states but also gives pseudo-vigilance, allowing me to commit all my zombies without worrying about the crack back. Anything to maximize those Varina triggers! Flawless Maneuver might need to come out, though.

I’ve used Plumb the Forbidden to great effect in my Mazirek deck. Since it’s instant speed, it’s really good at turning creatures that would die to unfavorable combat or a board wipe into card advantage, and since it’s 2 CMC I can always just put the mana into Varina if I don’t wind up needing it. I had Kindred Discovery in there originally, but in a deck that’s both ETBing and swinging this much it seemed like overkill (plus it’s crazy expensive). A lot of my perspective on card draw may need to change, too. Like I said, I’m not used to using my graveyard, and while Varina let’s me look at a lot, I’m still uncomfortable throwing cards away. After all, they’re all in there because I want to cast them! I need to get better at choosing what to pitch (which is kind of the whole point of making this deck), but corollary to that is figuring out how much draw-to-hand I need and how much I can lean on my ‘yard.

A lot of the deck techs I’ve looked at leaned into Varina’s activated ability. I didn’t much like that because (1) it makes her into a glorified token factory, (2) I want to push myself to use the cards in my graveyard, and (3) why would I want to spend 2 mana and two cards for a vanilla zombie when I can spend 2 mana and one card for a Corpse Knight, a Wayward Servant, or 3 mana for a Diregraf Captain. In the little bit of goldfishing I’ve done, though, she’s dumping cards so fast that exiling two of them isn’t even a problem. I had originally taken Tormod, the Desecrator out, but wound up putting him back in because of the number of cards I was exiling. I’d like to bring it back toward a reanimator strategy, and I think Syr Konrad, the Grim would be a good payoff for that.

You have a ton of good suggestions, including Crashing Drawbridge, Dusk / Dawn, Necromancy et al. (I knew there were others, I just couldn’t remember them!), Living Death/Rise of the Dark Realms, Haunting Voyage/Patriarch's Bidding, and the talismans, but I still need to cut 13 spells to even get down to 100 cards, and then more to make room for any of them. This is my problem!

Guerric on Varina

2 months ago

As for suggestions, with Syr Konrad, the Grim you absolutely want to play Living Death. It's super powerful and so fun. You can wipe the board, bring all of your best stuff back, and do tons of damage. I'd also play Dusk / Dawn, which is a board wipe and recursion card stapled together. Rise of the Dark Realms is also a way to get everything back. It's tons of fun. You also need a lot more ramp, and they need to be all at 2cmc so you can play Varina early. You'll also want Crashing Drawbridge to give everything haste and get your engine going. You have the signets but need Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress, and Coldsteel Heart. You want ten pieces of ramp that are 2cmc or less to hopefully get Varina out early and get you going. Necromancy, Dance of the Dead, and Diabolic Servitude are also great recursion pieces. I particularly love the latter because while it is 4cmc, it is the gift that keeps on giving. I'd also replace Dovin's Veto with Arcane Denial, which is easier to cast and more flexible, and add Oblation is for added flexibility with removal. I's also add most of the zombies from your maybe board as they are all great, and would skip over most of the non-zombies except Syr Konrad as they aren't good enough. If you are going to add any non-zombies I'd think about Blood Artist and Falkenrath Noble which will make blocking and killing your zombies less desirable for your opponents. I'd also skip most of the non-Zombie, non-Tribal cards in your maybe board. Fact or Fiction is good in many other decks, but its redundant to the point of being pointless here. We want to avoid the good stuff cards! Same goes with Training Grounds, Reflections of Littjara, and Idol of Oblivion. Kindred Discovery is so good here, but make sure to replace a sub-optimal card draw piece in your current list with it. Feast of Sanity looks wicked fun, so I'd definitely play that! Return from Extinction is super meh. You want to return things to the battlefield and not your hand!

mrweaselman on Nahiri Jeskai control

2 months ago

The deck overall looks pretty solid, biggest thing IMO would just be cleaning up the list a little for consistency.

You have some good draw options already with 4 Expressive Iteration, I don't think you need the Narset, Parter of Veils. I would go one more Teferi, Hero of Dominaria, and one less Nahiri, the Harbinger.

Haven't been following the meta too closely since Lurrus ban, but pre-ban, Prismatic Ending was generally played over Path to Exile. The deck feels a bit light on counters, but one more Counterspell would fix that. Personally, I like Fire / Ice more than Lightning Bolt, but that may be preference. Detention Sphere feels out of place in the main as a one of, another Supreme Verdict would improve consistency.

For the sideboard, I'm not entirely sure what Counterflux is doing. Flusterstorm is better against Storm and Dovin's Veto is better against a control mirror or tempo. You already have enough exile effects that Anger of the Gods feels unnecessary, same with the other Path to Exile. Another Rest in Peace and tron hate like Alpine Moon would work better.

Symph0nyS0ldier on Esper Control

3 months ago

Maybe +2 Dovin's Veto +1 Counterspell +1 Shark Typhoon +1 Archmage's Charm +1 ??? +1 land

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