Dovin's Veto

Dovin's Veto

Instant

This spell can't be countered.

Counter target noncreature spell.

Browse Alters

Trade

Have (2) TheAnnihilator , metalmagic
Want (1) Fireslice2

Printings View all

Set Rarity
War of the Spark (WAR) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

Format Legality
Arena Legal
Unformat Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Legacy Legal
Tiny Leaders Legal
Historic Legal
Modern Legal
Custom Legal
Canadian Highlander Legal
Duel Commander Legal
Oathbreaker Legal
2019-10-04 Legal
Highlander Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Pioneer Legal
Commander / EDH Legal

Dovin's Veto occurrence in decks from the last year

Latest Decks as Commander

Dovin's Veto Discussion

TheVectornaut on Blue/White Life and Defenders

21 hours ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

Miraculeux on My little angel horror

1 month ago

So, here are my thoughts about the deck:

Manawise, your landbase should rather consist of lands that come into play untapped. It's important to have your mana available asap. I would suggest replacing karoo lands like Orzhov Basilica and also Opulent Palace with battlelands like Sea of Clouds and painlands Adarkar Wastes. The storage lands are also not ideal (e.g. Dreadship Reef), because they do not provide colored mana at start. And of course the more fetchlands you can add the better, missing Scalding Tarn, Arid Mesa, Verdant Catacombs, Windswept Heath, Wooded Foothills, Flooded Strand, Bloodstained Mire.

I would suggest you to cut even the three remaining creatures and add additional card advantage and lock pieces. Im missing Sylvan Library, Rhystic Study and Mystic Remora... all important ways to get extra cards.

Since your main wincon is the Consultation combos, I suggest you definitely run Thassa's Oracle as a main, cheap combo piece.

Lightning Greaves, boots and Helm are not necessary, since protecting Atraxa should not be such a priority to warrant extra cards for it. Also Mana Tithe, Mana Leak and Opt are not that relevant in a multiplayer format. I would advise to replace them with general, cheap countermagic, for better utility. Dovin's Veto, Delay, Swan Song, Tale's End can serve both to protect your cards and your combo, but also disrupt your opponents from winning.

From cheap, but relevant planeswalkers (besides Oko ofc), I would add Vraska, Golgari Queen and Kaya, Ghost Assassin. They generate a lot of card advantage over time.

Also with the amount of manarocks, you could play Winter Orb to stall and buy bit more time for your 'walkers.

Shadoobie on The God Pharaoh's Gifts

1 month ago

fatalzintomyum Oh wow. I totally forgot about Iona, Shield of Emeria. That's a great suggestion because we effective way to lock out our opponent on turn 4. It wouldn't deal with the board at the moment, but preventing almost any further action could often win the game on the spot. If I were aiming to make the deck as competitive as possible, I'd probably cut Elesh Norn, Grand Cenobite, Zetalpa, Primal Dawn, and 1 Angel of Invention. For a 3 and 3 split. Honestly, 4 Iona isn't out of the question. However, since I am trying to play this among fellow budget friends. I'd rather not hard lock them out of the game if possible. Unless, they anger me of course. Then I'll need a playset. >:D

I agree Modern is likely outside the power level for God-Pharaoh's Gift or at least in this shell. Unfortunately, I typically play Modern with my group so I wanted to essentially upgrade a Pioneer deck. I'm making that attempt, but that might be the final conclusion.

Balaam__ Ya... I agree the main weakness of this deck is just how easy it is to side board in both artifact and graveyard hate against it. To be perfectly honest, I don't think there's a perfect solution. For Leyline of the Void the best answer I currently have access to is Deputy of Detention or Brazen Borrower, but like you said that's only a temporary solution. I agree counterspells are the best potential solution for artifact hate. Essentially, becoming a jank UW Control with a GPG. I could see playing Dovin's Veto, Aether Gust, and Spell Pierce. Or maybe even some lesser used ones like Hindering Light/Keep Safe or Hypnotic Sprite. If I had the budget Force of Negation. What would you suggest?

multimedia on Dragons Galore

1 month ago

Hey, nice budget version of Ur-Dragon. Good job upgrading the precon by adding the Ventmaw + Assault combo.

Even if you have a higher budget to make upgrades with here's some budget cards (each $2 or less) to consider adding to replace some cards you have here:

Understand that for most cards on this site the prices are displayed wrong and you need to do some browsing around TCGPlayer/Card Kingdom to get the best actual prices of cards. Having a creature tutor can be helpful to get Scion of the Ur-Dragon or any other Dragon. Drakuseth is a Dragon upgrade especially with the Ventmaw + Assault combo as a win condition with infinite attacks.

Hoard is a ramp upgrade since if not using it for ramp it can be a repeatable draw source. Wizards put zero instant speed removal in the precon and that's not good in Commander. You want to be able to remove a problematic card from an opponent or counter a spell that's going to wreck you.

The 5 Battle Lands could replace the 5 Vivid lands. There's lots of Tri lands here and these lands will always ETB tapped, but on a budget they're worth it for the color fixing. Vivid lands are not worth ETB tapped because you don't have a way to put more counters on them and when they run out of counters they're terrible. Battle lands have interaction with lots of basic lands and Farseek can search for one of them.

Good luck with your deck.

Peoni on Death Is Inevitable

1 month ago

I would just recommend cutting 4 or so lands and replacing them with mana rocks. Sol Ring, Fellwar Stone, more talismans and signets are all good options. You might also benefit from cutting some other things that you aren't as attached to and including some control magic like Counterspell, Swan Song, and Dovin's Veto just to make sure your big stuff actually resolves and to police the board a bit.

Hope this helped. :^)

Peoni on Kykar's Tokens & Cantrips

1 month ago

So I'm not a Kykar pilot, but from what I've seen of them they're a big fan of infinite combos. A few that I know of involve achieving infinite cast triggers to feed Kykar's token generation, coupled with damaging etb effects like Impact Tremors and Purphoros, God of the Forge. Sac damage outlets such as Goblin Bombardment and Barrage of Expendables also do the trick. Dramatic Reversal + Isochron Scepter is a big go to not only for infinite cast triggers, but infinite mana as well when combined with nonland mana producers. Another option would be to combine your Jeskai Ascendancy with a Retraction Helix and any 0-1 mana artifact. Use Helix to return your own artifact to your hand and then cast it. You'll then untap your creatures, make a spirit, sac the spirit for mana, and use Helix again to repeat the cycle. If you can do this with a 0 mana artifact it's also limitless creatures and mana. Good artifacts to use with this would be Everflowing Chalice, Spellbook, Sensei's Divining Top (not budget, I know, but it's a good pick for Kykar if you ever want to add more to it), and Sol Ring. There's also Arcane Adaptation and Bishop of Wings.

For general EDH deck building I think can be of some more use lol. Starting with your lands, I would recommend subbing out a lot of your lands that come in tapped. There are a lot of nice (fairly) budget options for multicolored lands like pain, filter, and check lands. If you can't find multicolored lands within your price range I would suggest just going with basics. Personally, I think that the speed benefit of a basic coming in untapped trumps the versatility that tapped lands will eventually provide.

As for rocks I'd recommend running the aforementioned Sol Ring and Everflowing Chalice. Sol Ring is just one of those cards that slots into just about every commander deck. As a general rule I try to avoid mana rocks at 3 cmc or above, just because that's around the point where they stop generating enough value to be worth running or even casting. You want your ramp to be hard and fast so that you can transition into making plays sooner. You don't want to be ramping on turn 5 when you could be pulling off big combos. In this regard you've already done really well in your selection, but I would suggest cutting Commander's Sphere and Chromatic Lantern. Lantern has its place in certain more color intensive decks, but I don't necessarily think you'll be needing it in a 3 color deck. Other good 2 cost options are Fellwar Stone, Mind Stone, and Prismatic Lens. Wayfarer's Bauble in your maybeboard is a good choice for this deck too.

You could probably use more efficient counters for controlling the board, like Counterspell. Some good commander counters include Swan Song, Flusterstorm, Delay, Negate, Dovin's Veto. Muddle the Mixture is a fantastic pick for flexible control and fetching your combo pieces. It hits both pieces of the Isochron combo, Bishop of Wings, and it can hit other valuable targets like Cyclonic Rift (another big commander card. Almost an auto include in blue decks). You'll also probably want to run more removal like Path to Exile, Swords to Plowshares, and Chaos Warp.

Finally, just as misc recommendations, I'd suggest swapping out Fumigate for Wrath of God. I'd also suggest adding in some mana sinks to win the game off of once you go infinite, like Comet Storm and Kumano, Master Yamabushi.

Overall this is really solid for a first time draft! I like your deck a lot and if you do decide to expand into commander I really hope you enjoy it. Hope this helped. :^)

aholder7 on Prismatic Dragon

1 month ago

@VampDemigod i'm curious about your reasoning for putting repeatable mill 3 for 2 colored at 7-8/10. especially on a card that required 5 colors to cast. mill itself is usually a pretty low powered ability especially in any format that cares about using it's graveyard. even at mill 3 i'd still probably consider it the worst ability on the card.

for the same reason that this card doesnt need to mill 10 like Glimpse the Unthinkable because it's repeatable. i'd say the fact that this card has a repeatable counter spell makes it better than usual 2 mana counter spells. currently i'd compare it to Dovin's Veto as an activated ability isn't countered by most counter magic. dovin is better in that it can hit cards like Opt or Ghostly Prison but this ability also stops cards like Izzet Staticaster. this ability if any of them is the highest on the scale in my opinion at a solid 8.5/10

as a side note, deino is correct the ages of dragons in dnd are wyrmling, young, adult, and ancient. at least in 5e. however OP mentioned prismatic dragons being a thing in dnd which isnt true of 5e. i'm not sure which edition they are included in, so i'm not sure if the sizes are called out the same way in that edition.

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