Magosi, the Waterveil

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

Magosi, the Waterveil


Magosi, the Waterveil enters the battlefield tapped.

Tap: Add {{U}} to your mana pool.

{{U}}, Tap: Put an eon counter on Magosi, the Waterveil. Skip your next turn.

Tap, Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.

montanaflash23 on BerryCounters

11 months ago

That's awesome to hear! And I had no idea how entertaining playing a deck focused around counters could be. If there's only one card I can reccomend for this style of deck, it has to be Aven Courier. Him being able to basically copy your counters onto any other permanent is amazing.

While there are probably more efficient ways of doing it, but Aven + Goldberry + Magosi, the Waterveil can easily become infinite turns. If you time things right, you should be able to get two extra turns in a single turn and completely negate the "skip your next turn" by having any untap effect, such as Ioreth of the Healing House or Mind Over Matter out so you can untap the land after putting a counter on it.

Gidgetimer on Colossal Chronology

11 months ago

Skipping the turn created with Last Chance will skip the turn on which you will lose the game on the end step because Last Chance specifies that it is "that turn's end step" on which you lose the game. So assuming that the next turn is the one from Last Chance tapping Magosi, the Waterveil to put an Eon Counter on it will keep you from losing the game. ("Fizzle" has a specific game meaning is why I didn't answer with a simple "yes" to that part.)

Pact of Negation says "your next upkeep", so skipping turns won't do anything to make you not have to pay mana. The trigger simply waits until the beginning of the next upkeep you have and then is put on the stack.

For this same reason that you should wait until the end step triggers go on the stack for your tokens before activating Sundial of the Infinite. If you end your turn before the beginning of the end step the exile trigger will go on the stack on your opponent's end step and you won't be able to end the turn.

Obeka, Brute Chronologist may not work how you want. It allows the player whose turn it is to end the turn. You can not use it to end your opponent's turn without their consent.

GrimVeracity on Neera Wild Mage Copy Deck

1 year ago

lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!

Low CMC Interaction

Chaos Warp, Pyroblast, Pongify, Rapid Hybridization, Reality Shift, Swan Song, Peek, Gitaxian Probe, Snap, Prismari Command

Cycling Lands

Remote Isle, Smoldering Crater, Lonely Sandbar, Forgotten Cave, Desert of the Mindful, Desert of the Fervent

Utility Lands

Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements  Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine

sulcatatortoise on Extra Turns... But not for me!

2 years ago

x12721 and ClockworkSwordfish, thank you veery much for the suggestions!


I have heavily considered this option, but ultimately decide against using it. The reason for this is that there is nothing preventing your opponent from also activating the Lethal Vapors ability in response to your own activations. Of course, you could activate the ability again and again, but as long as your opponent does the same thing, you will be forced to take another action. I wondered if both players activating Lethal Vapors could result in a draw, but the answer is no. A draw only occurs if you are stuck in an infinite sequence of mandatory events, such as triggered abilities multiplicatively triggering each other. If the seemingly endless sequence of you and your opponent activating lethal vapors after one another continues, then it is not a draw, and you must take an alternative action, rendering it useless.

Because of this, I decided not to include the vapors. And because of this, I cut Teferi's Protection as well. Chronatog and Magosi, the Waterveil can only be activated a limited amount of times per turn. Once you cast protection, your permanents phase out, so you can't infinitely activate their abilities, and it will only be a matter of time before you must take another turn.


These are definitely things I will test! I think Soul Echo and Diplomatic Immunity will find homes in the deck :) I think I'll be avoiding Delaying Shield, though, since having a full immunity without skipping turns kind of defeats the purpose of the deck. Otherwise, I'd just run the Solemnity and Phyrexian Unlife combo and actually play a more optimal deck. I really appreciate the suggestions though. I hadn't ever heard of these cards before your comment.

zigkid3 on 2 Q's: Magosi, the Waterveil …

3 years ago

Two questions:

  1. I was thinking of putting Magosi, the Waterveil in my Orvar, the All-Form deck. Say I make a few copies of Magosi, the Waterveil and during one turn I activate all of them to add counters on each one. Will I only skip my one next turn? Or would I skip a consecutive amount of turns equal to how many I activated?

  2. I have a Tergrid, God of Fright  Flip deck as well. If my opponents and I each have stuff on the board and I cast All Is Dust what happens? Either, my stuff dies including my commander but I get to take all of their stuff. Or just everything is sacrificed and I don't take anything because my commander is dead.

IKILLEVERYONE on Why is this Card Played …

3 years ago

I definitely use that. Along with Magosi, the Waterveil. Use cards like Fog Silence Cease-Fire. I think thats a reason why. Alot of people dont feel comfortable giving up a turn and letting the other player gather power. But not me!!! Silence!!!!

Tropical_December on Legacy Lands, but commander?

3 years ago

A deck focused mainly on the abilities of it's lands doesn't really have a place in edh for the sole reason that there aren't many lands that will do much against three or more opponents that are doing crazy stuff. In legacy Lands doesn't perform well in a meta with a ton of combo decks, and in edh most decks are combo or can perform one. The best lands that work because of their abilities are Valakut, the Molten Pinnacle and Field of the Dead, then there are the big mana lands like Gaea's Cradle, but I don't think you're looking for big mana, then you have decks that revolve around certain lands, but are more about the synergy between a certain land and the rest of the deck, look to cards like Magosi, the Waterveil and Academy Ruins. Your best bet for a lands focused deck, aside from some weird brew, is to look at the high impact lands and build around those cards, Valakut, the Molten Pinnacle can act as a good control card; however that's not going to stop many combos, so maybe you can run a commander that discourages combo, think Ruric Thar, the Unbowed.

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