Magosi, the Waterveil

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Legality

Format Legality
1v1 Commander 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
Tiny Leaders Legal
Vintage Legal

Magosi, the Waterveil

Land

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.

GrimVeracity on Neera Wild Mage Copy Deck

4 months 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!

8 months ago

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

x12721:

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.

ClockworkSwordfish:

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 …

1 year 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 …

1 year 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?

2 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.

Icbrgr on

3 years ago

I definitely wanna pick up 2x more Hinterland Harbor and maybe look into the cycling lands from amonket/fast lands... currently this is the best I have but Im looking to improve the mana base with about anything short of Misty Rainforest in price... Magosi, the Waterveil is an attempt to squeeze in a VERY situational Savor the Moment / Time Warp into the mana base... im not exactly sold on it however if I have open mana/fogs in hand to negate the opponents extra turn sometimes it can end up being a game winning/win more maneuver later....sometimes...but is more often to my determinant with the opponent playing Field of Ruin soon after I give them an extra turn and i just end up giving them a free turn... It just needs to go.

I really love Howling Mine in theory but letting the opponent pick up there deck usually just ensures them coming up with an answer to beat me.... I agree Narset, Parter of Veils might be a much better choice. Im a little bit torn on Explore ... its super powerful but definitly performs better when Im running 24+ lands perhaps I could consider running higher CMC to get better value from it with things like you said like Riftwing Cloudskate ? but otherwise if I have a lower cmc curve as well as a lower mana count it should probably just be a cantrip like Opt .

I do have a few Eternal Witness laying around so maybe with the addition of at least 4 more fogs and 2-3 E.W. I'll have a lot more resilience... but Cryptic Command / Snapcaster Mage /fetches are gonna be just wishful thinking for this deck... dont have any/not willing to buy at this time... some day though... ive spent so much money over the years on cheeky "budget" cards that I could have totally have had a full playset of snappy/command by now :/

nice catch with Spell Queller in the Spirits game...an oversight on my part that has to be addressed... ive ran Raking Canopy in the SB in previous decklists and it worked out pretty good but im not so sure here....thanks a lot for the input! Im gonna keep tinkering with the list!

abbatromebone on

3 years ago
  • Fetchlands can help mana fix as well as thin the deck a little bit (It only gives you a like 1 or two percentage points so do that last).
  • Fast lands and check lands are amazing I would have at least 4 in total between the two. Magosi, the Waterveil doesnt seem like an amazing card to me. You give someone one an extra turn which lets them draw more threats while you don't draw anything. I don't even see UWx Control style decks running it. I would run different lands, maybe some man lands if you want to go that route.
  • Howling Mine is only good if you have a way to tap it, so you can break the symmetry. Look at this way, you are looking for 12-N fogs, they are looking for any threat in there deck. Temple bell isn't great for the same reason. They only way to use those cards are with ways to break the symmetry. Narset, Parter of Veils is a better card in general.
  • Explore is great ramp when you are running more lands. If you want card draw run Opt .
  • Fog Bank is also an amazing creature, being it flys. If you arent playing against bolt affects.
  • Sleep can be pretty damaging and it lets you hold onto fogs longer.
  • Cryptic Command is wayyyy better than whelming wave. Its always a two for 1. Venser, Shaper Savant is also good. Riftwing Cloudskate is also nice due to the fact you cant stall enough turns. Repeal is also good It can bounce anything, plus draw a card.
  • Gigadrowse is an interesting card. I dont fault anyone for taking it. I personally dont like it as much. I think the cards i listed above just do a better job.
  • If you use the blue filtering cards like opt, you wont need as many Kioras being you be able to find them easier, plus itll free up more deck space for other cards.
  • I can see why you want no ETBs now. The Immortal Sun although higher CMC would shut them down hard as well. Id still probably run T. Orb though. Just throwing that out there.
  • Eternal Witness and Snapcaster Mage mages are tempting for you to run being you can recast fogs which makes your deck more powerful. Just having creatures can be ok, because they get you value and can trade which means you dont have to use a fog, and can remove a creature slowing the game. Which are all great things, you can baord them out when you want T. orb.
  • For spirits if they are playing a competive list you should just lose. I dont know how you deal with Spell Queller .
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