Magosi, the Waterveil

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.

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Set Rarity
Zendikar (ZEN) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Magosi, the Waterveil occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Magosi, the Waterveil Discussion

Icbrgr on Kiora: Cruelty Without End

2 months 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 Kiora: Cruelty Without End

2 months 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 .

SufferFromEDHD on Teferi, Mage of Skipping Turns

3 months ago

Nevinyrral_Mayor_of_Urborg Yes. It was a brutal night of long games. This deck plays like Vintage/Legacy Stasis Draw-Go: non-interactive, not fun and slooow. Everyone appreciated the unique strategy (especially weaponizing Magosi, the Waterveil ) but hated what it did. I added Narset, Parter of Veils when it was spoiled but I have not played this list in well over a year. Since the power creep has been geared more towards creatures/aggro it might be time for me to revisit this control list...

Seizan group thug discard stax for some reason this non-interactive list is loved by my playgroup.

SP3CTR3_chelts on New deck ideas

6 months ago

Hey I think you need more ramp other wise people are going to be quicker than you.

Otherwise, i think proliferate can be broken but you need to use the things that make it broken.

Magistrate's Scepter

Magosi, the Waterveil

Sage of Hours

these are three ways of abusing proliferate

FenrisBurgess on Urza Cheerios

6 months ago

I find some of these choices pretty questionable.

Let's go through what you're obviously trying to do.

  • Golem's Heart gives you one life for one spell cast. I don't see know this helping much unless you are going straight for the Aetherflux Reservoir win-con. Even still, it's not very valuable. Staff of the Mind Magus isn't much better either.
  • Zuran Orb seems like a good choice if you are really going for that Reservoir.
  • I think you need to keep in mind you're playing a multiplayer format and the win-con itself isn't really a win-con unless you can gain stupid amounts of life (not something you're going to be able to do effectively in mono-blue), because you won't survive after paying 50 life to kill one player.

Next is your mana.

  • You honestly don't need Command Tower , you only use Blue. It counts as a non-basic land and is subject to more removal.
  • You have a lot of vanilla 0-drops. These are good as mana rocks if you have Urza out, and entirely useless if you don't (the moxen are fine). Look for more 1-drops that generate value.
  • Guild Globe is a mana fixer that gives slight card advantage. Since you're running mono-blue, this thing is only valuable for the one time draw and possibly sac with the ironworks.
  • Silver Myr is an alright option if you happen to need mana and are without Urza, but Palladium Myr is a more solid option.

This deck is lacking in control spells.

  • I see 2 counters and one of them is very conditional. I don't see your cruiser surviving long enough to actually do anything.

  • Since you're going for tokens, you should seek out more token generators. Look into myrs and station cycle.

  • In addition, you can also go for flicker or blink in order to spam Urza's Constructs.

  • I don't see why you would ever want Magosi, the Waterveil in a deck like this, especially without anything that grants Flash. That's just asking for death.

I won't suggest any cards because I'm not you, so I don't know what you want to put in here, but this deck seems all over the place and I think the reason you're "getting hated out of games" is due to this fact.

  • The most important thing of all, though...

  • Why is this called Cheerios?

austintayshus on Vorel the Counter Guy

7 months ago

Fertilid is a good ramp spell that works with counters.

Magosi, the Waterveil could be fun (abusive) in this deck, but you have to skip your turn to get a counter on it, which always feels bad in EDH.

Other than that, I'm not sure what else would be good for getting counters on things. The only thing I can think of is Surge Node but it only works with charge counters. That could help with the 5 artifacts you have that care about charge counters, but idk if it's enough to include.

Hope this helps?

austintayshus on Double Down

8 months ago

Darksteel Reactor could be a fun hard-mode/backup win condition.

You might also want to make use of Mage-Ring Network and Blast Zone and Magosi, the Waterveil

You could also make use of Increasing Savagery and Jiang Yanggu, Wildcrafter and Gyre Sage and Thrummingbird and Contagion Engine

hellhole3927 on On Tilts

9 months ago

LiquidGaming Muzzio, Visionary Architect was actually an EDH general I was interested in playing for awhile (love the art on that card), but somehow forgot about. From your experience how similar does he play out to Arcum Dagsson ? I will definitely check out OathBreakerMTG.org pretty often to see what's new with OathBreaker and to see what's happening in the format.

Some other cards I thought might be worth considering for Jace's Paradigm Shift (some of these are quite expensive and probably aren't 100% needed, but these are all my thoughts):

1) Bazaar of Baghdad , "technically" it's card disadvantage, but just like Tolarian Winds the amount of card selection for little to no mana makes up for that.

2) Mission Briefing , personally I prefer this over Snapcaster Mage , it's recursion and has the ability to get you past 2 dead draws or give you the satisfaction of knowing you will get a good draw next (not sure what to cut though).

3) Treasure Cruise , did somebody say Ancestral Recall (count me in), not only is it great card advantage, but it's also a way to exile cards from you graveyard before you cast Paradigm Shift .

4) Dig Through Time , the card advantage is REAL!!!, not only is it great card advantage, but it's also a way to exile cards from you graveyard before you cast Paradigm Shift .

5) City of Traitors and Crystal Vein , they probably won't ever make it onto the list, but how have Lotus Petal and Grim Monolith been playing out for you? I would forget everything these cards say and read them as: "0... Only cast this spell if you haven't played a land this turn. You can't play a land this turn, add 2 to your mana pool." They seem like they might be worth considering once you read them from that point of view.

6) Magosi, the Waterveil , first I'm gonna say I have been in love with this card ever since I got into MTG so I might be giving it a little too much credit (but then again I was the player who loved The Tabernacle at Pendrell Vale when I first started playing MTG, lol), I feel the majority of the time skipping a turn if you are playing control doesn't affect you too much, but being able to take an extra turn later on can be "pretty helpful."

7) Jeweled Amulet , it plays very similar to Lotus Petal , sometimes worse, but usually better IMO.

8) Rapid Hybridization and Pongify , sometimes things will slip through our counterspells and need to be dealt with (worth considering).

9) Reality Shift and Curse of the Swine , sometimes things will slip through our counterspells and need to be dealt with (worth considering).

10) Lonely Sandbar , early game we can deal with an ETB tapped land, late game an Island is a dead draw this isn't.

11) Evolving Wilds , Terramorphic Expanse , Flood Plain , and Bad River , still on the fence about these, ocassional ETB tapped lands vs deck thinning (E Wilds and T Expanse are better by a slight bit, just to say), not sure on this one. What do you think?

12) Mana Severance , we all come to those points in a game where lands are dead, but not anymore.

13) Mystical Tutor and Merchant Scroll , why not?

14) Foresight and Manipulate Fate , being able to kill three dead draws and for 2 mana on a card that replaces itself seems great in a "53 card format" (us blue players always changing the stats to whatever we want whenever we want).

These were the main cards I thought could make it onto your list, but I'm still evaluating a couple others so I'll leave more comments with those if I feel they are actually worth considering.

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