Narset, Parter of Veils

Combos Browse all Suggest


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

Narset, Parter of Veils

Legendary Planeswalker — Narset

Each opponent can't draw more than one card each turn.

-2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Femme_Fatale on Official missing/incorrect card/token thread

2 months ago

ComboControlCrazy use the Japanese language code. Narset, Parter of VeilsJA

[[Narset, Parter of Veils (WAR) *JA*]]

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.

jaymc1130 on cEDH is going to have …

2 months ago


Honestly, the blue mid range archetypes that happen to be the most powerful in the format are also the hands down most difficult to pilot. For less highly competitive metas I typically tend to recommend a simpler race oriented deck, like Yisan, K'rrik, Godo, Teshar, etc. Generally most players will find more success with these archetypes as the ease of execution of those strategies is a big benefit. There aren't very many complicated decisions to make, the game plans are very straight forward, these race archetypes just do the one thing, they put the pedal to the metal and try not to blow the engine block.

The control oriented decks, in edh, are crazy complicated to pilot by comparison and minute errors in judgement or game state evaluation can lead to massive consequences that may not be entirely obvious. When playing the control role it's critical that the pilot properly identify exactly and precisely the game state the game is in at all times. You need to know what the biggest threat is, how you intend to stop it, and how to profit from the position afterward. You'll need extensive knowledge of every possible combo that can be utilized in the format from the entirety of MtG's history. You'll need exacting knowledge of your own deck and the lines of play that best suit the particular game state you find yourself in. You'll need exacting knowledge of each opponents deck and how those decks play so that you can anticipate your opponents' lines before they begin to travel down those roads. Playing blue in EDH is a suicide mission, for the most part, if a player steps into those shoes unprepared, because the typical blue play pattern of spending a card to deny an opponent's card is counterproductive in multiplayer settings (you and that one opponent are now both down a card compared to the other 2 players and are therefore at a disadvantage compared to both of them, you're both less likely to win from a fundamental theory perspective because you're both down resources compared to the opponents who invested no mana or cards in the interaction). This means your 1 for 1 permission and interaction elements need to be spent sparingly and ONLY on critical game winning threats, never for value. Yes, it's good to Mental Misstep an opponent's Sol Ring, unless the next player in turn priority plays a Sensei's Divining Top, for example. The Sol Ring certainly had some potential to put a player into an advantageous position, but the SDT has the potential to outright win the game and is much, much, much more difficult to remove from the board than a Sol Ring. Just tapping the incorrect land once can lead to catastrophic consequences.

In a pod with Krark/Sakashima, Tymna/Malcom, and Godo the first thing to do, on turn 0, before the game has even started, is to identify the fastest threats at the table. These are your priority considerations as these are typically going to be decks that are consistently faster than you to deploy a combo win line. However, these decks are usually not good at recovering. So looking for an opening hand that can trump the standard Godo play pattern (ramp with rocks, maybe an ogre, cast Godo, search up Helm, equip, swing for the win) is a priority. An opening hand with Swords to Plowshares is going to be much stronger in this type of situation than it might otherwise be because it will slow the Godo deck down, perhaps even eliminate it from contending entirely until turn 5 or 6, for the low investment cost of 1 card and to stuff their line of play that will require significantly more mana and card investment. This will create a situation where you profit since the resources you've invested were minimal, while the Godo deck has already shot it's one real bullet and spent most of the resources available to it to do so, only to have the attempt stuffed.

That should be priority one, not anything your deck can do, but rather stopping the opponent's first bullet because reloading that gun is a difficult and time consuming task.

The Krakishima deck would be the next fastest deck, and the typical play pattern involves some ramping with artifacts (notice the weaknesses both of these first two archetypes have? A heavy reliance on artifact ramp to play their strategy reliant commanders) into dropping Krark and a non legendary clone of Krark, potentially with a thumb alongside it. The main priority here is to just make sure they can't assemble the whole squad and have them in play all at the same time. If Krark hits the board then it becomes a priority to prevent the Sakashima cast or copy effect, and again, that Swords to Plowshares is going to do a lot of work here. But you can't use the Swords (or your interaction piece of choice for this particular example) for them both, now can you? So you need to judge which one is presenting the faster threat and use the Swords as needed, you'll have to find a separate solution to the other issue. Fortunately the deck has a game plan in mind for this that is consistently deployable in the opening turns. One of those opponents will present a faster threat, typically, and the other will present a slower threat. It's very rare both decks will ramp out super hard at the same time, usually one might and the other will have more average opening turn development. In this spot it tends to be best to spend the mana denial game plan resources (ie, the Strip Mine style lines of play) on the slower developing opponent and prevent them from doing much of anything while you handle the faster opponent first. Then you can swap to using the attrition gameplan on the faster opponent once their initial combo win attempt has been stuffed to prevent them from being able to recover effectively. And you basically juggle these responsibilities for the rest of the game until you secure an overwhelming board and game state advantage when you will finally begin to deploy your own game winning assets. If you aren't playing the consistently fastest deck at the table then trying to force an aggressive combo line attempt is generally going to be the fundamentally wrong choice, those decks do that better than blue midrange decks, but the blue midrange decks grind out wins better in games that go longer than 3 turns by an absolutely massive margin. So your priorities are first to stop the fastest opponent from winning, then to stop the second fastest opponent from winning, then to begin to edge them out in the battle of attrition for resources (cards in hand, cards in play, cards in the yard you might want access to), and THEN to position for a win attempt yourself. It's some of the most common mistakes I see from players with a blue deck in a pod, they try to force a race (which they will lose due to deck construction play pattern issues) and they spend their interaction on the first spells any random opponent casts without regard for what lines of play actually present a threat to win the game.

With so much cheap and effective interaction in the format it's nearly impossible for the first player who attempts a combo win line to succeed with that attempt in true competitive settings as long as the correct game state evaluations are being made by the interacting players and they aren't wasting critical spells on non critical issues. Essentially, when playing the interactive deck in the pod, the ONLY things you want to spend your interaction on are critical threats that represent an immediate potential to win the game. The strength of the Bloom concept lies in the fact that the pilot is able to spend their mana and card resources on nothing but developing their board state and stuffing opposing win attempts while the mana base development handles pruning opponents' board states.

As for Valakut Exploration as part of the Bloom combo line, this is a fine iteration of the combo to utilize and one I've tried out myself. It fits rather nicely into the Temur shells that utilize the concept to help enhance it, but isn't a critical component of the combo line as there are a multitude of options in those colors that represent the ability to return Bloom to a zone it can be cast from. Any of these options (draw a card, return directly to hand, play Bloom from the top, etc) can work, and the best bet to know which is best for you in your meta is to test out the options and find out which ones succeeded the most often and how difficult that success was to achieve. Valakut might not be the best option if you expect to face a Drannith Magistrate, but it might be a terrific option if you expect to face a Narset, Parter of Veils, for example. If you have advance knowledge of the meta game, use it to your advantage, if you don't, then build in some flexibility so the deck can handle a wide range of game state situations.

lDruid on Fun EDH Wheel

4 months ago

Oh, also Narset, Parter of Veils if you wanna be nasty.

CheapnFast on

5 months ago

Narset, Parter of Veils could be good to stop your opponent from drawing from Day's Undoing and can dig for Tasha's Hideous Laughter once you shuffle it back in. If you're gonna go that direction and try and abuse symmetrical draw effects, Commit / Memory is a solid removal option that can also double as a wheel in the late game.

LittleMy on Crucible of Worlds, Prerelease Uro, …

5 months ago

I think the Narset, Parter of Veils and Mystical Tutor are fine for the Misty Rainforest. If it's a little under value for rainforest, that's fine by me.

And in regards to what edition, it doesn't personally matter to me, I like the art on both. If it comes down to neither of us deciding, I'll flip a coin.

lagotripha on Quidditch

5 months ago

A nice casual list. If you want to improve reliability, I'd cut white entirely, because as cool as proliferating plainswalkers is, casting spells off of untapped islands is a little stronger, and there are a few cheap green/white plainswalkers that feel right. Alternatively, go down to 1-2 plains to fetch from evolving?

If you really want the walkers, Jace, Cunning Castaway, Jace, Mirror Mage, Jiang Yanggu, Wildcrafter, Kasmina, Enigma Sage, Mu Yanling, Sky Dancer, Narset, Parter of Veils, Samut, Tyrant Smasher or Tamiyo, Collector of Tales are all neat options.

I'd look at Azor's Elocutors for a second win condition if you want it, but its less quiditch themed.

GloriousSeeker on

6 months ago

Hi man!

Nice list, but.. I have some things you may have to change to make the deck really work. Mono blue can be really good if you know how to build it. For example Merfolk is better in Mono blue then Simic (green/blue) because of the tempo you have.

Mainboard: -4 Cryptic Command -1 Archmage's Charm -2 Remand -4 Scalding Tarn -1 Snapcaster Mage +4 Consider +1 Force of Negation +1 Murktide Regent +2 Demilich +2 Island +2 Fiery Islet

Sideboard: -2 Spell Snare -2 Vendilion Clique -1 Negate -1 Remand -1 Force of Negation -1 Annul -1 Murktide Regent -2 Ceremonious Rejection +2 Hurkyl's Recall +2 Thing in the Ice  Flip +1 Dispel +2 Malevolent Hermit  Flip +2 Tormod's Crypt +1 Spell Pierce +1 Narset, Parter of Veils

Try this out, all the changes I made in this list has their reasons. Some cards have their special power on their own. Make use of more cheap and better counterspells. Try it out and ofcourse this are tips what you can do better with mono blue delver. I play it myself and it's great.

Load more