Veil of Summer

Veil of Summer

Instant

Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)

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Trade

Have (2) metalmagic , NineNotesKnives
Want (3) Cloudsleeper , mjrsea , jasc5797

Printings View all

Set Rarity
Core Set 2020 (M20) Uncommon

Combos Browse all

Legality

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

Latest Decks as Commander

Veil of Summer Discussion

ManaTapper on Xenabro

1 week ago

Ok first decimate it's no good, usually u have to Target more than a player and the spell can be countered by any of them or one of them can shoot down one of ur targets making the decimate to counter itself by not having one of the targets needed.

2nd u chose not to run chandra's ignición because of removal, well u should just use cards like Veil of Summer or Blossoming Defense rather than give up a powerfull tool.

3rd city of solitude it's a "help the combo deck out" card. Yeah u Will be left Alone but they are too.

To be honest the only card i saw here that really Made me Say i'll try this is reap the past and feldon.

Don't know your meta but i imagine lots of 6-8power lvl decks rather than 9 or 10.

Shared summons should be used as eot to get a combo... What do You get with it?

Inkmoth on Yeva Draw-Grow

2 weeks ago

Abzkaban: After getting:

I am beginning to believe WotC is gonna hook it up again.

Inkmoth on What's Your Favorite Deck?

2 weeks ago


Yeva Draw-Grow

Commander / EDH Inkmoth

SCORE: 405 | 663 COMMENTS | 59022 VIEWS | IN 132 FOLDERS


This is my favorite deck of all time and my magnum opus. It's a monogreen list with Yeva, Nature's Herald at the helm. It has been geared and tuned to play formidably within the most current cEDH meta. It can win on any turn, phase, or basically any instance in which priority is passed. For that reason the deck list can get away with running cards like Heartwood Storyteller, which hard counter Ad Nauseam, Underworld Breach, or Isochron Scepter + Dramatic Reversal.

An opponent once went into an extensive counter war to resolve his Ad Nauseam, before it could resolve I casted Heartwood Storyteller. He drew half his deck, but upon attempting to combo off every single card netted the table a draw... eventually another counter war ensued drawing me more than half of my deck, once the player went for his Demonic Consultation with Thassa's Oracle's effect on the stack, I stormed off with an Veil of Summer + Allosaurus Shepherd protecting the most critical pieces of my combo.

You can check out the primer to learn how to storm off on other people's turn and actually win in Monogreen.

Cynic67 on Radha's Here!!!

2 weeks ago

Swim_ish I would suggest Rogue's Passage making it so a creature can potentially hit unabated. If budget isn't much of a concern leaning into playing tons of lands Burgeoning would be a solid addition, Veil of Summer for some removal protection. Dryad Arbor is a solid include filling a creature slot but getting a landfall trigger when it enters. Guardian Project and Beast Whisperer are good for draw and can be considered.

I would personally remove all the dorks, Skyclave Geopede, Domri Rade, Archetype of Aggression, Tireless Tracker, Grand Warlord Radha.

I hope my suggestions help, definitely a cool build, you got an upvote from me.

valentin74 on Ruric Thar Hates You

2 weeks ago

Your deck looks pretty cool. Why do you dont play Veil of Summer?

elk88 on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

3 weeks ago

@_Arra_ I think the idea here is making room for more powerful/synergistic cards and keeping the deck focused. Steely Resolve is a nice card against targeted effects but realistically that targeting is all aimed at Omnath, Locus of Rage (yeah there's exceptions but you want to build for the 80 vs. the 20 rule). Games are typically lasting...6-12 turns? How much 'targeting' in that game do we have to fade? If we use something like the Command Zone 'guideline' for deck building as a rough starting estimate, they suggest a minimum 5 of 99 cards for targeted removal in a deck and then we have x3 players. There are games where variance isn't going to be in our favor and we're facing a lot of removal but on average it's only a couple of key cards/turns we need to address (and that's excluding board wipes which we don't mind too much and also other players being threats and the removal going elsewhere).

Since the odds of drawing Steely Resolve are quite low, how are you doing in all the other games without it? Then we should look at those key cards/key plays that turned a game or won a game. How often was that actually Steely Resolve? (it's tough to evaluate since we don't know our opponents hands and how much targeting we stopped other than what you see on the board). Not to mention that Steely Resolve is a global effect and on the rare occasion can backfire when we're trying to deal with the other player's board states vs. their life totals (learned this the hard way playing against a Titania, Protector of Argoth deck).

There's definitely the argument that without Omnath, the deck doesn't function and finding ways to keep it in play is great. If that's the mind set though, then I would imagine the focus should probably shift more to include things like artifact booties and other interaction (Heroic Intervention, Deflecting Swat, Veil of Summer etc etc) to keep Omnath in play. But; if you're like me, I find I can usually just ramp more to get back on the board/ back in the game or; as I mentioned, timely tutor for Sylvan Safekeeper for that key interaction. Honestly if there was a way to tutor for Resolve, I think it's value would go way up. I just feel that the game plan (as I play it) is about speed/ramp and getting the game closed out quickly vs. staying alive for the long game. That to me says Resolve has diminishing returns with the focus of the deck. In the end though, all this rationalization comes down to power level. We're looking for cards to cut that don't hurt the overall game plan and give us a slot for something like Ancient Greenwarden or Nahiri's Lithoforming which; in comparison, are much stronger additions to the deck. Room has to be made somewhere and I believe Steely Resolve is one of those cuts.

RNR_Gaming on Yisan - New Verse

3 weeks ago

Profet93 - the most prevalent wrath is Toxic Deluge the intervention does nothing to stop that. Any spot removal is taken care of by Veil of Summer and Sylvan Safekeeper. The list is tight; if things like Wrath of God were more prevalent I'd consider it.

Song of the Dryads - is in the original version I had but I'm finding that there haven't been many engines or commander dependent decks making waves.

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