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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
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.)
zacktheprogamer on
Anikthea, Hand of Erebos is Graverobbing
1 week ago
I got the Signet's, Talismans, Veil of Summer, Silence. I was already gonna remove Rampant Growth for Pull from Eternity but I couldn't get the card atm, so besides Rampant Growth what else should
Azoth2099 on
Anikthea, Hand of Erebos is Graverobbing
1 week ago
OK here we go lol
Creature cuts: Archon of Sun's Grace, Composer of Spring, Courser of Kruphix, Doomwake Giant, Dryad of the Ilysian Grove, Nessian Wanderer, Nyx Weaver
Artifact cuts: Mesmeric Orb, Whip of Erebos
Enchantment cuts: Battle for Bretagard, Boon of the Spirit Realm, Cast Out, Exploration, Familiar Ground
Sorcery cuts: Extinguish All Hope, Kodama's Reach, Rampant Growth, Skyshroud Claim
Instant cuts: None! Add things like Veil of Summer & Silence, though
I'd recommend that you replace all of those lands ramp spells that cost more than 2 with more mana rocks instead! Your guild signets (Selesnya Signet, Orzhov Signet & Golgari Signet) & talismans (Talisman of Hierarchy, Talisman of Resilience & Talisman of Unity) are all better options since this isn't a Landfall deck.
msimcoe on
Discardelves
2 months ago
So to flesh out the mana base, in essence I would recommend: - increasing the number of dual lands over basic lands and the quality of the dual lands, i.e. Verdant Catacombs, Woodland Cemetery and Nurturing Peatland. (Having perfect fixing often is the difference between winning and losing.) - and just bumping up the number of lands to something like 21, I know it would feel weird in a deck with so many mana dorks, but in the outlandish event you face a deck playing Fury or Fire / Ice, I think you'll be happy to have land-drop number four over mana dork number four.
Secondly, since you fancy playing Devoted Druid in the main deck, maybe you could take advantage of her combo potential or at least her synergies with cards like Tyvar, Jubilant Brawler especially in place of Tyvar Kell who I don't seeing being a very impactful four-drop. Or alternatively, you could just cut a few mana-dorks for a playset of Waste Nots who would help get you some advantage off of the opponent's discard. And while on the topic, I would suggest playing more just strict "target opponent discards a card" like Funeral Charm over the hand-hate like Inquisition of Kozilek and Dread Fugue since a.) you don't really care about hating on the opponents pieces as much as just making them discard, b.) instant speed discard is always better than sorcery speed and c.) it scales better into the late game.
As well, side note, Harmonize over Beast Whisperer just seems a little too low-impact for the modern format, sure it's a guaranteed one-for-three, but at four-mana it doesn't touch the board and beast whisperer is probably a better investment with all your small creatures that ramp you into more small creatures ramp imo.
Lastly, you asked for some sideboard suggestions, I might play one or two Crippling Fear as one-sided board wipes. As well, pioneer sideboard all-star Go Blank might be good in this shell with some more main-deck discard synergies. Also, just general good green and black sideboard cards are like Veil of Summer, Force of Vigor and Fatal Push
Thats all that I have for how I might build this list, and I hope this was even mildly helpful! Overall, this is an interesting list! A solid idea that I find very similar to The Rack strategies in modern!
iPhalanx on
Big Doinks
3 months ago
Update May 2023: I stopped playing the Magic for almost 4 years, back now and made some swaps with newer cards as well as some cards that I should've been running in the first place.
IN
- Arcane Signet
- Kogla and Yidaro
- Surrak and Goreclaw
- Serra's Emissary
- Monster Manual
- Scroll Rack
- Grove of the Burnwillows
- Fire-Lit Thicket
OUT
Nemesis on
Elves
5 months ago
some suggestions before I forget: Veil of Summer Boseiju, Who Shelters All Autumn's Veil Elven Ambush Elvish Promenade Genesis Wave Overwhelming Stampede Asceticism Gaea's Herald
ImmortalDawn on
Rashmi, Eternities Crafter - EDH
5 months ago
Vedalken Orrery, Elder Gargaroth, Shardless Agent, Wandering Archaic Flip, Nexus of Fate, Bribery, Nature's Claim, Noxious Revival, Veil of Summer, Waterlogged Grove
SaberTech on
An Open Palm Counter-Strike
5 months ago
The reason why I ask is because while testing the deck I was finding that I wasn't drawing that many creatures. It may have just been a peculiarity of the hands that I was testing (I also had a Sol Ring in my starting hand 4 out of 5 tests) but I was trying to see if there might be some ways to bump up the creature count a little.
Since it looks like your combo pieces are creatures and enchantments, I was wondering if Destiny Spinner might be an option over Red Elemental Blast or Veil of Summer. Prowling Serpopard was another card I was contemplating.
nbarry223 on LOTR... Modern Legal?
7 months ago
It is more like MH2.
I think the worst we can expect is something like the Moxes with additional downside, or some other "free" spells like the elementals which speed up the format even further (hopefully nothing along those lines is printed). Blue players are lacking a powerful card advantage spell to get them back in the game, to make sitting there passively worth it. As much as I hate sitting across from a blue player, I do think their toolbox is a little lacking currently.
I'd also like to see more color hate cards with power levels closer to some older format cards come from sets like these. The only specific color hate cards that are worth playing in modern right now are Veil of Summer and Aether Gust even though there's been multiple cycles. A lot of the older color hate was low cost removal, which has just been outdone by all the "free" removal in the format today, so it never sees play anymore.
I don't mind power-crept cards if they are narrow enough to be niche instead of staples. I think having color oriented hate would be the solution to this. If you have a card that is amazing against 2 colors, but useless against everything else, it will make good tech for decks that struggle with those 2 colors, but not be included in every deck in the format. We need good balance like that.
Have (5) | Azdranax , JuneBlue58 , zachi , JordanSanFran , metalmagic |
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