Veil of Summer
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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|Commander / EDH||Legal|
Latest Decks as Commander
Veil of Summer Discussion
2 weeks ago
8 yrs late to the dance and I ain't too skilled neither- Imperial Recruiter seems helpful, no? Veil of Summer ? If you see this and feel like helping me out, why use those bounce lands? How aboot Yavimaya Hollow ? Great deck, love land destruction.
3 weeks ago
I like you deck! It's got some competitive parts and some very very casual parts. Overall I'd put it around like a 5 honestly, because while there's some powerful cards, the deck is not lazer focused on getting them out and disrupting opponents.
If you are wanting to make it up to an 8, you're going to have to cut your mana curve down to about a 2 excluding finishers (Like craterhoof, Mike&Trike) and power cards like Natural Order . All of your 5 drops, 1 of your 6, and all of you 7 drops should be replaced with "interaction" pieces, like Veil of Summer or Assassin's Trophy , Manglehorn , or semi-stax pieces since your deck is slow, like Root Maze etc.
4 weeks ago
I've also built a Sythis deck, and while you seem to be taking more of a creature-based approach, I took a more stax-based approach. My list is here: [EDH] Sythis Enchantress
All in all, it seems reletively solid for a creature-based deck. However, I do think you need more enchantments. I don't know if you have a budget or not, but things like Greater Auramancy , Growing Rites of Itlimoc Flip, Luminarch Ascension , Carpet of Flowers , and Concordant Crossroads are all cheap CMC enchantments that put in work in my list. I'd also advise adding in more protection, such as Veil of Summer and Autumn's Veil , as that can help protect you against counterspells and spot removal.
I'd recommend cutting Castle Garenbrig , as this is a multi-colored deck and you only have four creatures with activated abilities costing mana. I'd also advise trying to trim down your CMC, as you probably want to be drawing as many cards as possible per turn. You don't necessarily need things like Starfield of Nyx or Privileged Position , or even things like Mirari's Wake in my opinion.
I will say though, I am a bit of a hypocrite because the main wincon in my deck is fairly expensive. I use Elesh Norn, Grand Cenobite paired with Nature's Revolt to kill everyone's lands or Linvala, Keeper of Silence paired with Nature's Revolt to prevent anyone from using their lands to tap for mana.
1 month ago
As for dropping the amount of Dryad Arbor , I agree.
Ghalta, Primal Hunger is certainly a “win more” card. To replace it I have put in two Fog and two Kenrith's Transformation to help stave off any complicated threats as well as prevent combat damage while building up for an explosive turn to push out Thrasta, Tempest's Roar .
1 month ago
Welcome to the club, Atomic_Spider!
First question: Are you building for Standard or Modern? I'm going to assume Modern, based on your card selections, and I'm going to further assume a fairly generous budget.
The two main issues with Daemogoth Titan are a lack of evasion and a lack of protection. It's got a great stat/MV ratio, but it's vulnerable and can be chump blocked all day. So I suggest adding Rancor and Veil of Summer or Heroic Intervention to your list.
Look on this site and elsewhere for BG Midrange, since that's a reasonable fit for what I think you're trying to do. You can search decks by categories, known on here as hubs.
1 month ago
Nice concept. Some thoughts I had were:
Ghalta, Primal Hunger feels too much like a “win more” card here, as you’re unlikely to be able to play it until you already have Thrasta out.
a full playset of Dryad Arbor feels risky, as they have summoming sickness, they can’t tap for mana on the turn they come in. Seeing as you can fetch them anyway, a single copy feels safer.
i think you should allocate a decent chunk of your sideboard towards protecting your Thrasta, as opponents will likely be looking to try and kill it game 2 onwards (if they even can). Particularly, Veil of Summer can keep it safe from counter magic.
1 month ago
2 months ago
In general more ramp and draw makes your deck significantly faster. Maybe add Kodama of the East Tree since it provides a lot of value. If combat damage is your main wincon you’ll prob have a hard time in high power. Maybe include some way to combo or at least something like Natural Order + Craterhoof Behemoth to pump out a ton of damage in a single turn and kill multiple opponents at once, but 20 creatures might be a bit low for that style. Or include Tooth and Nail with any 2 card Kiki-Jiki, Mirror Breaker combo. Since high power plays a lot of combos you should maybe also get some more instant interaction to prevent opponents from comboing as well as some protection to secure your wins. Vexing Shusher or Veil of Summer prevent your opponents from countering your game winning stuff. 20 creatures also isn’t enough to get value out of lurking predators. Getting this up to high power while keeping the werewolf tribal might be quite challenging