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|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Veil of Summer Discussion
1 week ago
The deck looks fine. There are a bunch of cards that feel too slow to run personally (most notably Gyre Sage, Swarm Shambler, Tireless Tracker, Voracious Hydra). There’re also a bunch of cards i’d be expecting a deck like this to have which appear to be missing (Pelt Collector, Rishkar, Peema Renegade, Cloudfin Raptor, Thrummingbird). So the list overall feels ok, but not as fine-tuned as it could be, imo.
As far as bad matchups, that’s where your sideboard comes in - at the moment I would suggest this is the spot that needs the most attention if you’re getting competitive.
Some sideboard cards to consider:
Now, the quantities of the above will depend on your own local meta, as well as how badly they scare your deck. Sideboard choices should always be focused towards your local competitive playgroup. Saying that, the above mentioned suggestions are likely to come in handy.
Other things to consider as far as good-vs-bad matchups, for your sideboard choices:
don’t worry about control, imo. You should be aiming to be fast enough to have the advantage. Saying that, do consider the likes of Veil of Summer if it’s an issue (though i would say, if it is an issue, it’s because your mainboard isn’t tuned enough).
Board wipes feel like they could pose a big threat for you
Burn, and other hyper-aggro decks are probably going to have an advantage
3 weeks ago
1 month ago
Some New Additions, not going to say what was removed but in most cases the cards that came out were underperforming cards that were either just big threats like Dungrove Elder or worse versions of cards that got added such as Garruk's Horde:
Elvish Mystic - I tried to not put in just a 1/1 mana dork for as long as I could but honestly there's no reason not too. Especially now with the extra card draw/play from the top of the deck it is not a dead card late so it becomes so much better.
Outland Liberator Flip - So this actually is something that I thought would be good to talk about. Krosan Grip was actually the card that came out here. In a sense, I'm trading split second for the fact that it's a creature card so that I can cast it off the top of the deck or as an instant. It's also cool because the werewolf cards from the new Innistrad pair SUPER well with Yeva since you can just pass your turn a lot of the time to flip them and then cast your creatures on their turns. I'll keep an eye out for other of the new wolves that would fit in well (or maybe even some old ones depending).
Tireless Tracker - So yeah. Card is just nuts. Card draw engine that turns itself into a threat. I added A LOT of more ramp in this version as well so this guy can benefit a lot from some of the other new cards. This also gives me the idea to look at some other landfall cards in the future as well, right now it's just this and Baru, Fist of Krosa that really benefit but we'll see.
Kodama's Reach, Nature's Lore, Skyshroud Claim, Khalni Heart Expedition - These all fill into the "really good ramp spells" category so yeah they all came in. Kodama's might be on the chopping block if I need to cut a ramp spell first, or maybe Ranger's Path.
Lifecrafter's Bestiary - One of those "just belongs in green creature deck cards". Turns things into card draw for extra mana, smooths out your draws just by existing. Great card.
Thought Vessel - Just honestly a small good mana rock with minor benefit. Just testing this out, could also be replaced pretty easily.
Helix Pinnacle - Probably the card I'm most excited about trying in the deck. With all these untap land effects, mana doubling, instant speed cards, this seems like a reallllllly good way to win. It's cheap, efficient and you can definitely pump out 100 mana in a turn cycle with this deck.
Hunter's Insight - This is maybe good card draw? Honestly just checking on it, probably at this point it could just get taken out but we'll see.
Thoughts about the deck: The deck now functions how I think it should pretty consistently. You ramp and then hold up mana to play threats and draw a bunch of cards. Newer cards added a lot of depth and trickiness to the deck and I'm going to continue in that direction.
Next steps - Craterhoof Behemoth and Avenger of Zendikar are cards I'm looking at just because that just ends the game. Tooth and Nail in addition to those two maybe but I'll have to get and test them first to see how it plays.
1 month ago
Court wasn't that great and Veil is like 100% needed. Not much to say besides that, court was not as much of a value engine, explains why it isn't used much.
1 month ago
Skagra42 thank you for revisiting the thread two months after it died out. If you care that much, I'll respond:
Veil of Summer acts like a shortened Cryptic Command in every situation it's relevant. I know it doesn't say "counter target spell" but it cancels out a spell of your opponent and you draw a card, which is exactly how Cryptic Command ends up impacting the game 90% of the time. The reason the card was banned in modern is because was to cheap of a cost for something you usually pay for.
On top of that, it's all beside the point. The question was what green can't do. Countering spells is not an answer to that, green can do that. Color pie break or no, the cards exist, there is no going back.
1 month ago
1 month ago
What do you think of the addition of Imperial Seal as a second vamp tutor/unconditional tutor.
I wonder if Tainted Pact will exile too much, i look forward to your results =)
1 month ago
Cool concept! It's clear you're telling a story with your deck and I think you've done really well in representing it through your card choices. I'm not to familiar with the Power Rangers myself, so I'll give some advice but I'll also expect you to only listen to what makes sense to you! ;)
Your plan seems to be to get Siona on the table and start playing big auras to suit up several creatures and make them scary threats - fitting the theme you're going for. That's gonna be pretty hard and costly in many games since you will need to spend a lot of mana to play these auras and won't have much resources (mana, cards, protective spells) to keep your rangers alive, while those rangers dying to a kill spell will cost you several cards if you've played the auras on them. I'd look on a few options to give your rangers more chances to shine.
- Cheaper auras that you can play earlier. They will not have as much of an impact, but they will give you everything you need most of the time and will do so many turns earlier. (Angelic Gift, Alpha Authority, Daybreak Coronet, Gryff's Boon, Bonds of Faith etc.)
- Auras that don't lose you resources. By drawing a card on entering the battlefield, letting your creature draw cards or returning from the graveyard you can keep your momentum goingeven if a ranger bites it (this also makes it less attractive to kill them in the first place). (Rune of Might, Rancor, Conviction, Keen Sense etc.)
- Introducing more interaction, mainly in the form of protection. (Veil of Summer, Heroic Intervention, Rootborn Defenses etc.)
Perhaps losing the bigger spells would feel like the deck loses its identity - and then they should stay in. But if it feels like they arrive too late or get stuck in your hand, then maybe the card in your hand should be some other card that does more for you when you need it? Try things out and see what sticks, perhaps something I said has caught your eye! :D