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Chain Veil On, Chain Veil Off, Chain Veil On...

Commander / EDH* Enchant GWU (Bant) Tap/Untap

Voodoo_Gremlin


Maybeboard


With the release of _Midnight Hunt _ The Chain Veil became a little more broken with the printing of Teferi, Who Slows the Sunset.His +1 is a much easier way to get infinite Planeswalker activations than with Estrid, the Masked.

How does this deck work?

Our plan is to create infinite mana use the mana then draw our deck at which point we'll use Jace, Wielder of Mysteries or Laboratory Maniac to win backed up by a suite of Counterspells.

We'll create our mana by untapping our mana sources with our Commander or a super mana dork with a Freed from the Real.

This will be a radical departure to my En-Stax-Ments deck.

For more decks like this check out the Estrid Auras Discord.

Except for Sol Ring, we don't run mana rocks. To help us accelerate and fix we're using a variety of land auras.

Abundant Growth - Low cost mana fixing aura that will replace itself.

Reasonable Substitute - Nylea's Presence

Dawn's Reflection & Market Festival - Functionally the same cards. These are our huge mana producers and most importantly they produce mana in any combination of colours.

Fertile Ground - Costs two mana and adds an extra mana of any colour. Auto-include!

Overgrowth - Wild Growth's bigger brother.

Utopia Sprawl - Enchanted land adds a blue, white or even a green when it becomes tapped, we're locked into this choice when Utopia Sprawl comes into play so think ahead. Also remember it has to enchant a Forest not necessarily a basic Forest. Utopia Sprawl can enchant: Savannah, Tropical Island, Breeding Pool or Temple Garden.

Urban Utopia -

Unbridled Growth - The mirror universe Abundant Growth.

Verdant Haven - The life gain is nice and we're able to produce a mana of any colour. In reality it works just like Gift of Paradise but with the option of adding more auras on that land at a later time.

Wild Growth - The original and classic aura mana acceleration. Auto-include!

Wolfwillow Haven - An update on Fertile Ground from Theros: Beyond Death. A bit of give and take on this one. We're locked into producing just an extra and if that's where things ended it would just be a worse version of Wild Growth. However, the ability to make a 2/2 Wolf token in a pinch gives this aura, even at the kingly price of and only on our turn, just enough versatility to make the grade.

Snow-Covered Forest x5

Snow-Covered Island x2

Snow-Covered Plains x3

Bountiful Promenade, Rejuvenating Springs & Sea of Clouds - These have pushed out our Buddy Lands (Glacial Fortress, Sunpetal Grove & Hinterland Harbor) from our deck. There are rare occasions early on where buddy lands will be coming into play tapped, but early on we'll always have multiple opponents and more often than not we win in one big push so we'll also have opponents in the late game.

Command Tower - We're playing a Commander Deck with more than one colour. It's efficient, it's effective, it's available, moving on.

Flooded Strand, Marsh Flats, Misty Rainforest, Polluted Delta, Prismatic Vista & Windswept Heath - Our fetchlands. They'll smooth out our mana as well as thin our deck. We shouldn't be afraid to go for a basic land from time time when the need arises.

Savannah, Tropical Island & Tundra - Our dual lands. These are the best non-basics money can buy. For this reason they're just not in everyone's budget in which case just add more basics or the Amonkhet rare cycling lands.

Breeding Pool, Hallowed Fountain & Temple Garden - Shock lands. The best substitutes for dual lands, and much more affordable.

Dryad Arbor - The constant companion of Green Sun's Zenith. For those not in the know on turn one we can Zenith for and search this out, becoming ramp and a blocker. This is the biggest reason this card is here. It also works with the always useful Earthcraft, tapping one land to untap one of our enchanted lands.

Fabled Passage -

Hall of Heliod's Generosity - A nice little piece of recursion courtesy of M20. An excellent way to bring back key enchantments that have been destroyed. If there's a bit of a mana glut this can also be used in response to an Enchantress trigger to control what we draw.

Lotus Field - With the addition of Life from the Loam to our deck and the single word 'hexproof' on this card Lotus Field has the potential to add a lot of mana with the addition of an aura and our Commander.

Sanctum of Eternity - Commander 19 potential infinite mana combo card combined with our numerous card draw engines BRING IT ON. It may be blasphemous to say but our deck draws enough cards that we cut our Horizon Canopy. To make infinite mana goes like this. When Sanctum of Eternity come out we can down tick our commander and put a mask on it. Then we'll need enough enchanted lands which produce for this land to replay our commander and at least one coloured mana. Rinse, repeat, for all the mana wanted. Playing this card as intended is also useful. We can also pick her up when she's low on loyalty. Maybe she's going to get run over by creatures or destroyed in the next turn cycle and recasting her the following turn is better than paying the Commander Tax. Or we can net more mana by recasting her again. Just remember this can only happen at sorcery speed and we're golden.

Serra's Sanctum - Speaking of adding a lot of mana with an aura and our Commander, this is one of the few non-basic lands that should be prioritized for an aura (either from our deck or from Estrid, the Masked's -2 ability). Not as famous as Tolarian Academy or as highly sought after as Gaea's Cradle make no mistake Serra's Sanctum can make an unbelievable amount of mana for us.

Strip Mine & Wasteland - Sadly, these are necessary to deal with problem lands like Cabal Coffers or Gaea's Cradle. They're also reusable with Life from the Loam. If cost is an issue there are many options. Tectonic Edge is probably the next best option. And for the love of that's holy don't play Field of Ruin! EACH PLAYER gets to search for a basic land.

Cyclonic Rift - let's see. Are we playing blue? CHECK! Are we playing EDH/Commander? CHECK, CHECK. Then of course we have a Rift.

Mystic Subdual -

Swords to Plowshares -

Supreme Verdict - When we need to wipe the board and it absolutely positively has to go through!

Crop Rotation -

Enlightened Tutor -

Mystical Tutor -

Open the Armory - 99/100 This may as well say "Search one Freed from the Real". The other time we'll be searching for the least expensive land enchantment which will produce an extra mana to pair with Freed from the Real.

Idyllic Tutor -

Search for Azcanta   -

Freed from the Real - Way back in Saviors limited this was used for pseudo-removal and pseudo-vigilance. We've got much larger plans.

When combined with any of the below creatures we'll be able to tap and untap our enchanted lands to generate infinite mana.

Not bad for draft chaff.

Reasonable Replacements - Pemmin's Aura This could also be called "In addition to".

Memory's Journey - Despite our best efforts Freed from the Real is going to end up in the graveyard. The graveyard is a highly contested zone and the competition will likely be playing a few ways to exile some or all of it. We need to be prepared and we need to be ready to act at anytime. Memory's Journey is the best option at this time in our colours. It's an instant, its cost is low, it can shuffle the most cards back into deck the for its cost, and with Flashback it has built in redundancy. If graveyard removal has us completely down Riftsweeper & Pull from Eternity can give us more chances at Freed from the Real.

Reasonable replacements - Krosan Reclamation, Quandrix Command, Noxious Revival

Arbor Elf - A little unassuming in this group but as long as we've enchanted a forest so it makes UG we'll be okay.

Ley Weaver - this is probably the best of the bunch because it searches out a mana sink for our infinite mana (Lore Weaver).

Reasonable/ Superior Replacements - Bloom Tender, Faeburrow Elder

Magus of the Candelabra - The most flexible of the bunch. We won't even need any lands to be enchanted if we've got Serra's Sanctum to lean on. Be wary of reusing pain lands especially Ancient Tomb. It sounds obvious but it wont go infinite

Sanctum Weaver -

Argothian Enchantress -

Brainstorm -

Consecrated Sphinx -

Lore Weaver -

Ponder -

Preordain -

Thrasios, Triton Hero - Once we hit the ole infinite mana we'll be able to draw through our deck for our draw-with-no-library-win-the-game cards, and the counters to back it up.

Windfall - Great catchup. And pour one out for the updated art.

The Chain Veil -

A couple of rulings to remember about The Chain Veil.

"Because the last ability modifies the rules of the game, it affects not only planeswalkers you control when it resolves, but also planeswalkers that come under your control later in the turn."

"Each additional time The Chain Veil’s last ability resolves will allow you to activate a loyalty ability of each planeswalker you control an additional time. For example, if you activate The Chain Veil’s last ability, untap it, then activate it again, you can activate a loyalty ability of a planeswalker you control three times that turn."

Source: Scryfall - The Chain Veil

Teferi, Who Slows the Sunset -

Laboratory Maniac -

Jace, Wielder of Mysteries - If we had Thassa's Oracle Jace wouldn't be here.

Stasis - The sadness kill

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Casual

91% Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

43 - 0 Rares

20 - 0 Uncommons

23 - 0 Commons

Cards 101
Avg. CMC 2.15
Tokens Emblem Teferi, Who Slows the Sunset, Mask, Wolf 2/2 G
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