[SCD]

Magosi, the Waterveil

  • #1
    Has anyone found a reasonable or strong use for this card? It would be broken if it didn't have to go back to your hand but as is it looks like excess work.

    Thoughts?
  • #2
    Magosi, the Waterveil

    Seems pretty clunky. If you're able to stifle the 'skip your next turn' ability somehow, it may generate extra turns? But I think the number of hoops you'd jump through, to get something much more easily attained, would be a waste of time.
    Last edited by gelf: 9/25/2013 10:57:54 PM
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  • #3
    Quote from gelf
    Magosi, the Waterveil

    Seems pretty clunky.


    No doubt. It's totes clunky I am just wondering if someone knows something I don't

    What would it take to make it work like Amulet of Vigor, Deserted Temple, Exploration and Rings of Brighthearth?
  • #4
    I use it with Candelabra of Tawnos and Rings of Brighthearth for infinite turns.

    Quote from MaRo »
    Flavor is flexible enough that you can justify just about anything. The color pie has to be held mechanically to a higher standard.

    Vendilion Clique-1v1(Work in Progress), Oona-Combo(retired), Oona-Control, Wrexial
  • #5
    Quote from Jivanmukta
    I use it with Candelabra of Tawnos and Rings of Brighthearth for infinite turns.


    Ah... Candelabra.
  • #6
    Quote from Moneystax
    Ah... Candelabra.


    I mean, Garruk would work just as well, but that requires running a terrible color.

    Quote from MaRo »
    Flavor is flexible enough that you can justify just about anything. The color pie has to be held mechanically to a higher standard.

    Vendilion Clique-1v1(Work in Progress), Oona-Combo(retired), Oona-Control, Wrexial
  • #7
    Just Deserted Temple and Rings of Brighthearth. You add a counter and skip a turn. Then you untap Magosi with the Temple. Then you copy the extra turn ability with Rings. Then you put Magosi back on the battlefield. Skip your first extra turn, take your second, repeat. Infinite turns. It's slow and clunky, but made up of cards that are otherwise decent (if you can stand EtBT lands) and only in one colour, so it can reasonably slot into an already durdlesome deck without taking up a lot of space.

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    I draft and play EDH. If a Standard player can't understand who a card is for, it's probably for me.
    I also write things about good films.
  • #8
    So, you play Magosi.

    Untap it with Candelabra, copy the untap ability with Rings of Brighthearth.
    Respond to the second untap trigger by putting a counter on it and skipping next turn.
    Untap it, use the extra turn ability, copy the extra turn ability with Rings.
    Generate 2 extra turns, skip the next turn, net 1 extra turn.

    It's better than I thought then, still a 3 card infinite turns combo, but you'll never get extra land onto the field.
    Commander
    URG Animar, Soul of Elements [Primer]
    WBW Vish Kal, Blood Arbiter
    RWR Tajic, Blade of the Legion
    WGW Torsten Von Ursus
    GUG Edric, Spymaster of Trest
    RRR Ashling the Pilgrim (she's back!)

    Not MTG related - check out my creative writing blog allthingsdevours
  • #9
    Quote from gelf
    So, you play Magosi.

    Untap it with Candelabra, copy the untap ability with Rings of Brighthearth.
    Respond to the second untap trigger by putting a counter on it and skipping next turn.
    Untap it, use the extra turn ability, copy the extra turn ability with Rings.
    Generate 2 extra turns, skip the next turn, net 1 extra turn.

    It's better than I thought then, still a 3 card infinite turns combo, but you'll never get extra land onto the field.


    Hence green (bad, naughty color that it is)
  • #10
    Quote from gelf
    So, you play Magosi.

    Untap it with Candelabra, copy the untap ability with Rings of Brighthearth.
    Respond to the second untap trigger by putting a counter on it and skipping next turn.
    Untap it, use the extra turn ability, copy the extra turn ability with Rings.
    Generate 2 extra turns, skip the next turn, net 1 extra turn.

    It's better than I thought then, still a 3 card infinite turns combo, but you'll never get extra land onto the field.


    Who needs land when you have all the turns?

    Quote from MaRo »
    Flavor is flexible enough that you can justify just about anything. The color pie has to be held mechanically to a higher standard.

    Vendilion Clique-1v1(Work in Progress), Oona-Combo(retired), Oona-Control, Wrexial
  • #11
    Quote from Jivanmukta
    Who needs land when you have all the turns?


    Aren't you going to deck out if you don't do something?

    (Granted I'm pretty sure you can figure out a way for this not to be an issue)
    Last edited by Moneystax: 9/25/2013 11:37:33 PM
  • #12
    I used to use it in a 60-card hardlock prison deck to skip turns and deck opponents. It worked pretty well for that.
  • #13
    Quote from Moneystax
    Aren't you going to deck out if you don't do something?

    (Granted I'm pretty sure you can figure out a way for this not to be an issue)


    i'm sure with essentially infinite turns you can find a way to win. lab maniac if literally nothing else
    Wizards could put dog poo in booster packs and deluded fanboys would still call anyone complaining "whiner". Wink


  • #14
    Taking a step out of the realm of infinite turns, I generally find it's worthwhile only when you draw it and use it within the first four or five turns of a game. When I played it in my meta, I didn't feel all that behind despite losing a turn, and later on in the game it's always sitting there, ready to give me the extra breathing room needed to take control of the game.

    At least for me, the slim chance of getting it early on and being able to use it without it getting destroyed (!!!) before untapping was worth having a less-than-useful CIPT land on the majority of the games that it does nothing.
  • #15
    Would Vorel/Gilder Bairn(Spelling?) not work wonders with this for really easy infinite turns?
  • #16
    I use it in my melek with the initial use of it.

    pass my turn when noone has any threat, then take 2 turns (++) and combo off.

    Its ok when you play it right, busted when abused.
    Quoth the Raven Nevermore Δεν ελπίζω τίποτα...
    Δε φοβάμαι τίποτα...
    Είμαι Άνεργος.


    Grimstringer on Cockatrice, add me if you wanna Grin
  • #17
    Quote from CheeseMeistro
    Would Vorel/Gilder Bairn(Spelling?) not work wonders with this for really easy infinite turns?


    t, Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.

    a) Returning Magosi to your hand is part of the cost and thus can not be responded to by anyone.
    b) Cards that go from the battlefield to a player's hand lose all counters.
  • #18
    Quote from Jivanmukta
    I mean, Garruk would work just as well, but that requires running a terrible color.


    I think I'm falling for you....

    I think its easier in blue to take infinite turns than using Magosi imo
  • #19
    Completely over-looked that part, woops.
  • #20
    Quote from gilrad
    Taking a step out of the realm of infinite turns, I generally find it's worthwhile only when you draw it and use it within the first four or five turns of a game. When I played it in my meta, I didn't feel all that behind despite losing a turn, and later on in the game it's always sitting there, ready to give me the extra breathing room needed to take control of the game.

    At least for me, the slim chance of getting it early on and being able to use it without it getting destroyed (!!!) before untapping was worth having a less-than-useful CIPT land on the majority of the games that it does nothing.


    Yeah, I played it in a few iterations of Stax for a while where here and there I'd not want to be taking a turn. Skip a crappy turn, wait for someone to kill your Stax pieces or kill them yourself, then take an good extra turn. Profit.

    But then I started to see a ton of Strip Mine, Tec Edge, Wasteland, and Stranglehold in my group, and it became worse than a basic Island.
  • #21
    Quote from togepi
    I think I'm falling for you....

    I think its easier in blue to take infinite turns than using Magosi imo


    Careful when swooning.

    Green is definitely as good as blue, if not better.

    Quote from MaRo »
    Flavor is flexible enough that you can justify just about anything. The color pie has to be held mechanically to a higher standard.

    Vendilion Clique-1v1(Work in Progress), Oona-Combo(retired), Oona-Control, Wrexial
  • #22
    I have never used it, but it seems like it would be fine, even without shenanigans, as long as you are playing a deck that is reactive, playing spells on opponents turns or using any # of cards that allow you to play non-instants on opponent's turns. Mind you, I am not advocating running these cards just to make Magosi work, but they are all good cards on their own that could further justify running Magosi.
    edit: although I really hate the CiPt, so tread carefully.
    Last edited by thepipeman: 9/26/2013 3:44:07 PM
  • #23
    Best general 'this is good, but not abuse' use I've found for it is with Chronomantic Escape.

    A cute combo when you get it going, and neither card is necessarily dead weight on its own.

    It gets more fun with Clockspinning of course, but Clockspinning itself gets gimmicky as a stand alone card(ish).

    I consider Magosi one of the few fair time warp cards. Only in the most cutthroat games will the risk of setting you back a turn matter if it gets blown up, and being able to take 'out of turn' turns can be fun, as well as allowing you to play a game where you can tap out on your first turn and remain 'untapped' on the second, decreasing the risk of sorcery speed cards in a control deck.

    Little harm in experimenting with the card as a standalone essentially.
    Last edited by GoodbyeWorld: 9/27/2013 12:40:30 AM
  • #24
    I don't like it. Too many strip mines, wastelands, and tectonic edges in my meta. It would basically be a strip mine that can only target strip mines (although even when they're not in play) that has the additional cost of "skip your next turn".

    That's just my meta though.

    I know the OP is looking for cool things to do with it, but I don't think there is a good way to get around the strip mine problem.
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  • #25
    Maybe if you're running something like Prophet of Kruphix you can just ignore the turn skipping (since you're basically taking an extra turn all the time) and then just enjoy the actual extra turn when you decide to use it.

    But that's really a stretch and I don't know why you would need it if you have a live Prophet.
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