Definitely the strongest card of its cycle and can be simply put into decks unlike the other four, which require heavy build around. If Magosi, the Waterveil doesn't see PT level card flipping , color me amazed.
Donovan_Fabian
★★☆☆☆ (2.0/5.0)(1 vote)
I agree, its one of those cards that can backfire on you of course, but theres so many easy ways to make use of that extra turn and still trip up your enemy. Slapping down a big wall card is one, you may skip your turn but you can hold off your opponent while your doing it, and when you regain extra turns later it makes up for it. Secondly, you could use cards like sleep, or pacify their creatures with coma veil, or gwafa hazid comes to mind, and then you don't have to fear attack during the extra turn.
ContraEgo
★★★☆☆ (3.0/5.0)(2 votes)
Works nicely with Garruk.
FD_02
★☆☆☆☆ (1.5/5.0)(3 votes)
I have a quick question about this card - if you have 2 Magosi on the field, and you use it's "Skip your next turn" ability on both, would you have to skip 2 turns? Both abilities say "Skip your next turn", which is exactly what you're doing if you just skip your next one.
mkniffen
★☆☆☆☆ (1.5/5.0)(2 votes)
@ zenzei
You would have to skip two turns
SoulReaverDan
★★☆☆☆ (2.5/5.0)(1 vote)
Also good for early game, and even late games in a control style deck where you can last out a second turn. I got it out twice on turn 1 in the prerelease and was able to use that extra turn to my advantage later on, at little loss that early.
Play this turn one. Turn two, play a land and tap to get a counter. Skip turn three. As soon as possible, play Glider Bairn. If your opponent doesn't kill Glider Bairn by the time it can tap and untap, you win. You untap, add a couner to Magosi, the Waterveil, take the extra turn, repeat until you win. There are also more intricate combo possibilities within Stardard, and even Limited. Amazing card, but balanced at the same time. The turn you miss could cripple you beyond your ability to catch up. Your opponent could do something that utterly cripples you. Probably won't see too much competitive play unless someone comes up with a crazy combo. 4.5/5
Dragoonmike
★★★★☆ (4.3/5.0)(6 votes)
This does not work with gilder bairn because as part of the activation cost it returns to your hand.
Evil_Tactics
★★★★☆ (4.4/5.0)(5 votes)
It should be deeply noted that Rings of Brighthearth works with this. You can get 2 turns or more with extra ring activations from other rings.
Arachibutyrophobia
★★★★☆ (4.2/5.0)(2 votes)
Am I missing something here? Why is this card good? Any advantage you get, you're opponent also gets, cuz you will both get two turns in a row.
A lot of other comments aren't realizing that this card returns to your hand. You can't abuse the whole counter thing. So pleae, could someone explain to me how this card is supposed to be used?
@ FD_02 you would skip two turns by using two. After1st one resolves, you skip your next turn, after 2nd one resolves, you skip your next turn. Your next turn is already skipped so its not your next turn.
ArKive
★★☆☆☆ (2.0/5.0)(3 votes)
Would coupling with Garruk Wildspeaker or Fatestitcher and an Oracle of Mul Daya or 2 mean your opponent can no longer take a turn? as far as skipping a turn, but then untapping and taking an extra turn goes, because you have skipped your next turns, but then before the skipped turns you have created another turn for yourself. if you ever became unable to continue taking more turns, all the turns you had racked up to skip would mean your opponent would get free reign for the rest of the game.
herbomatic
★★★★☆ (4.2/5.0)(2 votes)
From the Zendikar FAQ - If you somehow activate Magosi's third and fourth abilities during the same turn, the effects will cancel each other out. The turn you skip is the next one you would take, which is the turn created by Magosi's fourth ability. It doesn't matter in which order the abilities resolved.
Grimn777
★★★☆☆ (3.5/5.0)(1 vote)
you are in U/W, U/B, some kind of control. You play this within the first couple turns, and set up defenses (kraken hatchling early, wall of denial, etc. activate the ability during their turn when you know they pose no great threat taking another turn. then you develop board position, and take an extra turn after your turn 8 or so, swinging with baneslayer and friends twice.
tankplanker
★★★☆☆ (3.5/5.0)(1 vote)
Shame you can't play this with a Clockspinning, it'd miss out the miss a turn thing nicely. I plan on casting Silence and/or Fog the turn I can't play early game if I need to then use Rings of Brighthearth to gain three turns on the trot.
PeterRabit
★★☆☆☆ (2.0/5.0)(1 vote)
Only reason I would use this is if I know my opponent has no lands untapped, so then I have 2 turns of un-countered spells instead of one
Ales
☆☆☆☆☆ (0.5/5.0)(1 vote)
I dont know why this card is rated lower than a normal island.Its almost the same except with some extra possibilities.Anyway i use this card with fog and its quite good actually, better than a normal island anyway.And the art is great!
Nickkom
★★★★☆ (4.4/5.0)(5 votes)
This was what they wanted time vault to do. They just messed *that* card up.
You give up a turn and bank it, so that you can use it when you want. 1 for 1. I don't really think there's a way to exploit this card. You would have to get an eon counter on it without skipping your turn (clock spinning and gilder bairn won't work because you need one on the card already. Having two or more doesn't help because they get removed when you return the card to your hand), or you can try to get a free turn w/o returning it to your hand (impossible, since returning to your hand is part of the activation cost.)
Grimn777 is on the right track. You bank your turn when you're in a good defensive position, and the damage your opponent's second turn will do is minimal. Then when it is *crucial* for you to have two turns, you'll have it ready to go. In addition, you get to put the land back down, triggering landfall (a moderate but still tangible advantage).
If you took this strategy to its max, you could create a very defensive control deck that renders many of your opponent's turns useless. If you had four of these and over the course of the game banked four turns, you could wait until your opponent was in just the wrong position, bring out your sphinx of jwar isle or baneslayer angel, and attack for 4 turns in a row, or cast a cruel ultimatum on each of your 4 banked turns, or any combination thereof.
Ritius
★★★☆☆ (3.5/5.0)(1 vote)
I see an excellent opportunity for some use with Silence and Orim's Chant. What would you need to do that would take two turns, and make it a useful enough sacrifice? Could be fun. And regardless of the rants, I like that this card isn't exploitable, since you should have to play your deck around it, not play it into an infinite combo. There are enough of those already.
Also, our group has a joke going about "ghetto-(ability)". The best so far, I'd say, is "ghetto-haste": "take an extra turn after this one." Done with this card, too. (Unfortunately, I didn't realize it, but it already has haste! Due to suspend.)
And @all of you complaining about losing what you gain: What you want to do is put the counter on in the early-ish game, perhaps with a counterspell or two in hand, then take it off, say, the turn that you play Lorthos, the Tidemaker. Or, you know, use one of those three at the top.
lukemol
★★★☆☆ (3.0/5.0)(1 vote)
Seems like its special ability would only really be good early in the game if you don't have a strategy built around it. But hey, at least it's an island with extra potential.
BioPrince
★★★☆☆ (3.5/5.0)(1 vote)
"savor the moment" gives you the turn you need for the eon counter but that just gives you time warp for 1 less mana and and extra card to find
DyadyaIstvan
★★★☆☆ (3.5/5.0)(1 vote)
Using this card correctly is very tricky, but it could find a home in the right U/W control deck, at least casually. Silence goes REALLY well with this card, keeping your opponents advantage to a minimum, and bounce or fog effects in hand could defend against threats already out. Done well, the card says Utap, opponent draws a card: put an eon counter on Magosi, the Waterveil.
Styny
★★★☆☆ (3.0/5.0)(1 vote)
the only way this would work with gilder bairn is if you could find a way to copy to eon counter and move it on to a different permanent, and then move it back on to Magosi, which would require a lot of effort. Rings of Brighthearth is much easier to use
turn a - play Magosi opponent turn turn b - untap and charge Magosi (can play another land) opponent turn opponent turn turn c - discharge Magosi, copy its ability and replay Magosi turn d - untap and charge Magosi (can play another land) opponent turn loop back to turn c
2:1 turns in exchange for skipping at the beginning: good for a 2-card combo that doesn't crash if the Rings are removed, but not very exciting.
turn a - play Magosi #1 opponent turn turn b - charge Magosi #1 and play Magosi #2 opponent turn opponent turn turn c - discharge Magosi #1, copy its ability, untap and charge Magosi #2 and replay Magosi #1 loop back to turn c with the two Magosi exchanged.
Infinite turns but no new land drops: you need to have something to play extra land (e.g. Oracle of Mul Daya) and/or something that wins reliably (e.g. milling).
turn a - play Magosi opponent turn turn b - untap and charge Magosi (can play another land) opponent turn opponent turn turn c - discharge Magosi, copy its ability twice and replay Magosi turn d - untap and charge Magosi (can play another land) loop back to turn c
Much better, you only have Dragon Broodmother or other cards that hurt on your upkeep for free to fear.
The combo can be improved with ancillary cards: Time Warp or Time Walk to prime the pump without giving the opponent two consecutive turns, and more importantly Fatestitcher, Garruk Wildspeaker or other permanent-based untapping effects to reduce the latency of Magosi from 3 to 2 turns:
turn a - play Magosi opponent turn turn b - untap and charge Magosi then untap with some other permanent, discharge it and copy its ability, replay Magosi loop back to turn b
Of course another pair of Rings of Brighthearth would schedule an arbitrary number of extra turns and let you play other lands.
CaptainNick
★★★☆☆ (3.0/5.0)(1 vote)
Why not play Magosi early on then during the turn(s) you skip Silence during their upkeep or run a ton of counter spells to make their turn worthless and then save the eon counter for when you need the extra turn later.
Seems like it could be paired with Howling Mine or Font of Mythos to allow you to recover the cards spent controlling the turns you lost. Then some sort of mid to late game finishing combo like a Twin Cast Traumatize followed by an Archive Trap on the next turn when you cash in the eon counter.
Arglypuff
★★★☆☆ (3.5/5.0)(1 vote)
Two Magosis going off one after another defeats the purpose of this card.
The first, charge, ability reads "Skip your next turn."
The second, ultimate, ability reads "Take an extra turn after this one."
If you charge one Magosi and then pop a second Magosi, all you do is skip your extra turn.
kitsunewarlock
☆☆☆☆☆ (0.0/5.0)
Looks good with Bazaar Trader.
Tanaka348
☆☆☆☆☆ (0.0/5.0)
So, it seems Rings of Brighthearth is only way to go to having real benefit to this card... maybe storing an early turn for a late turn might be useful, but then again since you returned a land and missed a land drop that'll really stunt your mana development.
Really, the only way to live the Time Vault dream is with a Giant Fan. But only a villain would unleash such a combo, after all.
personjerry
☆☆☆☆☆ (0.0/5.0)
Have doubling season & Garruk Wildspeaker Tap island, tap waterveil, 2 counters, skip next turn.. or not! Garruk untaps waterveil, tap waterveil, remove a counter, you get a turn (which you skip)..." Free" turn! Combine with twitch for your free turn this turn, possibly rinse and repeat.
ww_boy6
☆☆☆☆☆ (0.0/5.0)
How about this, a UB control: Magosi + time warp + sorin markov turn a: discharge magosi and put sorin markov, use first ability to be 6 turn b: use time warp, sorin markov use first ability to be 8 turn c: sorin markov use thrid ability turn d: control player trun e: your turn again!!
Also agree Grimn777 that it's great for control/defense deck For the opp turn: something you have to respond => respond nothing to respond => charge magosi
SleetFox
★★★★☆ (4.2/5.0)(3 votes)
I got this guy in a casual draft, and then I ended up playing it in the respawn Magic format from one of the articles, and it won me a lot of points. I would just hold up all my creatures to protect me for two turns, then when an opponent is weak enough, I attack them twice and get the point. I've never played this card in a "serious" format, so I don't know how good it is there, but in respawn, it's a bomb.
NeoSin
★★★★☆ (4.1/5.0)(5 votes)
Time Stop completely negates the negative effect of this card.
Aun
☆☆☆☆☆ (0.5/5.0)(2 votes)
Doubling Season works perfectly well, because when the one counter enters he becomes doubled.
Tiggurix
★★★★☆ (4.2/5.0)(6 votes)
@ LG: I have to applaud you, LG! You did a good job at finally breaking this nut! I can't believe I didn't think of Rings of Brighthearth sooner! It, for some reason, never occured to me that the rings would actually work with lands!
@ NeoSin: If you wish to negate the drawback with a spell, I'd rather suggest you take a look at Savor the Moment. For (1)(U)(U), you get an extra turn, with a drawback. Put an eon counter on Magosi, and you get to skip this cheaply bought (in terms of mana) turn. You can then let your opponent get his/her turn, and proceed to activate Magosi's ultimate to attain your additional turn, free from any disadvantages, when your turn comes as normal. Or you can continue on your turn and untap Magosi, proceed to activate its ultimate, and get an additional turn without any disadvantages aside from one colourless and three blue mana, in addition to the cost of whatever method you used to untap it, without even letting your opponent get a single turn in return, much less two! Overall, I believe this would a more advantageous method than utilising Time Stop, as it would cost less in total in terms of mana.
Also, is there anyone else here who think that this card's cycle should all be legendary?
NAP5252
★★★☆☆ (3.8/5.0)(3 votes)
I'm thinking about using this card in conjunction with Quest for Ula's Temple. Figure it this way: wait till Quest for Ula's Temple has all of it's quest counters on it then immediately charge Magosi. Your end step: Lorthos or Nemesis of Reason or Inkwell Leviathan or Wrexial or pretty much any big sea monster. Your opponent's first end step: any one of those, your opponent's second end step: any one of those again and by the time your turn comes along activate magosi's fourth ability and hit 'em hard, your end step pop something else out that's big and scary and hit 'em hard again. GAME OVER!!!
Just a theory
BetrayerKol
★★★★☆ (4.4/5.0)(7 votes)
Here's the combo I use:
Maralen of the Mornsong - players can't draw cards and take 3 damage each upkeep, but can search their libraries for one card. Mindlock Orb Players can't search their libraries. With Maralen out, this means that you're limited to the cards in play, AND you take three damage each turn for nothing.
Then, I just stockpile aeon counters and stasis them to death. There's nothing stopping you from skipping turns over and over again.
It's a pretty annoying combo that doesn't win any friends, but it works.
Eved
★★★★☆ (4.3/5.0)(5 votes)
Sure they can have turns 2 and 3 in a row. I'll just be taking turns 5,6, and 7 in a row. This goes great with Time Warp in my blue deck.
Final Fortune on the Isochron Scepter. 2 of these in play. Final Fortune. Tap one to skip turn of doom. Opponent's turn. Your turn. Tap and return to hand to take extra turn. Put it back into play. Final Fortune. Tap other one to skip turn of doom. You get your safe extra turn, repeat.
Guest1162619373
☆☆☆☆☆ (0.5/5.0)(1 vote)
@NeoSin >> Yes, it negates the negative effect of the card at the cost of not getting any effect out of the card at all: no counters, no skipped turn, no extra turn because to get a counter on the card, you must let the ability resolve which means you will skip your next turn. If you don't let the ability resolve you will not get a counter on the card.
TDL
★★★★☆ (4.2/5.0)(2 votes)
Oh, how I wish this had shroud. Losing a turn for nothing if the opponent should Tectonic Edge or Goblin Ruinblaster Magosi away would be quite a blow.
keiyakins
★★★★☆ (4.2/5.0)(4 votes)
Thank god for the return-to-hand bit. Proliferate would have turned this into a card insane enough to break /vintage/ I bet >_>
iondragonx
☆☆☆☆☆ (0.5/5.0)(1 vote)
@ Arkive Your idea of coupling Garruk Wildspeaker and an Oracle of Mul Daya is almost correct. Instead, all you need is Garruk Wildspeaker and an Amulet of Vigor; then your opponent can no longer take a turn. Play Magosi, tap for a counter, skip next turn. Garruk untaps Magosi, tap it for a turn after this one, which comes BEFORE the turn that you skipped. This is because of the order in which these abilities resolve. During your bonus turn, repeat. You have to keep track of the accumulated skipped turns that have been mortgaged, but it shouldn't matter. Game over with a Grindclock.
Telltalereaper
☆☆☆☆☆ (0.0/5.0)
@iondragonx The card ruling for this card says that if you do that, they negate each other, so...that's kindof just a waste of time :/
thaviel
☆☆☆☆☆ (0.0/5.0)
card is too locked down there's like 2 ways to give you an actual advantage. Rings of Brighthearth for instance
God, enough with the Gilder Bairn or Clockspinning "combos"!! What good will it do you to add seven extra eon counters on Magosi if you have to return the land to your hand AS A COST before you can even put the "take an extra turn after this one" ability on the stack?!
Everything that comes before an ability's colon (:) is the cost you need to pay BEFORE you put the ability on the stack (unless it's a mana ability; mana abilities don't use the stack, they're different). In Magosi's case, 3 things come immediately before this colon: the tap symbol, a "remove an eon counter from Magosi" string of text, and a "return Magosi to it's owner's hand" instruction. Unless you do all three, no effect stating that you take an extra turn after this one exists.
I think most of you are reading this card as if it stated: "Tap, remove an eon counter from Magosi: return Magosi to it's owner's hand and take an extra turn after this one." That's not what's written. Checkitout.
Stifle is indeed a good idea (to counter the turn loss), and Rings of Brighthearth (to copy the ability that gives an extra turn) will work too. I guess Final Fortune is some kind of red stifle, too. Most of everything else: it won't work because you're not reading the card right.
Zaneshift
★★☆☆☆ (2.0/5.0)(1 vote)
If not for return to hand, this would have been a turn 6 win in the current Standard.
ishkabibble
★★★☆☆ (3.7/5.0)(3 votes)
People need to stop saying you can somehow combo this with proliferate abilities or Gilder Bairn or Clockspinning. That doesn't work at all.
Here's what happens. Tapping, removing the counter, and returning it to your hand are part of the COST. As soon as you return it to your hand, all the counters fall off.
mdakw576
★★★☆☆ (3.3/5.0)(3 votes)
What would happen if time vault was awful instead of broken?
qaq456
★☆☆☆☆ (1.2/5.0)(3 votes)
has anyone suggested proliferate?
easy infinite turn generator Turn One: Magosi Turn Two: Island, use Magosi's ability Turn Three:Island, Contagion Clasp and kill something Turn Four: Island, proliferate and get another turn etc OR Turn One: Magosi Turn Two: Island, play Thrummingbird(or something akin to that name) Turn Three: Island, use Magosi's ability then attack with oh, man just realised you have to return it to your hand damn
You could put on an eon counter, then untap it, then tap and return it to take an extra turn! So you would lose a turn then gain it back, but they you could brag to all your friends that you took an extra turn in a game and they would be all like, "OooooooooooooooooooOOOOOOOOOOOOOooooooooooohhhhhhhhh, your a goooooooooooooood, Imma concede now ktanksbai"
nemokara
★★★☆☆ (3.8/5.0)(2 votes)
Well, I for one am glad it returns to your hand. This would be quite broken otherwise.
I like the combo with Final Fortune, though. Quite ingenious.
TPmanW
☆☆☆☆☆ (0.0/5.0)
@Betrayerkoi And if they manage to dismantle your combo you've still got a bunch of extra turns stored up to with which to beat their face in. I guess the only other combo that works is donate + mindslaver? Is there a card that gives away control of a permanent just until end of turn?
Nayban
★★★☆☆ (3.5/5.0)(2 votes)
Correct me if im wrong, but couldnt I use this with Last Chance/Final Fortune to gain a free turn with out the lose game effect?
drebhan
☆☆☆☆☆ (0.0/5.0)
I am so glad you have to return it to your hand, otherwise proliferation would show its ugly head again in old(ish) cards, like Djinn of Wishes
sarroth
★★★☆☆ (3.5/5.0)(2 votes)
I wonder if you have to bounce it to your hand to avoid the obvious connection with the Proliferate mechanic that was released the very next block. Without the bounce, this card and Proliferate would read: Skip one turn, then take infinite turns from then on. As much as I always liked this card and wanted to make it more powerful than it is, without the bounce clause it'd be broken, and not in a "I'm super intelligent and great at Magic to have figured that out" way either.
I use this card in my pyromancer's ascension deck. It works well if you get it first turn; take a bit of a mana disadvantage, but they can't hurt you too much. Also combos with instants, since you can play them when it's not your turn (the deck is almost all instants). Then once my quest is activated the extra turn is damn effective. it's won me games, but I must add that it can be hard to tell if I would have just won those games anyway. One last thing: sucks in multiplayer, because you end up getting owned by more people during your sacrificed turn.
VoidedNote
☆☆☆☆☆ (0.0/5.0)
It's good. It can be pretty good for reloading land fall threats. It's also decent in a control deck if you know nothing is going to happen or you can stop anything from happening.
Play Magosi, untap via amulet. Tap to add counter. Untap with Garruk. Remove counter to take extra turn. Double that ability with Rings. Infinite turns for teh win.
yogistrikesagain
☆☆☆☆☆ (0.0/5.0)
Delixu: i think you can do without Rings of Brighthearth. i just got buliding a deck with 2 garruck wildspeaker and 3 Magosi, the waterveil 2 primeval titans with some cultivates and 4 amulets of vigor and 4 trinket mage and i through in a karn for the hell of it
CaptainMal
☆☆☆☆☆ (0.0/5.0)
@BetrayerKol the reasons that combo doesn't work are as follows. A) you can't keep stacking on eon counters because you have to return it to your hand every time you pop the extra turn effect, which removes all extra counters B) even if you could take infinite turns, Maralen of the Mornsong would only be doing damage to you, so you would kill yourself for nothing... so pretty much... yeah, that's about it. it doesn't work that way, and if it did, it would kill you.
The_Duke
☆☆☆☆☆ (0.0/5.0)
@CaptainMal
BetrayerKol was talking about activating the "{U} tap, : Put an eon counter on Magosi, the Waterveil. Skip your next turn." over and over again, skipping his own turns, causing his opponent to have a ton of extra turns, taking three damage on each of them.
@Delixu
Doesn't that sequence also lead to a great number of skipped turns? Every time you "gain" a turn with Rings of Brighthearth, you still need to have skipped a turn via Magosi's third ability, right?
Gabriel422
☆☆☆☆☆ (0.0/5.0)
In Magic, only this one card says "you can't do this, you can't do that, you can't do nothing". In Yugioh, this level of wordiness is average. And they fall short by applying this wordiness haphazardly.
When you need to forbid players from doing many things on an average card, I guess something basic in your game needs to be overhauled, be it a game rule or a design convention.
TrueBloodWolf
☆☆☆☆☆ (0.0/5.0)
If you had enough prolifierate, that would be endless turns, No?! :o
hugemanatee
☆☆☆☆☆ (0.0/5.0)
If you proliferate this do you still have to skip turns?
sonorhC
★★★★☆ (4.0/5.0)(2 votes)
You could put extra counters on this (via Gilder Bairn or Proliferate or whatever), and then animate it somehow, and then use a Leech Bonder to move the extra counters onto some other creature for safekeeping, and then move the counters back after you re-play this. In principle, at least. But that's way too much work to go to, even for an unlimited turns combo.
And folks talking about skipping an early, low-value turn to take two valuable turns in the late game, it doesn't really work like that. That's like saying that people trip most often on the first step of a staircase, so you should eliminate the first step. You can't take turn 1, then skip a turn, then take turns 3, 4, 5, and so on: You actually take turn 1, then skip a turn, then take turns 2, 3, 4 and so on a turn late.
This is almost always worthless unless you're comboing it somehow, and they deliberately made it much too hard to combo, too.
n0odleex
★★★★☆ (4.0/5.0)(2 votes)
Stifle the skip turn part? Would that work?
Avitar_Diggs
★★★☆☆ (3.5/5.0)(3 votes)
Run U/W and Silence your opponent at their upkeep? That's all I can think of for standard.
Syberduh2
★☆☆☆☆ (1.2/5.0)(2 votes)
Seems like it should be possible to sneak a counter onto this card using Liquimetal Coating and Vedalken Infuser to get some standard-legal free turns.
Edit: Ah, nevermind. The Vedalken infuser (or a surge node) can only put on charge counters, not eon counters.
Whenever Wizards transposes the effect of one powerful card, such as Time Vault, onto a new card type, it's a good idea to pay attention. After all, today's paperweight could be tomorrow's Leveler.
packmaster
☆☆☆☆☆ (0.6/5.0)(5 votes)
One word: PROLIFERATE
Jake1991
★★★★☆ (4.2/5.0)(5 votes)
@ packmaster:
One word: WRONG
RTFC. Magosi returns itself to its owner's hand for the extra turn.
LordRandomness
★★★☆☆ (3.8/5.0)(3 votes)
If you want a stupidly unwieldy combo, animate it and use Fate Transfer and Clockspinning to store the eon counters elsewhere.
pann85
☆☆☆☆☆ (0.0/5.0)
THIS IS A RE-POSTED COMMENT, I MADE A MISTAKE ON THE LAST ONE, MY APOLOGIES FOR CONFUSION.
i think you're all missing a very simple combo. Sorin Markov's ultimate and a proliferator. ex. Magosi in play and NOT charged. play Markov, proliferate him. (Contagion engine x2, preferably, it allows for re-use.) Charge Magosi. use Sorin's ultimate. Result: you pass turn, their two-turn run starts, one of which you control. either pass it uneventfully or attempt to sabotage them. their second turn, they control , weather as best you can and then enjoy your two-turn beat down. Rinse the guts off, laher and repeat. **Drawback** Mana intensive, try to find a cheaper way to proliferate or generate mana. I'm using Subterranean Hanger, which works well, but it stays tapped. *multi-player note* the timing is alot trickier, but play it right and you could wreak serious havoc.
other options: instead of trying to get around magosi's drawback, turn it into a drawback for your opponent. Mana Vapors, anything that taps or prevents untapping creatures, or skips or negates your opponents attack phase, (stonehorn dignitary). or just play a deck that fun ctions just as well on their turn as yours, instant heavy and activated abilities, along with massive mana production.
Asmodi0000
★★★☆☆ (3.5/5.0)(2 votes)
I like this card, because it seems like they were trying really, really hard to make it so that you couldn't abuse it easily, but made the reward so powerful that everyone was definitely going to try and find a way to break it.
Salient
★★★☆☆ (3.5/5.0)(2 votes)
Y'all are trying to superduperbreak this card, when a mere Sleep will do nicely.
Mike-C
☆☆☆☆☆ (0.0/5.0)
QUESTION.. Could you skip a turn, get a counter, proliferate 'X' times (lets say twice), so you have 3 counters and then activate ability and right after that use a temp exile to protect the other 2 counters? I'm guessing Venser, the Sojourner's +1 is out b/c it's a sorcery.. But what about that artifact.. I forget the name, something to do with pod I think.. Any who, could you use that ability to save this from leaving the table, return it whenever and have another 2 turns stored up??
dingophone
☆☆☆☆☆ (0.0/5.0)
Great in Turbofog!
RizzanWinterblade
☆☆☆☆☆ (0.5/5.0)(4 votes)
Any proliferate with this card like contagion engine = unlimited turns.
thexmanlight
★★★★☆ (4.0/5.0)(3 votes)
You can't use proliferate with this, because to add a eon counter, an eon counter already has to be on Magosi. Plus, adding more than one counter is pointless, considering you bounce it back to your hand as a cost.
8Netherwind8
☆☆☆☆☆ (0.0/5.0)
Whip it out for 'em on the forum Pops! Ppl gotta know dat quick, cheep way to infinite turn glory!!" - - "Alright there hot britches, cool yer jets... here goes!": Turn 1: Forest - Magus of the Candelabra Turn 2: Magosi - Sol Ring - Lotus Petal (any other quick mana-fix) - Rings of Brighthearth Turn 3: Island - (further denoting that it is the most broken card in MTG: Play an Island, Tap for BLUE mana, win game) - Game - - - Tap Magosi and Island, lose a turn - Tap Forest and Magus, Untap Magosi - Tap Magosi, gain back a turn; Tap Sol Ring and copy this last ability with "Ring of Brighthearth" - - - Next turn, drop a land... *Congratulations! You're a D*ck!* ;D
Oops, forgot a Fastbond -fix or the like for an additional land-drop... my bad 8P
Using Stifle on this will also keep you from getting the counter, so good luck with that.
Gheridarigaaz
★★★☆☆ (3.5/5.0)(2 votes)
Just give them the extra turn!!!! Then when you finally boardwipe, or need some time to find an answer or whatever use the counter on magosi. Best idea would be to matchup their card drawing with something like consecrated sphinx, psychic possession etc... so you dont lose out
Double that counter using Doubling Season, which does in fact double the counter when you "move" it (strange ruling). Then move one of the duplicate eon counters back onto the Magosi.
Now you can take an extra turn. When you're done, you can keep on proliferating the other eon counter that you "stored" on the other creature and move it back onto Magosi. Repeat. Infinitely abusable if you have a land-untapper like Garruk out.
Cons: You need 7 cards (Mycosynth, Tezz, Leech Bonder, Paradise Mantle, Doubling Season, and Garruk)
Pros: You get to take infinite turns using one of the most useless lands ever.
TheWrathofShane
★☆☆☆☆ (1.5/5.0)(1 vote)
Combo with Tangle... Oh gosh guys, this land is not useless. Turbo Fog...
Sometimes you just want an excuse to skip your turn.
Lord_of_Tresserhorn
★★☆☆☆ (2.5/5.0)(1 vote)
The number of people in this thread who thinks this is broken by proliferate is sickening. Not only did they not RTFCard, they also did not RTFComments either!
Someone mentioned using it the opposite direction, with a Maralen of the Mornsong + Mindlock Orb lock. The problem is, you need to tap Magosi, and since you are skipping your turn, you do not get to untap it again to skip your next turn...
Got me to wondering how to break this...
Seedborn Muse is likely the best way. Untaps your Magosi and anything that makes the one blue mana you also need.
But it requires green. Can it be done just in UB? Even more so, can you do it in just one turn, so you can basically say: "Can you get out of this lock without new cards or do I win now?"
If one does stray from the colors, also adding 2 x Wild Growth solves it. Use the ability Paradise Mantle grants to tap for {U}, and you get an additional {G}{G}. Use one of the latter to activate Umbral Mantle (cheaper thanks to Training Grounds), then use {U} to skip the turn, then use the second {G} to untap again. Rinse and repeat.
Terribly complicated. Any idea to get a Wild Growth-like effect in UB? Or wqith Artifacts?
TheKazu
☆☆☆☆☆ (0.0/5.0)
So my friend used this against me. When I read it, my face exploded. When I recovered, I went and bought a playset. Heres to fast shipping.
Technetium
★☆☆☆☆ (1.5/5.0)(1 vote)
They designed this very carefully to make it nearly impossible to break. Yeah, there are some combos out there, but they are really hard to pull off. Coming into play tapped is kind of the nail in the coffin on this card, IMO.
ekann123
★☆☆☆☆ (1.5/5.0)(1 vote)
What if you have 2 and activate the 3rd ability twice in one turn? do the take 2 extra turns?
I think so, because it says skip your next turn, but I'm not exactly sure.
Jorgumander
★☆☆☆☆ (1.5/5.0)(1 vote)
Wondering about this card. Would playing it, letting it untap, then pairing a Great Whale with a Deadeye Navigator work? Basically bringing back the Great Whale each turn to untap the land and give you the extra turn EVERY turn?
A little confused on the wording, because it says "skip your next turn" but then next on the stack is "take and extra turn". If you could get these guys all going, it should be infinite turns, correct?
eak1801
★★★★☆ (4.0/5.0)(2 votes)
It seems to me like Magosi finds a nice home in EDH, or any free for all games for that matter. Works well as a political ploy when you're the least appealing target, and is even better if you run it with instant-speed board-wipes. Hit your Nevinyrral's Disk/Oblivion Stone/Rout on the end step predeecing your turn, then activate Magosi to skip your next turn. That way you get to see what everyone plays before deciding how you'll respond to it, plus you've just bought yourself an extra turn! I'm also surprised no one has mentioned Chronomantic Escape! Hilarious.
I personally like cards like this. Difficult enough to break that people will seldom try building around it, but it has a useful enough function; Skip a non-crucial turn and bide your time with an extra turn stored up. Sacrificing speed (comes into play tapped) for more options tends to be worth it in EDH, especially from a land!
AnnoyingFogGuy
☆☆☆☆☆ (0.0/5.0)
I agree with Gheridarigaaz's line of thought. 1. Use the extra turn from this. 2. Cast Worldpurge. 3. Play your land for the turn, and a land on your extra turn. 4. Get pummeled by other players
SeriouslyFacetious
☆☆☆☆☆ (0.0/5.0)
I use this in a mono blue Stasis deck. Just skip the next turn when you already have the board under a stasis lock (just make sure Magosi is already untapped!). All this means to you is you can skip Stasis' upkeep payment for a turn.
Bounce the Stasis on your opponent's end step. Now you get TWO turns with untap before replaying Stasis. Should be enough to force a scoop or simply win.
Old school brutal blue, aided and abetted by modern goodies!
Comments (106)
You would have to skip two turns
A lot of other comments aren't realizing that this card returns to your hand. You can't abuse the whole counter thing. So pleae, could someone explain to me how this card is supposed to be used?
The only combo I like with this card is with Rings of Brighthearth. ;)
One thing is for sure: Time Vault is better!
you would skip two turns by using two. After1st one resolves, you skip your next turn, after 2nd one resolves, you skip your next turn. Your next turn is already skipped so its not your next turn.
as far as skipping a turn, but then untapping and taking an extra turn goes, because you have skipped your next turns, but then before the skipped turns you have created another turn for yourself. if you ever became unable to continue taking more turns, all the turns you had racked up to skip would mean your opponent would get free reign for the rest of the game.
You give up a turn and bank it, so that you can use it when you want. 1 for 1. I don't really think there's a way to exploit this card. You would have to get an eon counter on it without skipping your turn (clock spinning and gilder bairn won't work because you need one on the card already. Having two or more doesn't help because they get removed when you return the card to your hand), or you can try to get a free turn w/o returning it to your hand (impossible, since returning to your hand is part of the activation cost.)
Grimn777 is on the right track. You bank your turn when you're in a good defensive position, and the damage your opponent's second turn will do is minimal. Then when it is *crucial* for you to have two turns, you'll have it ready to go. In addition, you get to put the land back down, triggering landfall (a moderate but still tangible advantage).
If you took this strategy to its max, you could create a very defensive control deck that renders many of your opponent's turns useless. If you had four of these and over the course of the game banked four turns, you could wait until your opponent was in just the wrong position, bring out your sphinx of jwar isle or baneslayer angel, and attack for 4 turns in a row, or cast a cruel ultimatum on each of your 4 banked turns, or any combination thereof.
Also, our group has a joke going about "ghetto-(ability)". The best so far, I'd say, is "ghetto-haste": "take an extra turn after this one." Done with this card, too. (Unfortunately, I didn't realize it, but it already has haste! Due to suspend.)
And @all of you complaining about losing what you gain: What you want to do is put the counter on in the early-ish game, perhaps with a counterspell or two in hand, then take it off, say, the turn that you play Lorthos, the Tidemaker. Or, you know, use one of those three at the top.
but that just gives you time warp for 1 less mana and and extra card to find
turn a - play Magosi
opponent turn
turn b - untap and charge Magosi (can play another land)
opponent turn
opponent turn
turn c - discharge Magosi, copy its ability and replay Magosi
turn d - untap and charge Magosi (can play another land)
opponent turn
loop back to turn c
2:1 turns in exchange for skipping at the beginning: good for a 2-card combo that doesn't crash if the Rings are removed, but not very exciting.
2 Magosi + 1 Rings of Brighthearth:
turn a - play Magosi #1
opponent turn
turn b - charge Magosi #1 and play Magosi #2
opponent turn
opponent turn
turn c - discharge Magosi #1, copy its ability, untap and charge Magosi #2 and replay Magosi #1
loop back to turn c with the two Magosi exchanged.
Infinite turns but no new land drops: you need to have something to play extra land (e.g. Oracle of Mul Daya) and/or something that wins reliably (e.g. milling).
1 Magosi + 2 Rings of Brighthearth:
turn a - play Magosi
opponent turn
turn b - untap and charge Magosi (can play another land)
opponent turn
opponent turn
turn c - discharge Magosi, copy its ability twice and replay Magosi
turn d - untap and charge Magosi (can play another land)
loop back to turn c
Much better, you only have Dragon Broodmother or other cards that hurt on your upkeep for free to fear.
The combo can be improved with ancillary cards: Time Warp or Time Walk to prime the pump without giving the opponent two consecutive turns, and more importantly Fatestitcher, Garruk Wildspeaker or other permanent-based untapping effects to reduce the latency of Magosi from 3 to 2 turns:
turn a - play Magosi
opponent turn
turn b - untap and charge Magosi then untap with some other permanent, discharge it and copy its ability, replay Magosi
loop back to turn b
Of course another pair of Rings of Brighthearth would schedule an arbitrary number of extra turns and let you play other lands.
Seems like it could be paired with Howling Mine or Font of Mythos to allow you to recover the cards spent controlling the turns you lost. Then some sort of mid to late game finishing combo like a Twin Cast Traumatize followed by an Archive Trap on the next turn when you cash in the eon counter.
The first, charge, ability reads "Skip your next turn."
The second, ultimate, ability reads "Take an extra turn after this one."
If you charge one Magosi and then pop a second Magosi, all you do is skip your extra turn.
Really, the only way to live the Time Vault dream is with a Giant Fan. But only a villain would unleash such a combo, after all.
Tap island, tap waterveil, 2 counters, skip next turn.. or not!
Garruk untaps waterveil, tap waterveil, remove a counter, you get a turn (which you skip)..." Free" turn!
Combine with twitch for your free turn this turn, possibly rinse and repeat.
turn a: discharge magosi and put sorin markov, use first ability to be 6
turn b: use time warp, sorin markov use first ability to be 8
turn c: sorin markov use thrid ability
turn d: control player
trun e: your turn again!!
Also agree Grimn777 that it's great for control/defense deck
For the opp turn:
something you have to respond => respond
nothing to respond => charge magosi
@ NeoSin: If you wish to negate the drawback with a spell, I'd rather suggest you take a look at Savor the Moment. For (1)(U)(U), you get an extra turn, with a drawback. Put an eon counter on Magosi, and you get to skip this cheaply bought (in terms of mana) turn.
You can then let your opponent get his/her turn, and proceed to activate Magosi's ultimate to attain your additional turn, free from any disadvantages, when your turn comes as normal.
Or you can continue on your turn and untap Magosi, proceed to activate its ultimate, and get an additional turn without any disadvantages aside from one colourless and three blue mana, in addition to the cost of whatever method you used to untap it, without even letting your opponent get a single turn in return, much less two!
Overall, I believe this would a more advantageous method than utilising Time Stop, as it would cost less in total in terms of mana.
Also, is there anyone else here who think that this card's cycle should all be legendary?
Just a theory
Maralen of the Mornsong - players can't draw cards and take 3 damage each upkeep, but can search their libraries for one card.
Mindlock Orb Players can't search their libraries. With Maralen out, this means that you're limited to the cards in play, AND you take three damage each turn for nothing.
Then, I just stockpile aeon counters and stasis them to death. There's nothing stopping you from skipping turns over and over again.
It's a pretty annoying combo that doesn't win any friends, but it works.
Bulky combo here:
2 of these, Final Fortune and Isochron Scepter.
Final Fortune on the Isochron Scepter.
2 of these in play.
Final Fortune. Tap one to skip turn of doom. Opponent's turn. Your turn.
Tap and return to hand to take extra turn. Put it back into play. Final Fortune. Tap other one to skip turn of doom. You get your safe extra turn, repeat.
Your idea of coupling Garruk Wildspeaker and an Oracle of Mul Daya is almost correct. Instead, all you need is Garruk Wildspeaker and an Amulet of Vigor; then your opponent can no longer take a turn.
Play Magosi, tap for a counter, skip next turn. Garruk untaps Magosi, tap it for a turn after this one, which comes BEFORE the turn that you skipped. This is because of the order in which these abilities resolve. During your bonus turn, repeat. You have to keep track of the accumulated skipped turns that have been mortgaged, but it shouldn't matter. Game over with a Grindclock.
Everything that comes before an ability's colon (:) is the cost you need to pay BEFORE you put the ability on the stack (unless it's a mana ability; mana abilities don't use the stack, they're different). In Magosi's case, 3 things come immediately before this colon: the tap symbol, a "remove an eon counter from Magosi" string of text, and a "return Magosi to it's owner's hand" instruction. Unless you do all three, no effect stating that you take an extra turn after this one exists.
I think most of you are reading this card as if it stated: "Tap, remove an eon counter from Magosi: return Magosi to it's owner's hand and take an extra turn after this one." That's not what's written. Checkitout.
Stifle is indeed a good idea (to counter the turn loss), and Rings of Brighthearth (to copy the ability that gives an extra turn) will work too. I guess Final Fortune is some kind of red stifle, too. Most of everything else: it won't work because you're not reading the card right.
Here's what happens. Tapping, removing the counter, and returning it to your hand are part of the COST. As soon as you return it to your hand, all the counters fall off.
easy infinite turn generator
Turn One: Magosi
Turn Two: Island, use Magosi's ability
Turn Three:Island, Contagion Clasp and kill something
Turn Four: Island, proliferate and get another turn etc
OR
Turn One: Magosi
Turn Two: Island, play Thrummingbird(or something akin to that name)
Turn Three: Island, use Magosi's ability then attack with
oh, man just realised you have to return it to your hand
damn
I like the combo with Final Fortune, though. Quite ingenious.
And if they manage to dismantle your combo you've still got a bunch of extra turns stored up to with which to beat their face in.
I guess the only other combo that works is donate + mindslaver?
Is there a card that gives away control of a permanent just until end of turn?
Play Magosi, untap via amulet. Tap to add counter. Untap with Garruk. Remove counter to take extra turn. Double that ability with Rings. Infinite turns for teh win.
the reasons that combo doesn't work are as follows.
A) you can't keep stacking on eon counters because you have to return it to your hand every time you pop the extra turn effect, which removes all extra counters
B) even if you could take infinite turns, Maralen of the Mornsong would only be doing damage to you, so you would kill yourself for nothing...
so pretty much... yeah, that's about it. it doesn't work that way, and if it did, it would kill you.
BetrayerKol was talking about activating the "{U} tap, : Put an eon counter on Magosi, the Waterveil. Skip your next turn." over and over again, skipping his own turns, causing his opponent to have a ton of extra turns, taking three damage on each of them.
@Delixu
Doesn't that sequence also lead to a great number of skipped turns? Every time you "gain" a turn with Rings of Brighthearth, you still need to have skipped a turn via Magosi's third ability, right?
When you need to forbid players from doing many things on an average card, I guess something basic in your game needs to be overhauled, be it a game rule or a design convention.
And folks talking about skipping an early, low-value turn to take two valuable turns in the late game, it doesn't really work like that. That's like saying that people trip most often on the first step of a staircase, so you should eliminate the first step. You can't take turn 1, then skip a turn, then take turns 3, 4, 5, and so on: You actually take turn 1, then skip a turn, then take turns 2, 3, 4 and so on a turn late.
This is almost always worthless unless you're comboing it somehow, and they deliberately made it much too hard to combo, too.
Edit: Ah, nevermind. The Vedalken infuser (or a surge node) can only put on charge counters, not eon counters.
One word: WRONG
RTFC. Magosi returns itself to its owner's hand for the extra turn.
i think you're all missing a very simple combo. Sorin Markov's ultimate and a proliferator.
ex.
Magosi in play and NOT charged.
play Markov, proliferate him. (Contagion engine x2, preferably, it allows for re-use.)
Charge Magosi.
use Sorin's ultimate.
Result: you pass turn, their two-turn run starts, one of which you control. either pass it uneventfully or attempt to sabotage them. their second turn, they control , weather as best you can and then enjoy your two-turn beat down.
Rinse the guts off, laher and repeat.
**Drawback** Mana intensive, try to find a cheaper way to proliferate or generate mana. I'm using Subterranean Hanger, which works well, but it stays tapped.
*multi-player note* the timing is alot trickier, but play it right and you could wreak serious havoc.
other options: instead of trying to get around magosi's drawback, turn it into a drawback for your opponent. Mana Vapors, anything that taps or prevents untapping creatures, or skips or negates your opponents attack phase, (stonehorn dignitary).
or just play a deck that fun ctions just as well on their turn as yours, instant heavy and activated abilities, along with massive mana production.
Turn 1: Forest - Magus of the Candelabra
Turn 2: Magosi - Sol Ring - Lotus Petal (any other quick mana-fix) - Rings of Brighthearth
Turn 3: Island - (further denoting that it is the most broken card in MTG: Play an Island, Tap for BLUE mana, win game) - Game
- - - Tap Magosi and Island, lose a turn - Tap Forest and Magus, Untap Magosi - Tap Magosi, gain back a turn; Tap Sol Ring and copy this last ability with "Ring of Brighthearth" - - - Next turn, drop a land... *Congratulations! You're a D*ck!* ;D
Oops, forgot a Fastbond -fix or the like for an additional land-drop... my bad 8P
Using Stifle on this will also keep you from getting the counter, so good luck with that.
Best idea would be to matchup their card drawing with something like consecrated sphinx, psychic possession etc... so you dont lose out
Leech Bonder
I absolutely love this card, and if you get it out early with no support, the chance of devastation second turn is minimal.
What you CAN do is turn Magosi into a creature (for instance, Mycosynth Lattice + Tezzeret, Agent of Bolas), skip one turn and add an eon counter, then use Leech Bonder + Paradise Mantle to move the counter onto some other creature.
Double that counter using Doubling Season, which does in fact double the counter when you "move" it (strange ruling). Then move one of the duplicate eon counters back onto the Magosi.
Now you can take an extra turn. When you're done, you can keep on proliferating the other eon counter that you "stored" on the other creature and move it back onto Magosi. Repeat. Infinitely abusable if you have a land-untapper like Garruk out.
Cons:
You need 7 cards (Mycosynth, Tezz, Leech Bonder, Paradise Mantle, Doubling Season, and Garruk)
Pros:
You get to take infinite turns using one of the most useless lands ever.
Oh gosh guys, this land is not useless.
Turbo Fog...
Or Descent into Madness?
Or even Armageddon Clock?
Sometimes you just want an excuse to skip your turn.
As mentioned, 2 x Rings of Brighthearth breaks this card.
Someone mentioned using it the opposite direction, with a Maralen of the Mornsong + Mindlock Orb lock. The problem is, you need to tap Magosi, and since you are skipping your turn, you do not get to untap it again to skip your next turn...
Got me to wondering how to break this...
Seedborn Muse is likely the best way. Untaps your Magosi and anything that makes the one blue mana you also need.
But it requires green. Can it be done just in UB? Even more so, can you do it in just one turn, so you can basically say: "Can you get out of this lock without new cards or do I win now?"
Wind Zendikon to turn it into a Creature Land.... Training Grounds + Umbral Mantle + Paradise Mantle lets you tap and untap as often as you wish, but you are missing a mana...
If one does stray from the colors, also adding 2 x Wild Growth solves it. Use the ability Paradise Mantle grants to tap for {U}, and you get an additional {G}{G}. Use one of the latter to activate Umbral Mantle (cheaper thanks to Training Grounds), then use {U} to skip the turn, then use the second {G} to untap again. Rinse and repeat.
Terribly complicated. Any idea to get a Wild Growth-like effect in UB? Or wqith Artifacts?
I think so, because it says skip your next turn, but I'm not exactly sure.
A little confused on the wording, because it says "skip your next turn" but then next on the stack is "take and extra turn". If you could get these guys all going, it should be infinite turns, correct?
Some other fun synergy cards: The "Forces" cycle (Tidal Force, Celestial Force, Verdant Force, Magmatic Force, and Baleful Force), Ophiomancer, Sun Droplet, Isperia, Supreme Judge, Stone Idol Trap, Aurification, Lavinia of the Tenth (or any detain), Norn's Annex (Propaganda and the like), Peacekeeper is funny, Sprouting Phytohydra, Deep-Sea Kraken, Dirtcowl Wurm, Dragonlair Spider, Kaervek the Merciless (although this is likely to get you some hate), Lurking Predators, Mind's Eye, Taurean Mauler.
I personally like cards like this. Difficult enough to break that people will seldom try building around it, but it has a useful enough function; Skip a non-crucial turn and bide your time with an extra turn stored up. Sacrificing speed (comes into play tapped) for more options tends to be worth it in EDH, especially from a land!
1. Use the extra turn from this.
2. Cast Worldpurge.
3. Play your land for the turn, and a land on your extra turn.
4. Get pummeled by other players
Bounce the Stasis on your opponent's end step. Now you get TWO turns with untap before replaying Stasis. Should be enough to force a scoop or simply win.
Old school brutal blue, aided and abetted by modern goodies!
Use Giant Fan to move counters onto this.