Magosi, the Waterveil
Land
Card text
This land enters tapped.
: Add
.
,
: Put an eon counter on this land. Skip your next turn.
, Remove an eon counter from this land and return it to its owner's hand: Take an extra turn after this one.
Showing Zendikar#218
Price
1.05 $
Foil 23.21 $
9 printings
Daily estimate from Scryfall, not a shop quote.
Magosi, the Waterveil rulings
As Magosi’s third ability resolves, you’ll skip your next turn even if you don’t put an eon counter on Magosi (because it’s left the battlefield by then, perhaps).
You can activate Magosi’s fourth ability only if it has an eon counter on it.
You return Magosi to its owner’s hand as part of the cost to activate its fourth ability. If Magosi has more than one eon counter on it, you can’t activate the ability, untap it, then activate it again.
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.
If you take an extra turn in a Two-Headed Giant game, you entire team takes the extra turn.
Magosi, the Waterveil format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHLegal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRLegal

















