Aeve wants a deck that casts a long chain of spells in one big turn. It also suits a deck that is built around one creature type, like Elves or Dragons.
Mana cost
Green ()
Power / toughness2 / 2
RarityRare
Storm (When you cast this spell, copy it for each spell cast before it this turn. Copies become tokens.)
Aeve isn't legendary if it's a token.
Aeve enters with a +1/+1 counter on it for each other Ooze you control.
Picked for what they do in Aeve's deck. When two cards do the same job, the one with the lower comes first. All of them fit Aeve's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
explain how Aeve works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Wizards of the Coast18 Jun 2021
A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with storm won't affect the copies.
Wizards of the Coast18 Jun 2021
If a spell with storm has targets, you may choose new targets for any of the copies. You can make different choices for each copy.
Wizards of the Coast18 Jun 2021
Spells cast from zones other than a player's hand and spells that were countered or otherwise failed to resolve are counted by the storm ability.
Wizards of the Coast18 Jun 2021
The copies are put directly onto the stack. They aren't cast and won't be counted by other spells with storm cast later in the turn.
Wizards of the Coast18 Jun 2021
The storm copies enter the battlefield one by one, followed by the original spell. Each of them enters the battlefield with a number of +1/+1 counters equal to the number of Oozes you control as it enters the battlefield. If you don't control any Oozes at the start, the first one enters with no counters, the second one enters with one counter, and so on.
Wizards of the Coast18 Jun 2021
The triggered ability that creates the copies can itself be countered by anything that can counter a triggered ability. If it is countered, no copies will be put onto the stack.
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryGPlayers write colors as letters: G for green.StormStorm decks build up to one huge turn. They cast a long chain of cheap spells, using rituals (spells that add mana) to keep going, and finish with a spell that counts every spell cast before it that turn.Open the Storm pageStormGets stronger for every spell cast before it this turn. A spell with storm is copied once for each of those spells, so the tenth spell of the turn happens ten times. Grapeshot Brain Freeze Tendrils of AgonyOpen the Storm pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff page+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageLegends MatterCards that care about legendary cards: rewards for casting them, discounts, or bonuses for each one you control.Open the Legends Matter page
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