Bad Moon

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare
Duel Decks: Garruk vs. Liliana (DDD) Rare
Time Spiral "Timeshifted" (TSB) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Revised Edition (3ED) Rare
Revised Foreign Black Border (3EDFBB) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Related Questions

Bad Moon

Enchantment

Black creatures get +1/+1.

Price & Acquistion Set Price Alerts

C14

DDD

TSB

Ebay

Recent Decks

Bad Moon Discussion

lagotripha on Vampires & Angels

4 days ago

Lyra Dawnbringer is a little awkward, as multiple instances of lifelink don't stack. That said, the +1+1 is very nice- I just feel that a Bad Moon with a body probably isn't worth it.

There is better removal out there in both colours than murder- Anguished Unmaking is strong, and Fatal Push or Path to Exile/Condemn are strong, move your sideboard tech in because it is flat better.

Vampire-wise, you want more low-to the ground vamps to take advantage of the buffs. Vampire Cutthroat and Indulgent Aristocrat are very strong, especially when coupled with Blade of the Bloodchief. Gifted Aetherborn is similarly great.

Scoured Barrens has a major dis-synergy with the bouncelands, don't run both or you can accidentally stop yourself playing with some hands (multiple lands tapped). You can offeset it a little with a couple of shambling vent (manlands are good), but it'll run better with some swamps.

Alltold, gamplan- plan your turns 1-4 and your wincon. You need disruption or large lifegain to survive, and you can do that, and you need to be dealing damge/reaching your wincon. I'd want to jam a bunch of Duress varaints, because I'm like that, but there are lots of options. Just test and have fun.

K1ngMars on New list

2 weeks ago

Vedi tu cosa togliere, se vuoi ti mando una lista di cosa toglierei io su whatsapp. Inoltre, secondo me, potresti considerare un paio di terre in meno, siccome la tua curva di mana, per come è adesso il mazzo, è molto bassa. Tu nel caso cambia qualche carta, e ricontrolla la curva, poi ti adegui di conseguenza.

ironkarp01 on Skeletons

2 weeks ago

SynergyBuild thank you :D kinda wanna run Door of Destinies instead Bad Moon

Murphy77 on The Vermin Uprising

2 weeks ago

I would rather play 4 Bad Moon and drop Secret Salvage (high cmc and you will never use it to draw 10+ rats, etc.) In a standard deck, I added Ruin Rat as an early blocker which still works well with your other rats. Trespasser's Curse could be useful side-board to use against token summon and aggro decks. Door of Destinies might add value.

WargRave on Rats all the way down

2 months ago

Needs more Rat Colony

With only 6 Relentless Rats you need half of your total number on the battlefield to even make them 4/4s. Most of the time they will be 3 mana 2/2s. You need a critical mass of Relentless Rats--at least 20. If you want to dedicate only a small portion of your deck to the Relentless effect, then Rat Colony is much better; unlike Relentless Rats it benefits from any rat you control, including Marrow-Gnawer's tokens. Pack Rat is also superior if you have many non-Relentless Rats.

Rat Colony is strictly better than Swarm of Rats. It's also generally better than Bog Rats, Carrion Rats, Muck Rats, Nezumi Cutthroat (fear isn't worth a large power loss and "can't block", especially when Marrow-Gnawer provides fear), Pestilence Rats (Rat Colony gets +2/-2 under most conditions and costs 1 less), and Earsplitting Rats (not enough graveyard/discard synergies).

Other suggestions

Tormod's Crypt -> Nihil Spellbomb, Bojuka Bog. You can run Crypt in addition if needed, but I would use these first.

Kitesail -> Bladed Pinions, Fleetfeather Sandals.

Geth's Grimoire -> remove. Only four or so cards in this deck actually cause an opponent to discard. Since you're running Ancient Craving, might as well slot in Ambition's Cost as well.

Nightmare Lash -> Lashwrithe. Or just run both, but Lashwrithe first.

Sword of the Paruns -> Bad Moon, Adaptive Automaton, Hall of Triumph, Vanquisher's Banner, and Obelisk of Urd are all more mana efficient and consistent ways to pump your rats.

Altar's Reap -> Costly Plunder, Night's Whisper, Sign in Blood.

I'm not sure how Shriveling Rot serves the deck.

There are two Cabal Strongholds, so one needs to come out. Cycling lands--Barren Moor, Polluted Mire, and Desert of the Glorified--hedge against land-heavy draws. Some cheap utility/value lands like Zhalfirin Void, Encroaching Wastes, Mystifying Maze, or Temple of the False God might be good over some number of Swamps too.

Phyrexian Tribute -> Scour from Existence, Unstable Obelisk. I know black is bad with artifacts, but there is a reason Phyrexian Tribute is in 55 edh decks, and the other two are in over 5000 each, and it isn't just color restriction. They cover all five permanent types instead of just one, including the equally hard-for-black enchantments. Requiring two creatures to sacrifice, Phyrexian Tribute isn't even always easier to cast, and it's effect is far less flexible.

Speaking of Unstable Obelisk, more mana ramp would be prudent, like Wayfarer's Bauble, Mind Stone, and Commander's Sphere. Bontu's Monument isn't Jet Medallion, but is still worthwhile with 27 creatures.

I don't think there are enough graveyard synergies to make Living Death appropriate.

Night Dealings is slow, does nothing if the battlefield isn't somewhat favorable, can potentially get removed, makes you reveal, and can't get lands. Razaketh's Rite and Mastermind's Acquisition tutor with no fuss. If you want slow, multi-card tutoring, Diabolic Revelation, Demonic Collusion, and Increasing Ambition are reliable options. Although none feature Nezumi in their art.

Curse of Death's Hold is a bit narrow for multiplayer; I'd prefer Ascendant Evincar which will hit more enemy creatures overall while buffing your own and being a 3/3 flier.

xyr0s on A Dark and Stormy Night

2 months ago

Too few lands. Given that you have planeswalkers at 5 and 6 mana, as well as spells with x in their cost, you should have at least 24 lands.

Bad Moon is a funny card, but it really works better where you have a lot more creatures to work with, reliably and fast. You have 9 creatures, and a very few ways of making tokens (I'm counting 3 tokens-making cards - did I miss any). That doesn't really get you any mentionable bonus from Bad Moon.

4 Dark Salvation is at least 1 too many. Even if you had more lands, you'd still not play it early on - earliest opportunity would be in turn 3, and more likely you'd not feel good about using one of them until you have 5 mana. Also, your creatures doesn't synergize with Dark Salvation at all. It counts all zombies you control, so it probably works better in a deck with at least some zombies.

Torment of Hailfire is a bit of the same story as dark salvation; you'll not need 4 of them, since you don't want to play them early anyway.

epajula on Shadowborn Demons EDH

3 months ago

Gray Merchant of Asphodel, and more removal/wrath effects. I don't like Abyssal Persecutor, or Bad Moon in this deck. Demon of Dark Schemes for token/mana dork wrath, Demonlord Belzenlok to get to your apostles,Eater of Hope turns late game apostles into removal. I also really don't like Dark Ritual either. In your description that's a little magical Christmas land.

nicochulo on WB Totem Beatdown

3 months ago

ClockworkSwordfish I had been thinking about removing the Bad Moons, and I'll consider Tempered Steel, since it's a very good option. I also love the idea of having Dolmen Gate as a form of protection and aggro enabler. I'll also swap one or two Raise the Alarm for Servo Exhibition, but the disadvantage is the sorcery speed, that might make me able to chump-block by surprise. I'll probably replace them all at the end though

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