Bad Moon


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 Rare
Duel Decks: Garruk vs. Liliana Rare
Time Spiral "Timeshifted" Rare
Fifth Edition Rare
Fourth Edition Rare
Revised Edition Rare
Unlimited Edition Rare
Collector's Edition Rare
International Collector's Edition Rare
Limited Edition Beta Rare
Limited Edition Alpha Rare

Combos Browse all

Bad Moon


Black creatures get +1/+1.

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Bad Moon Discussion

casmiel on Rat Rape

1 week ago

No problem, here is what you can do:

  • -4 Elixir of Immortality This is a sideboard card against mill

  • -3 Doubling Chant I can see why you'd want it, when it is good it is really good. But it is expensive and your board has to be good already to make this worth the mana. In long and drawn-out games with a boardstall this could be what breaks the tie, in every other game you'd probably want something else. While tempting, I think your deck is better without it. You can also dismiss your dual lands and have much better mana this way

  • -1 Thrumming Stone A basic rule of thumb in Magic is play 3 copies of a card you want to see once and 4 copies of a card you want to see in multiples. 1 Stone in play is enough, more is already overkill. It is generally very rare to ever run 4 copies of a 5 mana card without any mana ramp

  • -2 Marrow-Gnawer Good to break a boardstall or pump your Pack Rat, but 4 copies is a bit much for the high cost. I'd probably play none, but if your games go long this might be good

  • -2 Ratcatcher 6 Mana is too much for a card that has to survive a turn before doing anything

  • Cut lands to ~22

  • Swap Despise for Duress. Black is the color with the most answers to creatures, but you have no artifact/enchantment removal or counterspells. That is why non-creature spells are more dangerous, you want to discard the likes of Wrath of God instead of some creature. YOu can have Despise in the sideboard if your opponent runs almost only creatures

From this point on there are basically 3 ways you can take the deck

  1. Discard and control. Chittering Rats, Rotting Rats, Ravenous Rats. Pair that with some Ninjutsu like Throat Slitter and recycle their enter the battlefield effects, have backup removal like Fatal Push or Victim of Night to keep their board under control. You kill them slowly and painfully by killing their threats and shredding their hand

  2. All-in Relentless Rats. Close to what you already have here, maybe throw in a Metallic Mimic or 2. You basically go super-wide and try to land your rippler. Ravenous Rats, Pack Rat with Thrumming Stone, ~8 discard spells and 4-5 removal spells to keep you alive until your board is overwhelming. You'll have around 14-16 Relentless Rats in your deck this way

  3. Aggressive Rats. Swarm of Rats, Mogis's Marauder, Typhoid Rats, Bad Moon. Probably splash Red for Gobhobbler Rats and Lightning Bolt. In this build you just try to kill your opponent as fast as you can. I can't really say Rats are very impressive as an aggressive tribe though.

The7thBobba on Death comes ripping

2 weeks ago

Sometimes a random idea is all you need ;) good to see unoly strength getting some love :) as to be expected of you, the deck looks very well rounded. But, you know what weenie decks love? Anthems! Weenies love anthems ;) I'm thinking Bad Moon :) stay frosty!

hyperlocke on Do +1/+1 counters get removed ...

2 weeks ago

You seem quite new to the game, so let's expand a little on that.

Just like how "land" and "mana" are two totally different but somewhat interlinked concepts, so are "power/toughness" and "damage".

Simplified, the P/T of a creature is determined by the values on the card itself, plus static buffs from things like Bad Moon or Giant Growth, plus counters (+1/+1 and -1/-1 are the most common).

When a creature is dealt damage, this damage is virtually marked on the creature. If it gets damaged again in the same turn, that damage is added to the previous damage. In the cleanup step (after the end of turn step), all damage marked on creatures is removed.

See how these concepts are different? Your 3/3 creature with a +1/+1 counter is a 4/4 all in all. It gets 1 damage. This damage is marked on the creature, so now it's a 4/4 with 1 damage. Right now, P/T and damage have nothing to do with each other.

They are interlinked, however. When the damage marked on a creature is equal to or greater than its toughness, the creature is put into its owner's graveyard.

So, if I were to cast Lightning Bolt targetting your creature, it would now be a 4/4 with 1+3=4 damage marked on it. The damage dealt this turn is equal to the creature's toughness, so it is put into your graveyard.

reeljazz7 on Black Vampire Clan

1 month ago

I like Hero's Downfall or Never / Return as they can remove Planeswalkers as well. If you want removals with lower cost, Victim of Night and Fatal Push make solid choices. Bad Moon makes a good enchantment as well. Some other vamps I like that might work well, are Asylum Visitor, Indulgent Aristocrat, and Kalitas, Traitor of Ghet. Drana, Liberator of Malakir is good for ramping up what you have.

dbpunk on More Life, More Problems

1 month ago

Ayli, Eternal Pilgrim is a great option, especially if you add in Proper Burial into the mix. Also, Sanguine Bond and Exquisite Blood love life gain like this, and could help pay off when you gain life you're gaining anyways. (Not to mention the instant win combo).

Teysa, Orzhov Scion works great with this, especially with Bad Moon and Darkest Hour in play. (Note: it's always great to spam blockers with spirit producers like Abzan Ascendancy and Field of Souls. Or just play Sifter of Skulls or Golgari Germination

PeeBee on Mono Black Aggro

1 month ago

Thanks for the reply,

I completely agree that you shouldnt leave up mana turn 2, as you need to be developing your board and flooding out with creatures on your side of the field. However a 1/2 of will make your opponent play differently against you when they see the spell. They cant always play a card when you have up mana up, if they cant/wont take the 5 damage, so may wait a turn to find a better time to use it, thus giving you an advantage of delaying your opponent a turn, which in your deck could quite easily win you the game.

I personally would go for 1/2 Dash Hopes as a trial but i'm unsure what to take out.

Final thought: Scrapheap Scrounger, plays well with what your deck wants to do, granted it doesnt benefit from Bad Moon or coming in tapped for Throne of the God-Pharaoh, but does provide an aggro high power threat which has the ability to easily recur at the end of the turn. Also holding up your 2 mana for Dash Hopes could also mean either you recur the scrapheap if theres nothing good to counter.

golgariizzet on Empress of Poison - Hapatra EDH (Help Wanted)

2 months ago

Lightning Greaves should be in there. i would personally take out veridian longbow for it. i feel like you need some more ways to possibly pull creatures out from your grave maybe throw Meren of Clan Nel Toth tutor it and slap a greaves or swiftfoot boots on her or Palace Siege and Necromantic Summons. a really good card draw one is Deathreap Ritual. you also could really use mana ramp you can use Cultivate, Nature's Lore, Rampant Growth, Peregrination, Kodama's Reach are some. a few others that are good Tempt with Discovery and Collective Voyage. Pox is a fun one in decks like this.Liliana Vess is good for hand disruption and tutoring.Bad Moon, Gaea's Anthem, Hall of Triumph for counters , Seal of the Guildpactcheaper cost, Bow of Nylea, Caged Sun would be good also. just some things to think about. like the deck looks fun.

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