Lunar Mystic

Lunar Mystic

Creature — Human Wizard

Whenever you cast an instant spell, you may pay . If you do, draw a card.

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Trade

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Printings View all

Set Rarity
Commander 2020 (C20) Rare
Avacyn Restored (AVR) Rare

Combos Browse all

Legality

Format Legality
Casual Legal
Unformat Legal
Custom Legal
Tiny Leaders Legal
Block Constructed Legal
Canadian Highlander Legal
1v1 Commander Legal
Legacy Legal
Vintage Legal
Modern Legal
Highlander Legal
Oathbreaker Legal
Limited Legal
2019-10-04 Legal
Duel Commander Legal
Leviathan Legal
Commander / EDH Legal

Latest Decks as Commander

Lunar Mystic Discussion

Epicurus on Double Trouble EDH ⫸PRIMER⫷

1 month ago

Somehow you posted your replies to my comment on my profile rather than on this page. I'm going to delete them, but only because they really don't make any sense there.

You're right about Return of the Wildspeaker. That was an "oh yeah, duh" moment for me. You could always include the straightforward Harmonize and/or Concentrate, or the somewhat slower (but much more powerful) Consecrated Sphinx. However, since you have 30 instants and sorceries, you could get away with Lunar Mystic or The Magic Mirror. Or, a kinda funny way to go about it, hit someone else's mana dork with Betrayal, but that one is only situationally useful and more about the lols.

As for cuts to the ramp, it's really a difficult question from an outsider's perspective. It really comes down to which ones you are least excited about when you draw them. Like Bloom Tender is awesome, but how many colored permanents do you get out early enough for him to really accelerate your game? I might be wrong about that, though, because it's not my deck. Same with Burgeoning. Doesn't seem like it would help you much, and appears to be a dead card if not drawn very early, but I haven't been the one playing the deck. Ditto with Explore. Those would be my choices, but you'd be a better judge. All I know for sure is that you're better off dropping at least 2 from the category, if not 3 or 4.

Anyway, that's all I got (for real this time).

multimedia on Kalamax-imum Overdrive

1 month ago

Hey, good upgrades of the precon. Interesting version with lots of creatures. I've been playing Kalamax on a budget since he was released and I personally prefer less creatures and more instants/sorceries. My version is very different than yours, but I have some suggestions of how you can improve your version.

Cards from the precon to consider adding:

Kessig Wolf Run is one of the better support lands with Kalamax since it can a repeatable source of trample. Getting both Run and Encampment or Settlement with Crop Rotation is nice. Run is a land upgrade for Sapseep Forest. Harrow is one of the better land ramp spells with Kalamax because you sac one land to search for four basic lands of your choice and put them onto the battlefield untapped. Getting the basic lands untapped gives you mana to cast a spell on an opponent's turn and that's really the strength of Kalamax. Harrow is better than Natural Connection.

Primal Empathy is a fine repeatable draw source since Kalamax is going to most likely be the biggest creature on the battlefield and if he isn't then put another counter on him to make him bigger. The three Bounce lands are good budget lands that are upgrades for Guildgates and Life lands (Rugged Highlands).


Some cards to consider adding:

Narset's Reversal is powerful with Kalamax since it can be a repeatable instant. You can return the original Reversal back to your hand with the copy of Reversal that Kalamax makes and still get a copy of opponent's or your own instant/sorcery you first copied. The repeatable interaction is nice with Guttersnipe and other creatures who ping your opponents. Reversal could replace Volcanic Geyser.

Shared Summons is an instant creature tutor that can get any two different creatures. With Kalamax it can tutor for four different creatures. Summons could replace Whiplash Trap. Wavebreak Hippocamp could replace Lunar Mystic. It's one less mana and the draw is repeatable for no mana cost. Sprite Dragon is a upgrade for Spellgorger Weird. It's one less mana and has evasion flying to take more advantage of having a lot of counters.

Paradise Druid can tap to make any color of mana and can use this mana to cast any card. Paradise is a ramp upgrade for Vodalian Arcanist. Cultivator's Caravan is an upgrade for a three drop mana rock because of crew 3 which is a repeatable way at instant speed tap Kalamax.

Good luck with your deck.

Subzero6977 on Gadwick's School of Witchcraft and Wizardry

1 year ago

Lunar Mystic Vedalken Archmage Alhammarret's Archive Jace's Sanctum Mirrorpool and Terrain Generator are all great cards to consider as well and seem like they would do well for you in this deck.

gergonthedestroyer on Mizzix of the Izmagnus, I'll burn!

1 year ago

I really like some of your ideas to produce mana and will be incorporating them into my version. It's Mizzix in the Mix if you would like to look and see if my ideas work for you.

I went more "all in" on the experience counters and have found that colored mana is at a premium. Therefore, I changed my counter spells from things like Counterflux, Dissipate, or Spell Crumple to things like Condescend, Power Sink, or Syncopate. That way I only need one blue open and I always get an experience counter. Mindswipe gives added burn value, and I like Spell Burst over Forbid as the game lock.

I also tried to replace creatures with spells where possible, so Archaeomancer turned into Mystic Retrieval and Recall, and Lunar Mystic turned into Whispers of the Muse. I also found that effects like Guttersnipe and Electrostatic Field didn't work as well for me as just having another burn spell. This may just personal style though.

Blasphemous Act takes out Mizzix with everything else. You could try Bonfire of the Damned, Sudden Demise, or even Rolling Thunder for some board control. Fanning the Flames looks even better in your list than mine I think.

You are right about there being a problem if Mizzix gets too expensive. I added Inexorable Tide to keep the experience counters coming even with Mizzix in the Command Zone. That allows you to just set up for one big turn where you recast him and win.

ThallionDarkshine on Mono Blue Fun

2 years ago

This deck looks sweet, and I really like some of the cards you've got in here (especially Lunar Mystic, never knew an effect like that existed), but I feel the deck is somewhat lacking in direction. You've got some sweet stax pieces (Rising Waters and Ward of Bones), some awesome instant/sorcery support (Lunar Mystic and Disciple of the Ring), along with tons of other cool cards. Overall I think you need to pick a theme and stick to it. There are some cool cards in here that don't really have synergy with the deck (Grozoth, Riddlekeeper and small mill package, and the Donate + Illusions of Grandeur combo).

I don't have that much in the way of suggestions, since I don't know which of your themes you want to focus on. However, here are some things that synergize nicely with your commander. Forcing creatures to block is very powerful with Tromokratis, since it forces them to block with their entire team if possible. In addition, preventing their creatures from blocking or tapping them down basically makes him unblockable, giving you a fairly quick kill. Courtly Provocateur can either make utility creatures attack and die or force creatures to block, making your commander's swing into a pseudo-board wipe. Grappling Hook is a repeatable form of this effect that also grants double strike, turning your commander into an incredibly powerful beater.

Now, on to ways to stop creatures from blocking to make Tromokratis unblockable. Tamiyo, the Moon Sage is a great source of card draw that can also tap down troublesome permanents. Frost Titan, while probably the worst of the titan cycle, is still a troublesome card to deal with, and can lock down permanents. If you're willing to commit to running numerous colorless sources (and you've already got a bunch of colorless rocks), Endbringer can prevent big things from attacking, basically give Tromokratis unblockable, and even give you card draw. Fatestitcher is a great card in mono-blue, since not only does it serve as ramp, it can also tap down problematic stuff at instant speed.

Finally, some general blue good stuff. Cyclonic Rift is one of the best removal spells in the format. Whelming Wave can occasionally serve as a one-sided board wipe. I'm not sure if you have a reason for excluding Sol Ring, but otherwise it definitely should be making the cut.

I think you might want to cut back on some of the non-basic lands you've got in here, even if just to slightly improve the odds on Scrying Sheets. Some of the stuff you've got in here (Magosi, the Waterveil) just seems like a worse island in the vast majority of situations.

Sorry if this comment was overly general, let me know what kind of direction you want to take with the deck and I'll try to give you some more specific suggestions.

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