|Commander / EDH||Legal|
Printings View all
Combos Browse all
Magus of the Moat
Creature — Human Wizard
Creatures without flying can't attack.
Price & Acquistion Set Price Alerts
Magus of the Moat Discussion
1 week ago
Sublime Archangel only seems to help you get 1 more damage, and only if your creature attacks alone. Seems better to cut it for card draw so you can add counters to your angels, or draw a different "wincon".
Chromatic Lantern also doesn't seem to be doing much, for 3 mana, it only taps for 1, and almost all your lands tap for multiple colors, so the additional ability is only a minor benefit.
3 weeks ago
4 weeks ago
This is a lot better, but I would recommend getting rid of Expedition Map unless you plan to run Serra's Sanctum in here. I guess Nykthos, Shrine to Nyx is good to fetch, but other than that there aren't any lands worth using a whole slot for fetching only.
Speaking of lands, Temple of the False God is soon bad when it backfires. I would not consider it a staple. I will conclude this micro-rant by stating how mono-W does need all the ramp it can get, so if you insist on running it, go for it.
Sigil of the Empty Throne is still a great card. As well as Shielded by Faith and Indestructibility. The latter two combo with Pariah to prevent taking damage. Look, I get it. Avacyn, Angel of Hope gives everyone indestructibility, but what if you have Shielded by Faith, Pariah, and Angel of Jubilation by turn 5? Stall the game and win through the long game.
1 month ago
Hey all, looking to finish my U/W prison deck, need the following pcs, art and set arent huge issues to me, i need:2- Azor's Elocutors2- Kira, Great Glass-Spinner3- Magus of the Moat2- Celestial Colonnade4- Flooded Strand4- Seachrome Coast1- Hallowed Fountain3- Copy Enchantment1- Greater AuramancyAlso looking for 2 Cavern of Souls for my elf tribal. Any help would be awesome. Thanks for your help.Tha Dawg
1 month ago
1 month ago
TheRedGoat: As far as Wheel of Fate and Magus of the Wheel versus Wheel of Fortune, those are just examples of Wizards reworking and trying to make balanced versions of unbalanced, older cards. The Magus cycle in particular is meant to be the effects of older, powerful spells and noncreature permanents stapled to creatures to make them more vulnerable. (Magus of the Moat for Moat, Magus of the Tabernacle for The Tabernacle at Pendrell Vale, etc.)
A functional reprint is an exact reprint of a card, the only difference being the name. Like the article says, Elvish Mystic is a functional reprint of Llanowar Elves. It wouldn't even be a functional reprint if it was, say, an Elf--Soldier instead of Elf--Mystic (though Wizards has said they won't do functional reprints in this fashion either for the Reserved List cards).
1 month ago
My money is on K&T as a sneaky political superfriends deck...you give everybody mana, draw everybody cards, earn good will with a walker or two, and then BAM board lock with Sphere of Safety or Magus of the Moat and a Jace ultimate or whatever. Rather than guaranteeing your walker safety through mechanics, do it through politics.
1 month ago
checking out this list and offering my constructive criticism :D
Please keep in mind that this is just my take on Scion, there's definitely a lot of ways you can build it, so these comments are going with the train of though that being voltron for the win is the most efficient path to victory :D
I'll break it down by category:
Lands:I'd probably cut minamo and high market. From there, I think 36 lands is fine, and I'd play 2 of each basic to play around non-basic hate and to take advantage of some other effects from cards I'll mention later.
I'd also consider running ancient tombs in place of Crystal Quarry, cascading cataracts just seems like a better version
Sorcery:I feel like these should mostly be either- Powerful board wipes- Powerful card draw- Stuff that will win you the game
My reasoning for this is that this deck probably draws stuff it doesn't want to/can't play, and those cards end up being dead in the hand for too long.
In your list, I'd probably cut:
1x Channel the Suns - this card takes up a slot to net you 1 mana. If you're fetching right and have mana rocks, this card is basically dead.
1x Fearsome Awakening - very slow reanimation spell, the 2x +1/+1 counters aren't an upside worth paying 5 mana for in my opinion.
1x Skyshroud Claim - you can probably find a better rate for ramp + fixing, a 4cmc sorcery seems like too steep of a price to pay.
Sorceries I'd consider bringing in are:
- Maelstrom Pulse - relevant vs tokens
- Akroma's Vengeance - flexible boarwipe thanks to cycling.
- Time Spiral - re-gas or reconstitute a weak hand.
- Rite of Replication - either copy the best threat, or make 5x of one of your dudes. Basically wins you the game with Scourge of Valkas if kicked (basically a super Valakut - 6x5x6 = 180 damage, since each copy Valkas will see 6 dragons entering the field at once)
- Bring to Light - essentially a tutor
Moving on to Instants:I'd cut Lure of Prey and Sarkhan's Triump. Feels like this deck wants to basically win with Scion getting through with commander damage, ultimately a voltron approach to victory. With that being said, I think you can jam a lot of high impact instants. These come to mind:
- Path to Exile
- Swords to Plowshares - life gain doesn't really matter if you're winning with 21 commander damage.
- Disallow - gets rid of tricky stuff, and its a solid counterpell overall
- Fact or Fiction - fills the GY, digs 5 cards deep at instant speed for 4cmc.
- Savage Beating - for 5 or 7 cmc, you win the game
- Hatred - seems decent in EDH, with 40 life, you're basically trading off 5cmc + 15 life to either win the game, or to knock someone out of the game (commander damage).
Enchantments:Cuts, due to low impact, in my opinion:
- Aura Shards
- Dragon Tempest - might be keepable, haste is relevant.
Greater Good - don't think you want to be sacrificing your dudes, plus your blue instant speed stuff should be drawing you cards :D
- Pattern of Rebirth
- Pernicious Deed
- Sylvan Library
If I were jamming Scion, I'd probably want my enchantments to do 1 of 3 things - either keep me alive, protect my dudes, or act as a damage multiplier or grants evasion so I can win via commander damage.
Stuff that keeps you alive:
Stuff that protects my dudes:- Asceticism - you already run this, nothing else off the top of my head atm.
Evasion/game winning stuff:
- Thasa God of the Sea - an enchantment that gives auto-scry, is indestructible, AND grants unblockable? Seems decent.
- In the Web of War - haste seems good, or maybe this can just be an Anger? Meta call, depends on how much GY hate there happens to be :D
- Xenagos, God of Revels - more commander damage!
- Duelist's Heritage - MORE damage!
- Gratuitous Violence - even MORE damage
- Finest Hour - this is basically game ending
Now, on to Artifacts:
First, stuff that doesn't pass the initial eye test:
- Crucible - no obvious synergy
- Dragon Arch - seems iffy, you end up paying 7cmc to play a multi-colored creature, at which point, you can probably just play the creature. If the creature costs less than 7cmc, you kind of just owned yourself.
Stuff I think is worth checking out:- Chrome Mox- Prismatic Geoscope - this is what those basics will help out with :D- Fellwar Stone - most likely fixes some colors + ramps- Swiftfoot Boots - lightning greaves #2- Credit Voucher - cycles dead cards for potentially not dead cards, for the low cost of 2cmc
Planeswalkers - I noticed you don't run any, I think these might be decent:Sarkhan Unbroken - CARD DRAW + mana fixing/ramp in one? SEEMS GOOD!Sorin, Grim Nemesis - MORE CARD DRAW!? AND with the high CMC of your stuff, the drain should be excellent every now and then.Nicol Bolas, Planeswalker - Takes care of any creature threat + flavor win
CREATURES!!I'd make these cuts on the thinking that they either:A) Don't win you the gameB) Don't advance your boardstate enoughC) Don't provide adequate utilityC) You're never going to be able to abuse their 3cmc payment abilities + you probably will only have one shot with them. Feels like the mana would be better spent winning with Scion.
- 1x Balefire Dragon
- 1x Bladewing the Risen
- 1x Dragon Mage
- 1x Dragonlord Ojutai
- 1x Dragonlord's Servant
- 1x Dragonspeaker Shaman
- 1x Hellkite Tyrant
- 1x Karrthus, Tyrant of Jund
- 1x Numot, the Devastator
- 1x Savage Ventmaw
- 1x Steel Hellkite
- 1x Teneb, the Harvester
- 1x Tyrant's Familiar
- 1x Utvara Hellkite
- 1x Vorosh, the Hunter
Creatures I'd consider running:
- Magus of the Moat
- Kaalia of the Vast
- Dragonlord Kolaghan
- Rafiq of the Many
- Scourge of the Throne
- Gisela, Blade of Goldnight
- Spellbound Dragon
- Mana-Charged Dragon
- Niv-Mizzet, the Firemind + Ophidian Eye - classic combo + alternate wincon
- Hellkite Overlord
- Dragon Tyrant
Whew, that's all I've got! Again, this is just my take on what I think is the path of least resistance to victory with a Scion deck that's not as vulnerable to GY hate. GY strats are definitely legit, so feel free to jam all the reanimation + tutors too :D
Hope you found some of this useful :D