|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Rare|
|Future Sight (FUT)||Rare|
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Magus of the Moon
Creature — Human Wizard
Nonbasic lands are Mountains.
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Magus of the Moon Discussion
2 days ago
So I really enjoyed Seffronolive's 12 bolt budget magic deck from a few weeks ago. And I wanted to play a variant of it. At first, I only wanted to add some more red and spice it up with Blood Moon but then I looked into other colors and found some great cards for the deck. So my question: What color should I add? (To be clear I will be adding 8 cards to my current deck, in place of the wastes.) These are the cards I would add for that color, but if you have suggestions for different cards those are great!
Seth's Deck: https://www.mtggoldfish.com/articles/budget-magic-12-bolt-modern
My Deck: http://tappedout.net/mtg-decks/the-mad-wizard/?cb=1539981187
1 week ago
TzickyT I think it's a great card because you can jam it on curve and activate it for colorless mana when needed. For example to blow up a Magus of the Moon, which is pretty hard to get rid of otherwise. Also removes Torpor Orb, Laboratory Maniac, The Chain Veil, Grafdigger's Cage,...I like it because you don't need to keep certain coloured mana open for interaction but just play it when it's easily possible and let it stick around for when it's needed. Until then it's also a warrior for token production and Mindblade Render. Being a creature makes it easier to find (Pod, survival...) and it is also fodder for Pod. The cut was Fire Covenant for now because I rarely needed to remove more than one creature and the 3 mana were hard to keep open for instant speed reactions.
Summoner's Pact is interesting but it's also risky because you have to win in that turn and if you go for it on turn 2 or 3 you can get blown out when your win con is stopped or just delayed for a turn. It could go in the deck but I would have to find something to cut for it (maybe Tymna because it's a reduction in cmc and a swap between slow draw and fast tutor). Targets for pact could be Hulk and also Derevi but for now I rather use Eldritch Evolution as an additional tutor. As it is, the deck has a really strong mid and late game because it doesn't go all in with the fast kill atempts. If something gets countered or destroyed, there's usually a way to go for another kill attempt in the following 1-2 turns without having to worry about getting killed by my own setup...playing pact would work but you have to be aware that it's a one way ticket in the early game.
1 month ago
If you're going Blood Moon (which you should), then run 4. You want that effect on turn 3 every single game. It will be the source of more of your wins than anything else. Honestly, 2-3x Magus of the Moon isn't out of the question for your side board to shut down Tron and any 2-3 color deck that isn't primarily Red. 18 lands also may be beneficial for consistency.
1 month ago
Playtesting a few changes:
Reforge the Soul out for future Experimental Frenzy.
Price of Glory out for Mycosynth Lattice - This is an odd switch, but I haven't really been feeling the impact of PoG for a long time. Putting in the lattice is more for trolling my playgroup than anything, but it just so happens to have some hilarious interactions. Of course it makes Vandalblast amazing (and dangerous for another person to cast, but it is very rare in my playgroup). It also makes Daretti, Scrap Savant, Goblin Welder, and //static.tappedout.net/cache/02/89/0289bd00ec63de74a0c78910e877013b.pngGoblin Thrashmaster better. Ashnod's Altar becomes much stronger ramp when I don't need to make red mana anymore.
The most fun interaction though comes in the form of Treasure Nabber. With the Lattice out, when opponents tap their lands it means I gain control of them at the end of their turn, and if I have Blood Moon or Magus of the Moon out I can sacrifice all the non-basics and the regular mountains to make Goblins!
A lot of my future changes, and a lot of my past changes for that matter, would be considered "sub-optimal", but what I've found is that playing into the politics of EDH and having rare or surprising effects has gone in my favor a lot more than brute token generating efficiency ever did. This means that my deck is constantly in flux, but it is more fresh that way, and I don't get bored with it that often.
1 month ago
i read the retarded rulings on Sudden Spoiling and Magus of the Moon. had to take it out because an equipment or enchantment which gives the creature one extra toughness ruins everything even though the wording is very clear that it should not work that way. fuck you again WOTCunts.
1 month ago
One of the important goals is to keep this deck below 200, which takes Tarmogoyf out immediately. As for the value engine in Ghost Quarter and Ramunap Excavator , I'm trying to swerve away from the tempo strategy and simply win games as quickly as possible. Plus, with the amount of land destruction we already have, we can easily disrupt our opponent in the turns that matter so we can get far enough ahead that their removal proves futile, assuming they even get a land out. Ponza is inherently resilient to Control and Tron simply because of how seriously these problem matches lean on their mana bases for the right play each turn.
With that in mind, I put this up without a complete sideboard. I had meant to finish it, but it was late when I posted this deck. Your sideboard suggestions will definitely be put in, along with Magus. As for Bramblecrush, its technically a weaker Mwonvuli Acid-Moss, considering it doesn't get us ahead of our enemy except through removal, while the Moss has removal and ramp in one package. Again, that being said, Affinity and fair decks like Humans are probably some of the most problematic matches due to their ability to swarm a board with creatures before we can get their lands off the board. So we need sweepers, most likely Anger of the Gods, as well as Shatterstorm for Affinity.
This is the list I gathered my information from. I hope this post was helpful! Thank you for your feedback! :)
1 month ago
Okay, just going to throw this out there now, going aggro and blowing up lands are not two things you want to be doing at the same time. Aggro is about going on the offensive and not letting them have any time to stabilise. Land removal is all about grinding it out and not letting your opponent cast any of their late game threats, preferably behind a Ensnaring Bridge. The two archetypes are doing completely different things, and I'm not sure that you'd want to stifle your own gameplan. However, I am relatively new to modern and actually have no idea about the current metagame or how this deck functions at all. So you should not listen to me at all, or at least take what I'm saying with a grain of salt, and do whatever the fuck you want.
But as for changes, you should totally be running Ghost Quarter or Field of Ruin in your mana base if you want to be removing lands. Crucible of Worlds works well with those two, and also with the 8 fetches your running, or if you like beating face with your walue engines and aren't afraid of a bit of removal, Ramunap Excavator does the same thing. You seem to be making alot of permanents, what with the ramp, Thragtusk, Bloodbraid Elf and Tireless Tracker, so maybe a Wayward Swordtooth? It's an excellent beater for its cost, and ramps along with making crucible fuckn incredible. Since you have a critical mass of creatures, maybe sub-in Magus of the Moon for Blood Moon, does the same thing just on a body, kinda like the excavator. Thragtusk seems pretty weak here, and could be easily subbed out for Garruk, Primal Hunter or Nissa, Vital Force or similar.