Magus of the 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
Iconic Masters (IMA) Rare
Future Sight (FUT) Rare

Combos Browse all

Magus of the Moon

Creature — Human Wizard

Nonbasic lands are Mountains.

Magus of the Moon Discussion

carlmoores on Gotta Yasova'm All

3 days ago

She's currently in the batters box of decks I have started buying cards for even though I haven't decided on a final design.

First question. What is your opinion of running one-off ramp like Mana Geyser and Cabal Ritual to get you to the point where you can actually cast Insurrection ? It seems like the most Game Over card in the deck but I'd imagine actually getting to the point of casting it doesn't happen too often.

Second. I'm really iffy about relying on combat damage to win the game. Maybe it's just the meta I'm running in but unless Craterhoof of Triumph of the Hordes is involved I don't often see games ending because 3 people had their life total reduced to zero. I guess what I'm asking is, what is the finishing power of the deck? Would cards like Hatred or Grafted Exoskeleton possibly be good includes?

Third. How would the deck perform in a creature light meta? Tribal is the exception and not the rule around these parts and there are a lot of games I'll be playing against 2 or maybe even three decks that run below 20 creatures. In a lot of cases less.

Fourth: What would you think about shifting the ramp from artifacts heavy to mana dork heavy? My thinking here is that more bodies would help push the aggro once you've sufficiently ramped and could be sacced to an Altar for casting big spells. It would also enable running a bunch of mass artifact hate to attack other people's ramp.

Fifth: This sort of ties into the last one. How hard is it to get sufficient amounts of the colours you need? Because I'd like to go much heavier on basics and run non-basic hate like Bad Moon Ruination Magus of the Moon and Back to Basics . It's frowned on in some circles (not mine, but some) to go after lands but this strikes me as the perfect deck to mess with people's mana supply once you have a nice board state going.

dingusdingo on Flex

1 week ago

Nice deck! A lot of neat combos tucked in here. I have some suggested edits for you though!

Mouth of Ronom is a card you could very easily run. Green doesn't have a lot of targeted removal, and the opportunity cost for playing it is extremely low. If you swap your forests for snow covered forests, you're golden

I'm confused why you're running a fetchland at all. You don't need color fixing, and the deck thinning is extremely marginal when you consider how much it can slow you down against cards like Root Maze Back to Basics Thalia, Heretic Cathar Blood Moon Magus of the Moon Frozen AEther Kismet

Some of the card draw you run is pretty inefficient or extremely expensive. I'm specifically looking at Seer's Sundial and Sandstone Oracle . Sundial costs you 6 mana for the first card, while Sandstone is always dependent on opponents hand sizes for card draw, making it unreliable (and also costing 7 mana). I'm also not a huge fan of Sea Gate Wreckage but the opportunity cost for running it is extremely low. Have you considered Memory Jar or Howling Mine ? With your massive mana production Memory Jar could allow you to draw 7 and dump your entire hand. Howling Mine will accelerate your draws much earlier, although it is symmetrical. Beast Whisperer could be a good replacement if you don't want to give advantage to opponents, you certainly run enough creatures to justify. Life's Legacy is also a solid choice, especially since you're already running Greater Good

You run quite a few basic land tutors, some of them pretty low card quality. When you have access to Gaea's Cradle and Nykthos, Shrine to Nyx , why are you spending mana and card resources looking for basic lands? Specifically looking at Cultivate Kodama's Reach Nissa's Pilgrimage Seek the Horizon Journey of Discovery and Yavimaya Elder . If you ran fewer than 40 lands in this deck, you probably wouldn't have to run so many cards to deck thin to help your top deck, you could pretty easily cut to 34-36 lands. I'm also not wild about the very high CMC Hour of Promise , but it does search for non-basics. I'm also not very hyped about Tempt with Discovery , if you are playing against even mediocre or up skill level opponents you will be paying 4 CMC to search for one non-basic land. You're only getting more than one land off Tempt against bad players, or against players who can drop a Gaea's Cradle or other super value land against you.

Speaking of ramp, you should consider running Priest of Titania as well as Karametra's Acolyte . Currently you are very vulnerable to Armageddon and Ravages of War , two cards that see play in stax decks (as well as others). Having Ramunap and Crucible is a good choice, but you won't have access to those every single game you get hit by Armageddon. You should really consider mainboarding Carpet of Flowers as well, its virtually guaranteed someone will be running blue in a pod of 4, and it will let you hit turn 2 Azusa, and provide more value as the game goes later for very small investment.

On the topic of Stax, your deck is super vulnerable to getting caught. Almost all your draw is 3+ CMC, you have basically no removal, and you run a barebones 0/1/2 CMC ramp package. Thorn of Amethyst Sphere of Resistance Winter Orb Static Orb Thalia, Guardian of Thraben Lodestone Golem all cause immense problems for your deck. I understand that if you start your draw engine, you can escape from underneath them by dumping lands with your commander, but what do you do if one of those stax pieces lands on turn 1? Going fast works against stax, but there's no way you're going faster than a deck that runs the full suite of 0/1/2 cmc artifact ramp (which most stax decks do). You aren't going fast enough to threaten a win on turn 3, so you need to include removal. Having no removal is also a huge problem when beatdown is your wincon. What do you do against Moat ? Or Island Sanctuary ? Or Solitary Confinement ? A single piece of removal in the form of an 8 cmc creature is just not gonna cut it against real decks.

I would also recommend casting a really critical eye towards anything 5+ cmc. Cards that cost that much that don't actively win or directly lead to winning are most likely not worth the mana investment or the card space, even though you are a deck that ramps mana and draws cards. To put it in other terms, there are better things you could be doing with that mana. Your primary win con costs 10 mana to cast, 20 more to use, for a whopping 30 mana. Its forcing you to run pretty low quality cards like Mana Reflection and Zendikar Resurgent to get to that absurd amount of mana, on top of 40 lands. Running lower CMC spells will allow you to free up those expensive CMC slots that only enable you to play other expensive spells.

A couple more cards in specific you should reconsider Akroma's Memorial Ring of Three Wishes . Memorial you can replace with Lightning Greaves as a haste enabler for Craterhoof Lines, and Ring happens to cost you 10 mana to get a single card to hand, 15 for 2 cards, 20 for 3 cards, which we would call inefficient.

Would recommend Staff of Domination , especially if you include Priest of Titania or Karametra's Acolyte . Opens up lines for infinite mana and drawing your deck, or just provides a solid dump when you have too much mana and nowhere to go. I would also recommend Eldritch Evolution as another strong tutor. Uncage the Menagerie and Weird Harvest are a bit lower quality, but potentially what you're looking for as well. And I can't stress enough, add some removal to your deck. There are plenty of hyper efficient 1/2 cmc removal spells in green, as well as creatures that pack removal on ETB, which combines well with all the green tutors you run.

Daedalus19876 on The Ten Plagues: Locust God cEDH | *PRIMER*

1 week ago

zrob: Thanks for the comment! In order:

1) Stranglehold is in there, no complaints so far ;)

2) Palinchron + Phantasmal Image : Nah, I'd have to have too many lands out (conflicting with this deck's focus on mana rocks), and the two halves don't do much on their own for my deck.

3) Merfolk Looter + Intruder Alarm : Yeah, this only works with my commander out, and doesn't do much outside of that combo.

4) ...yeah, I probably should have Copy Artifact in here. My only reluctance was that I can't tutor it with my artifact tutors.

5) Blood Moon / Magus of the Moon / Back to Basics : I've considered moving to a more basic-centric list and running these plus Ruination , but we'll see if I ever decide to do that for real...

zrob on The Ten Plagues: Locust God cEDH | *PRIMER*

2 weeks ago

Have you considered some of the following cards? What are your thoughts on them?

Stranglehold -> Helps slow down or stop other faster combo decks while we assemble our wincons
Palinchron + Phantasmal Image -> Another way to get infinite mana and loot out our whole deck. Palinchron is expensive mana wise though.
Merfolk Looter + Intruder Alarm -> This one I can see as not good due to Intruder alarm being possibly a dead card.
Copy Artifact -> Can copy Isochron Scepter, other useful stuff.
Blood Moon / Magus of the Moon / Back to Basics -> Could be useful in slowing opponents down.

How was GPLA?

Dankey on Pyro Prison

2 weeks ago

Gemstone Caverns because turn 1 Blood Moon / Goblin Rabblemaster win games. This deck's schtick is to deny resources before they can be played.

Not sure where you're going with Tormod's Crypt , but there's always an answer that exists. The question is whether your meta have players who use them. If they do, you could mainboard additional spellskites to protect our artifacts . You could even take out a Magus of the Moon or 2 if your meta is less fragile than mine.

vorpalaxe on Pyro Prison

2 weeks ago

4 Eidolon of the Great Revel mainboard. It is fine to board them out but it just has to be main board. Most decks will just lose to it when you are on the play. Magus of the Moon is a bit redundant in my view. If it works its great. If not it is a dead card. Having two of that effect is dead and having 6 of them gives you an average of two of them a game. Look at Viashino Pyromancer . I love that card.

hesperos on Pyro Prison

2 weeks ago

Abrade is much better than Magma Jet . Magus of the Moon is not really good right now.

stensiagamekeeper on Interesting Budget Legacy Combo

3 weeks ago

A lot of these are in the $10 range but might as well suggest em' anyways.

Eldrich Evolution decks are usually good at getting out a turn 2 Magus of the Moon / Eidolon of Rhetoric off a mana dork for the occasional free win.

Don't forget also that Birthing Pod is still legal in that format and gives you a less weak to Force of Will alternative to EE that also works as an engine if the rest of your deck is derpy green creatures. The drawback being your payoff would have to be in the 8 cmc range which isn't the worst considering that includes Griselbrand , Craterhoof Behemoth , Tidespout Tyrant , Archetype of Endurance , Ashen Rider and Platinum Emperion (literally all the same payoffs as the format's primary reanimation deck -elesh norn).

Chancellor of the Tangle is a green mana source that pitches to Allosaurus Rider and can even be a payoff in a pinch and Chancellor of the Annex gives you a potential to go off turn 1 with the pregame trigger for backup and also can be a payoff sometimes.

Insist cantrips, pitches to rider and can even punish opponents who plan to "counter the payoff not the mana source".

I might add more suggestions if I think about them.

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Magus of the Moon occurrence in decks from the last year

Modern:

All decks: 0.03%

Commander / EDH:

All decks: 0.02%

Red: 0.33%