Moment of Craving


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) None

Combos Browse all

Moment of Craving


Target creature gets -2/-2 until end of turn. You gain 2 life.

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Moment of Craving Discussion

rob_shifflett on Exploring High and Low

2 days ago

You could drop 3xForests and 1xSwamp for 2xField of Ruin and 1xEvolving Wilds. Gives you more control over your Revolt. Cut 1xDeadeye Tracker and 1xLurking Chupacabra to add Tetzimoc, Primal Death and 1xThrashing Brontodon and 1xMoment of Craving.

multimedia on Grixis Pirates

4 days ago

Hey, I suggest expanding on the strategy of flying Pirates and Curious Obsession.

Due to the budget of this deck I recommend cutting red and going with just blue and black. Only two colors will help the manabase. Currently it's going to be too hard to make turn one Siren Stormtamer into turn two red for Rigging Runner this is because Island doesn't let Dragonskull Summit ETB untapped.

You want Spirebluff Canal to consistency get both blue or red in the first two turns, but this land is not budget.

A two color blue and black manabase to consider (I'm including budget options):

Flying Pirates to consider adding:

Freebooter, Warkite, Stormtamer and Dreamcaller is a powerful quad of 15x flying Pirates. I suggest getting 3x more Warkite giving you 4x main deck. Freebooter is a flying Pirate Duress it's very good card.

Other cards to consider adding:

If you can get more Warkite then use Craving because once you trigger Warkite's ability and make a creature of your opponent's a 0/1 kill it with Craving while also gaining life. This interaction makes Craving a two mana instant unconditional removal spell which is very good. Even without Warkite Craving a good removal spell, but if you can't get more Warkite then instead I would use 4x Unsummon as the main deck removal spell. Unsummon is a good tempo play bounce your opponent's creature for one mana making it easier to attack and do damage.

Obesession becomes very good as a draw engine with so many flying Pirates because flying makes it much more likely that you will do combat damage to opponent thus getting to draw a card. Flying also means that it's much safer to attack each turn which is a requirement of Obsession. The +1/+1 that Obsession gives the enchanted creature helps much more when enchanting a creature with flying.

Obession combined with Ruin Raider can draw you a lot of cards in a game.

Considering my suggestions this is a core you could use:

  • 4x Stormtamer
  • 4x Warkite
  • 4x Freebooter
  • 3x Dreamcaller

  • 4x Obsession

  • 4x Dispersal
  • 4x Craving or Unsummon

    Cards that can support this core:

    • 3x Siren Lookout
    • 2x Raider
    • 2x Forerunner
    • 1x Skysovereign

    Good luck with your deck.

    stensiagamekeeper on b/r/b Zombie Deck

    4 days ago

    I commented on the first version of this you posted and I like the changes you've made so far. BTW I'll comment on the deck shown not the one you reference in the description because I've already given my opinion on it last time.

    A couple of cards I think might be helpful in your deck are Plague Belcher and Festering Mummy. PB is a 3/2 menace zombie with evasion that can be a 5/4 for three in a pinch plus has zombie synergy. FM is surprisinly good against fast aggro and both have incidental synergy with The Scorpion God on top of being zombies. Also if you where going to include a sideboard you could save FM for exclusively aggro matchups as you desperately need spells to play on your early turns.

    Speaking of sideboards my suggestions would be Negate and Duress for combo and control, Moment of Craving and Festering Mummy for aggro and auras and Harsh Scrutiny or Aether Poisoner for stompy a.k.a. dinos.

    Now on to the more nit picky suggestions: Impale is certainly not a bad card but the fact is there are just better options in standard right now such as Never//Return, Walk the Plank and Daring Demolition even. And, while exile is a nonbo with The Scarab God and The Scorpion God, Hour of Glory and Vraska's Contempt are irreplaceable in getting rid of your opponent's Gods, Rekindling Phoenixs or Angel of Sanctionses. I'd suggest swapping a Mountain for Island so your opponent can't cut your on blue with Field of Ruin. Also I'd use Supreme Will over Disallow as because it'd be easier to cast with your budget manna base and the restriction isn't that big a deal. If your opponent can pay it is late enough in the game that you should probably wait for something big enough that they can't or just use it's second mode to dig for Bolas or something.

    Anyway, that's all from me. Have fun testing.

    magicsheep on B/W Vamps

    4 days ago

    I was checking out the cycled decks, and I thought I'd stop by and leave some comments/suggestions.

    1 Sanctum Seeker could be a reasonable finisher, especially in conjunction with

    2 Gruesome Fate. Yes, I have read the above comments and realize you are not going for a creature token spam, but these two can drain your opponents of some serious life and put them under pressure.

    3 Bishop of Rebirth: consider side boarding this, because against other standard decks such as Esper Gift or Approach, you will have to be very, very wary of a Settle the Wreckage/Fumigate. Dusk/Dawn is a good way of circumventing the boardwipe, but Bishop of Rebirth is ESSENTIAL for rebuilding after the boardwipe.

    4 Sideboard some enchantment/artifact removal. Against Esper Gift decks, this will at least delay the onslaught of God Pharoah's Gift 4/4 tokens. Recommendations: Forsake the Worldly (it has cycling, so you can always cycle if you can't use it)

    5 Bishop of Binding for more removal. Also, Moment of Craving/Moment of Triumph are solid early game removals that can be used to kill off some creatures like unblockable merfolk or boost your creatures for a surprise block. Against U/G merfolk, the Moment of Craving will be ESSENTIAL for killing off the (originally) small but unblockable merfolk.

    It seems like the main opponent against this deck will be Esper Gift/Approach decks. Against most control/aggro decks, you have early game and later game removal. But the key to beating the Esper Gift/Approach will be to REBUILD after each setback, and there may be many. Bishop of Rebirth is the best choice in this deck (in my opinion). The mana curve is solid, and the deck looks great! Definitely worth an upvote, keep up the great work! I look forward to seeing future edits/updates.

    erraticarsonist on Advertise your STANDARD deck!

    5 days ago

    To the above poster, Vraska's Contempt is over-priced, but there are some other options for removal that are MUCH cheaper. If you just want a 4CMC Destory spell, then Impale, and if you need to kill an indestructible creature, try Battle at the Bridge. Moment of Craving is the budget Black removal option I've been using, and with multiple copies, can do the same as above.

    This is my deck I've been trying to polish for awhile. I've seen varieties of Midrange in Standard, mostly U/B. I chose to go Grixis, mostly for Glorybringer and Abrade, as at least my shop's meta has many Gift decks running around. Any feedback is appreciated, and I always return the favor by checking out other's decks and do the same.

    Grixis Midrange

    multimedia on U/B Control

    6 days ago

    Hey, you have a good starting build here, but the numbers on some spells are off as well as not enough lands in the manabase. The main thing you recognize that's good for Control is Torrential Gearhulk. Gearhulk only works with instants meaning sorceries are not part of the plan. If you can build a main deck of completely instants than it will be better with Gearhulk.

    Lots of main deck discard with Gearhulk is not good. In fact the only discard I suggest you play is 3-4x Duress, but only in the sideboard. Speaking of sideboard if you want to play this deck at FNM and do well you'll need a sideboard. You currently don't have one.

    First lets look the manabase. 20x lands is not enough land for Control; 26x lands is the normal for Control decks. The reason for this much land is Control thrives on making a land drop each turn because the more land you have the more opportunities you have to cast spells. Being able to cast two spells or more in a single turn is a goal that a Control player is going for. Glimmer of Genius is the jumping off point for blue Control you want to cast it turn four because this gives you a huge advantage in a game. The only way to consistently cast it turn four is to play a lot of land. You want to make a land drop each turn for the first four turns minimum. In some instances if you miss a land drop in the first four turns then that's it, you'll fall too far behind in the game and lose. It's better to have more lands, draw more lands than not having enough.

    Lands I suggest you add depend on the budget. What is the budget you're going for? High or low? For instance Fetid Pools is the other good dual land to add, but it's for a high budget. An alternative to this is Submerged Boneyard which is bad compared to Pools, but is low budget. Either way I suggest adding 4x Pools or 4x Boneyard.

    Before I continue here's a list of cards to consider adding:

    Obviously if you have a lower budget then you will not being able to add all these cards such as Scarab, Azcanta and Contempt. This list is meant to give you an idea of how to improve the deck with a higher budget, but I've also added some low budget alternatives.

    Cards to consider cutting:

    • 4x Duress move it to the sideboard
    • 4x Scrutiny possibly move it to the sideboard
    • 3x Rot
    • 4x Pierce
    • 4x Opt
    • 2x Gonti move it to the sideboard

    On the basis that you should consider adding 6x more lands you need to cut 6x spells from the deck. I suggest beginning with cutting the discard spells.

    Good Gearhulk Control main deck core:

    • 4x Push
    • 4x Censor
    • 4x Disallow
    • 4x Glimmer
    • 3-4x Gearhulk

    The core are cards that are played as 4ofs and the only cards other than lands in the main deck that I recommend be played as 4ofs. You want to draw multiplies of them in a game and in some instances you want some of them in the early game such as Push and Censor therefore it's best that they're 4ofs to consistently draw them in the early game. Disallow is the best mid to late game counterspell and Glimmer is the cornerstone, the draw engine of the deck.

    Support removal to consider adding:

    Vraska's Contempt is a very good instant spell right now in Standard. It's unconditional creature or Planeswalker exile with adding lifegain. A spell like this is currently unmatched in power in Standard especially when you can flash it back for free with Gearhulk. Contempt or it's budget alternative Hour of Glory are very much wanted with Control because of the domination of the Gods: Hazoret the Fervent and The Scarab God. These creatures can only consistently be killed if they're exiled. The Gods are not the only reason to play Contempt there's a lot of just very annoying powerful creatures and Planeswalkers that are better exiled then put in the graveyard.

    Hour of Glory is the best low budget Contempt because it's also four mana, instant and unconditional exile. It can't however exile a Planeswalker only a creature and it doesn't gain you life, but these are the reasons that it's low budget.

    The fact of the matter is creatures dominate Standard, more specifically red creatures. Red creatures usually means aggro and preparing the main deck to combat aggro is the build direction I suggest. Craving not only can potentially kill something, but also gain you life which is what you want in aggro matchups especially red where you have to also deal with burn spells to the face. Commit is a fun card as a 1of with Gearhulk. You can flash it back and cast Memory for free refilling your hand at instant speed because you're casting it from the graveyard this interaction works even though Memory is technically a sorcery, but Commit is an instant.

    Support counterspells to consider adding:

    Censor and Disallow are the two most important main deck counterpells third is Essence Scatter and fourth is Supreme Will. You're already playing 3x Scatter that's good it's a good number. I suggest adding a couple Will because the card is never really dead because of it's modes. It can counter something in the mid to late game or if you don't need that you can use to to dig for an answer, Glimmer or Gearhulk. I don't think Spell Pierce is a good main deck card for Control because it can't in anyway interact with creatures and creatures much more than spells are the problem cards for Control for game ones. 3x Negate however should go in the sideboard because it's amazing in Control matchups or matchups where you know that a certain noncreature card is going to be a problem such as a Planeswalker, artifact, enchantment or Approach of the Second Sun, etc.

    If this advice was helpful I have more suggestions and advice about the sideboard. Let me know if you like me to continue.

    Good luck with your deck.

    multimedia on Eternal Scourge of Standard

    1 week ago

    Hey, adding blue for Champion of Wits adds a lot a good way to churn through the deck to draw Journey while also putting creatures to be reanimated into the grave, nice job. Wits is also an excellent creature to enchant with Journey.

    I have some suggestions:

    All my suggestions are budget creatures that work very well with Journey since they give you a powerful ETB ability. Freebooter is especially good because it can help to make sure the coast is clear to enchant a creature with Journey. You don't want your creature to be killed in response to enchanting it giving your opponent a 2 for 1.

    Zealot like Champion gives draw when it ETB and out of the options in Standard draw is up there as a one of the best ETB abilities. Because of the ETB draw for Zealot I think it's better here than Glint-Sleeve Siphoner.

    Multiple triggers of Gonti's ETB is very good because each time it's triggered you get to exile a card from your opponent's top four cards and each card that's exiled stays exiled until you cast it. Gonti's ETB ability is better than World Shaper's abilities. The deathtouch on Gonti makes it a fine creature to enchant Journey making your opponent have to think twice about attacking you from the ground since they will lose a creature from deathtouch while also flipping Journey and then losing a card from their library to Gonti's exile.

    For a reanimation target Noxious is good especially when you can reanimate it with Atzal, Cave of Eternity at instant speed which can be a blowout. It's ETB ability and more utility than Aethersquall Ancient.

    I suggest main decking Moment of Craving as the budget Fatal Push alternative removal spell to combat aggro. If you don't need it as removal for an opponent's creature than you can use it to kill your creature who's enchanted with Journey at instant speed. It conveniently kills Wits, Chupacabra, Zealot, Freebooter, etc. It doesn't kill Brontodon or Gonti. Consider cutting Servant of the Conduit for Craving?

    Energy is not where you want to be simply because there's better two drops with ETB abilities that have much better interaction with Journey compared to Servant. Servant and Hub make a nice team to splash a third color, but in this case I don't think Servant helps enough to be included.

    I don't think you need to play Benefaction of Rhonas or Banewhip Punisher. Yes Benefaction can find both Journey and a creature, but it's another three drop and right now there's too many three drops. Wits, Brontodon and Journey are the best three drops here. 12x three drops is really pushing it. I suggest cutting the 7x additional three drops for two drops: Freebooter and Zealot. Punisher as creature removal is redundant because of Chupacabra and Chupacabra is more powerful card because of it's ETB ability.

    For the manabase consider replacing Hub with Evolving Wilds and some Basic lands with some budget dual lands: Submerged Boneyard, Foul Orchard and Woodland Stream?

    Good luck with your deck.

    razelfark on OTK on Vampires

    1 week ago

    Sorry I haven't responded to your question... been busy.

    Highly suggest taking out march of the drowned for more creatures. The card function is only good when a creature is in your grave but you only have ten creatures in deck. The odds of it being a dead card in your hand are higher then you having a creature in your grave.

    You should take out some other cards to make sure you run enough of your combo cards. You should be running Oathsworn Vampire at 4 copies not only because he is the main purpose of your combo, but he is also a decent 2 drop that can come back even if you don't have the full combo.

    Cards you should just straight up replace Reaver Ambush and Vanquish the Weak. These cards should just come straight out as they are slow removal that are not very good overall. You are better off using Moment of Craving as a cheaper alternative in the main board or even go a mana more expensive for Hour of Glory because it can target any creature.

    You also may want to consider taking some of the board wipe cards out and move them to sideboard (unless your local is really small creature aggro heavy). These cards more often then not will wipe your own board and you need to make sure certain cards stick to the field.

    CeilingShapes has a good point about using 4 of Walk the Plank might be greedy for mainboard since merfolks are getting some love, but if you don't see the deck at your local then you should not worry about it too much.

    You also might want to consider running some type of card in the sideboard at least to get rid of enchantments because you are a combo deck. The reason I say this is because if your opponent runs Ixalan's Binding then you won't be able to play your combo if one of your pieces end out under this card. You could run the card itself as a form of counter play against it to free your card that gets trapped under Binding and lock them from further copies of Binding, or you could run Demystify or similar cards in the side.

    While I like a number of things you have going on in this deck I would suggest more creatures again because you can profit off casting them with the artifact in play. Again I can't stress how important that you are a combo deck so you should increase the cards required for combo, but also could add creatures that function like kill spells (example: Ravenous Chupacabra, Fairgrounds Warden) to get extra synergy with the Monument. I think this would be helpful as it can turn your sorcery based control options into creatures that provide the same function and you now have a body to go along with it.

    Sorry if this was a bit wordy. Wanted to offer as much help as I could.

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