Moonlight Hunt

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Moonlight Hunt

Instant

Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature.

Moonlight Hunt Discussion

wallisface on "Grandma why is your tongue green ?"

4 months ago

I guess the only issue with master of the wild is that you only have 2 of him, and he has to survive a whole turn before he can tap - meaning your opponent has ages to just killspell him and thus remain happy and safe. Also, masters ability is more of a fight mechanic whereby a bunch of your wolves might die in the process. Moonlight Hunt is one-sided damage so your wolves are safe.

I'm not suggesting dropping the master as he seems to do his job well. But i'm thinking maybe running a playset of Moonlight Hunt in additional will actually let you foil your opponents plans. Being only 2 mana, not hurting your wolves, and being hard for your opponent to avoid all help make this a decent green killspell. Relying only on the fight ability of your 4-drop creature sounds like a dangerous path to tread - it's unlikely to redeem you from any games where you're already behind.

wallisface on "Grandma why is your tongue green ?"

4 months ago

Consider some Moonlight Hunt to deal with threats your opponent plays (otherwise it’s just a race).

Moonmist might also be worth a thought. Although you don’t benefit from the transform nonsense, it does protect your doggos while also potentially putting your opponent in a strange situation mid-attack/block. Feels better than Privileged Position.

DragonKing90 on Wolf/werewolf budget deck

5 months ago

werewolves are a deck i have a lot of experience with, so allow me to give you some tips.

for the most part, aura's aren't that good except on hexproof creatures. if your opponent destroys your enchanted creature, they essentially just "2 for 1'd" you. meaning they used 1 of their cards, to destroy 2 of yours.

Geier Reach Bandit  Flip, once flipped, makes all your other werewolves transform immediately. this can give you the effect of both sides of Huntmaster of the Fells  Flip as soon as he enters play. Waxing Moon also forces a flip.

i know you said you wanted the deck to stay under $30, but Aether Vial can let you put creatures into play without casting them.

"bloodrush" abilities, such as Ghor-Clan Rampager, do not count as casting a spell. you can use this ability to pump up the human side of a werewolf while its attacking, then pass turn and it will still flip. the fact that they are also creatures you can play if your werewolves get destroyed is a nice bonus.

you currently don't have any removal in the deck. in red/green, i'd recommend Lightning Bolt, Moonlight Hunt, and Beast Within.

and finally, the lands. fetchlands like Wooded Foothills along with shocklands like Stomping Ground go a long way.

Harogi on Fire Wolves

6 months ago

Moonlight Hunt is great removal, Full Moon's Rise is a nice anthem plus regenerate is good and i personally like Instigator Gang  Flip

WillySmasher on ...and out come the wolves

6 months ago

Just at a first glance (without goldfishing) I have a feeling Lightning Bolts would be better than Moonlight Hunt, unless you want them for flavor reasons which is respectable. I think Young Wolf is a great card and might be a 4 of. I've been tinkering with EDH (were)wolves for a while I might mess around with them in modern as well. +1

raefgall on Head of the Pack

9 months ago

Moonmist and Moonlight Hunt are tribal specific and cover wolves as well, providing removal and protection.

Something like Krosan Grip and Hull Breach, or similar effects of your choice.

Blasphemous Act is easily the beast board wipe available to you.

Harmonize and Shamanic Revelation for card draw.

Beast Within, Chaos Warp, Divergent Transformations, and Song of the Dryads are some great, versatile removal options (although they leave the opponent with something remaining on the board).

And Overrun and Beastmaster Ascension make great finishers.

CavusCanis on

11 months ago

In a best case situation, a Cream of the Crop trigger lets us set up removal such as Lightning Bolt, Destructive Revelry or Moonlight Hunt. Then, Smuggler's Copter attacks along with our creatures, and draws us the removal to be used before the Assign Blockers step.

In the worst case scenario, CoTC shows us nothing but lands, then Smuggler's Copter allows us to clear out a dead draw. Remember, CoTC triggers on undying too. Blocking with Young Wolf allows us to manipulate the top of our deck. It's not just about drawing cards. It about drawing the right cards.

I think you're ultimately correct in the sideboarding of Destructive Revelry. In my local meta artifacts and enchantments are used very frequently.

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