Moonmist

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad (ISD) Common

Combos Browse all

Moonmist

Instant

Transform all Humans. Prevent all combat damage that would be dealt this turn by creatures other that Werewolves and Wolves.

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ISD

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Recent Decks

Moonmist Discussion

raefgall on Head of the Pack

3 days 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.

Suns_Champion on Flavor Kitchen: Innistrad Part 2

3 weeks ago

Yeah I really like this series. Moonmist was my favorite of today's. Keep up the good work!

CavusCanis on Werewolves not Swearwolves

1 month ago

Love this deck! I love the idea of putting an Isochron Sceptor down on Moonmist. Full control over flips each and every turn along with one sided fogs is exactly what werewolves need on board to make them operate optimally. That being said, I've been playing a paper werewolf deck for about a year now in my deck Howlpack Tempo (Paper), and I've had the best experience utilizing vehicles like Smuggler's Copter and Aethersphere Harvesterto cover the weaker human side, while I save cards like Moonmist for the later game where I can maximize their blow-out potential.

While I love the value of cards like Huntmaster of the Fells  Flip, in a tribal deck, I really think four mana is simply too much for too small of a value engine in Modern.

I don't like relying on Werewolves for the win, mainly because of the inconsistency of their flip conditions. As we all know, Werewolves are essentially a really bad humans deck with a large upside if a player ends up without any plays for a turn. This is why I love the idea of Isochron Sceptor. The more control over flipping the werewolves, the better. We don't have to wait for turns to end. We simply have to keep two mana up. If there's a play to be made late game, you can play your removal or creatures, all the while posing the constant threat of flipping the wolves every single turn.

Shmookyla on I'm in love with the COCO (Werewolves)

1 month ago

Thanks for all of the Coco love, I really really appreciate all of the feedback I have been getting on the deck and the upvotes are a confidence booster.

AusarTheVile, thank you for this suggestion, I was actually on the verge of taking you up on your suggestion regarding Giant Growth until Muggins84 mentioned Heroic Intervention. Although Moonmist flips our puppies and blocks wolf and werewolf damage, I am leaning toward Heroic Intervention over Moonmist as it covers all of my permanents WW or not and the non werewolves are crucial to the survival of the pack. If I let the Eidolon of Rhetoric bite the silver bullet then I'm subject to whichever spells the opponent wants to bring as long as they have the requisite mana. Birds of Paradise is Birds of Paradise, no two ways about it.

Icbrgr, Thank you kindly, trying my utmost to crack the werewolf deck on this one.

Sir_Garde, I would really be interested in your thoughts regarding the replacement of Collected Company with Duskwatch Recruiter  Flip

Shmookyla on I'm in love with the COCO (Werewolves)

1 month ago

Thanks for all of the Coco love, I really really appreciate all of the feedback I have been getting on the deck and the upvotes are a confidence booster.

AusarTheVile, thank you for this suggestion, I was actually on the verge of switching the Giant Growth until Muggins84 mentioned Heroic Intervention. Although Moonmist flips our puppies and blocks wolf and werewolf damage, I think Heroic Intervention has one over Moonmist as it covers all of my permanents, WW or not and the non werewolves are crucial to the survival of the pack. If I let the eidolons bite the silver bullet then I'm subject to lord knows what each turn where spells are concerned instead of benefitting from the one spell per turn effect and the Birds of Paradise go without saying Icbrgr, Thank you kindly, trying to crack the werewolf deck on this one.

Sir_Garde, I would really be interested in your thoughts regarding the replacement of Collected Company with Duskwatch Recruiter  Flip

Shmookyla on I'm in love with the COCO (Werewolves)

1 month ago

Hey There,

So I sincerely appreciate all the comments posted here. I will address each one in order.

Flooremoji, So the deck is kitchen table, I don't really see something like this becoming competitive, it's just got too many soft spots. It takes a while for the deck to land on its feet when it has won. I am trying to give it more staying power on the battlefield so that I can stick around long enough to win.

xEleven, Mutagenic Growth is definitely an option where this deck is concerned, converted mana cost of 4 vs 1 certainly makes a difference. I think I will take this under heavy consideration, Thank You!

Thorbogl, So I want to experiment with Aether Vial, it got mixed reviews on the thread I mentioned above as people were testing it out but I want to see how it plays myself. I have strongly considered Village Messenger  Flip in this deck, the guys I typically come up against are bringing some hard hitters so I become hesitant with squishy 1/1's. The human side of Werewolves is just so soft, it is frustrating. Regarding Moonmist this is generally the first question I get asked when I ask friends about this deck. The truth is that CoCo decks after loading it chock full of creatures leaves little room for anything else, as a rule I prefer to have a playset of any given card just so I can see it actually get some play vs having 2 of a card and 2 of another and maybe see one or the other during the course of play, so I went for Howlpack Resurgence for the buff and for the trample just in case Kessig Wolf Run is a no show. However there is something to be said for Moonmist

Sir_Garde, You are right and I changed it ;-)

ksuKaliber, So the Eidolon of Rhetoric also benefits from Birds of Paradise so on top of CoCo there is also the ability to create some white mana that way. I shared your concern until the birds swooped in.

Thorbogl on I'm in love with the COCO (Werewolves)

1 month ago

whoever said that onedrop werewolves are useless, i think a turn 1 Village Messenger  Flip or Reckless Waif  Flip is just fine, build up some pressure, speed up your gameplan, AND you're playing 12 lord effects. so why not?

Aether Vial gives you the option to put creatures into play without casting any spells, thus your wolves will flip if nobody else plays a spell.

Moonmist can act as surprise wincon, aswell as a one sided fog, maybe as sideboard tech against aggro

anyway, +1 for representing the krallenhorde howlpack

cdkime on Wolves & Werewolves

2 months ago

I've fiddled around with werewolves in the past, since I love interesting, unusual mechanics. I never was quite satisfied with it--I dislike playing aggro to begin with, and they just are a subpar creature type.

Moonmist and Immerwolf are auto-includes in any werewolf deck--you cannot afford to transform your werewolves by wasting a turn not counting spells, and an opponent hitting their second spell to transform your wolves is far too easy in the mid to late game.

Otherwise, I would focus on low converted mana cost werewolves. As with any aggro deck, your goal should be to flood the board as quickly as possible. Mayor of Avabruck  Flip, Reckless Waif  Flip, Village Messenger  Flip, Wolfbitten Captive  Flip, and Kruin Outlaw  Flip are all solid options. Your curve should top out at 4, with the bulk of your creatures in the 1-2 mana range. Your little creatures can quickly become big, game-winning ones, so you do not need to have expensive-to-cast bombs.

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