Moonmist

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual 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 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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Moonmist Discussion

Mandalorian on Wolf Pack

1 hour ago

You are going to want to cut a lot of the 1 ofs for more 3-4 ofs to make your deck more consistent. Eliminate some of the mediocre creatures for more of the better ones. The deck could also use some removal that doesn't require fighting. Not sure what your budget is but here are some considerations:

Huntmaster of the Fells  Flip is the best werewolf in Magic

Lightning Bolt

Roast

Flame Slash

Immerwolf

Full Moon's Rise

Breakneck Rider  Flip

Moonmist>Waxing Moon

Mayor of Avabruck

Master of the Wild Hunt

Silverfur Partisan

Reckless Waif  Flip>Village Messenger

Rev_Lycan60 on Lycanthropic justice mp67

2 weeks ago

Funkydiscogod I will happily retract the hardcore aspect of the aggro but I would still stand by werewolves being more aggro than control. I won't deny with proper card placement but with cards like Moonmist, Fullmoon's Rise, and Howlpack Resurgence to pump and give regeneration or reject all damage taken and gaining trample for my own creatures there is overwhelming aggro.

Having played Werewolves in almost all formats (except vintage which I am currently working a deck for that), aggro has led to the most FNM wins. I have considered the land destruction as well but it creates the slow tempo which can also allow the opponent(s) time to setup even with the cheapest of land destruction card.

To say the least after all I said is I acknowledge your opinion as my words are my own opinion and support my own personal play style.

Rev_Lycan60 on Lycanthropic justice mp67

2 weeks ago

Funkydiscogod I will happily retract the hardcore aspect of the aggro but I would still stand by werewolves being more aggro than control. I won't deny with proper card placement but with cards like Moonmist, Fullmoon's Rise, and Howlpack Resurgence to pump and give regeneration or reject all damage taken and gaining trample for my own creatures there is overwhelming aggro.

Having played Werewolves in almost all formats (except vintage which I am currently working a deck for that), aggro has led to the most FNM wins. I have considered the land destruction as well but it creates the slow tempo which can also allow the opponent(s) time to setup even with the cheapest of land destruction card.

To say the least after all I said is I acknowledge your opinion as my words are my own opinion and support my own personal play style.

Funkydiscogod on Lycanthropic justice mp67

2 weeks ago

Rev_Lycan60 "Werewolves are a tribal type which focuses on hardcore aggro."

I disagree. Werewolves require no spells to be played for a turn, or require fewer than two spells played. This implies a slower game.

It's true they are undercosted for their power which usually implies hardcore aggro, but in order to do that, you'd have to either cheat the condition for them to flip, or hope the opponent is playing an impossibly slow deck that does almost nothing.

To go hardcore aggro, and leave nothing to hope, your win condition is basically Moonmist acting like a cheap Overrun. Now...to go the less-hardcore aggro, you can either destroy all lands or discard all hands. This way, nobody can do anything, and the werewolves transform naturally.

I argue that Werewolves best use is as a control tribe, not an aggressive tribe.

Rev_Lycan60 on Lycanthropic justice mp67

2 weeks ago

What is your win condition?

Werewolves are a tribal type which focuses on hardcore aggro. This keeps pressure on your opponents and this best seen with the support wolf Immerwolf in addition to Mayor of Avabruck  Flip.

Since you are looking at modern then the best is look at Wolfbitten Captive  Flip with Village Messenger as early pressure and Moonmist offers protection along with transforming all your Werewolves.

Werewolves do an amazing job of flooding with damage.

For land look to Game Trail andRootbound Crag

Oloro_Magic on Wolf Pack

2 weeks ago

I would add red simply for Immerwolf, lord cards are invaluable in magic. Additionally, Coat of Arms has great tribal synergy. All the ramp seems out of place, wolves tend to not be expensive and as such they don't need all the ramp.

Other wolf cards to consider with red are Pyreheart Wolf, Assembled Alphas, and then if you are open to werewolves Duskwatch Recruiter  Flip and Mayor of Avabruck  Flip are second to none and if you flip them (Waxing Moon, Moonmist) with Immerwolf out they don't flip back and stay in the werewolf form that makes them so good.

Funkydiscogod on Lycanthropic justice mp67

3 weeks ago

Perhaps use Rule of Law or Eidolon of Rhetoric to prevent werewolves from ever transforming back?

What about going all in on land destruction with cards like Thoughts of Ruin, Boom/Bust, Crack the Earth and Akki Blizzard-Herder, and run 4 each of the Werewolves  Flip that  Flip make  Flip mana, and 4-each of all the one-mana  Flip werewolves  Flip you can find  Flip.

Maybe Waxing Moon instead of Moonmist? Most the opponents won't have anything to do without land, and you can almost guarantee they'll flip, and Waxing Moon can make the other wolves transform. Maybe an Explorer's Scope so your own land destruction doesn't hurt yourself so bad.

I don't know, I like the idea of werewolves and land destruction. I can see lots of potential in a deck like this.

Oloro_Magic on Werewolfes

3 weeks ago

4 of wither Village Messenger or Young Wolf, 2-4 Spirit of the Hunt, 3 Moonmist, 4 Immerwolf, 4Mayor of Avabruck  Flip, 2-3 Pyreheart Wolf (if you chose to play it).

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