Moonmist

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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Set Rarity
Innistrad (ISD) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Moonmist Discussion

saber4734 on Mono Green Wolf Werewolf Tribal

2 weeks ago

FUyeahoe yeah I've ordered multiple Moonmists plus trying to upgrade the creatures. Don't want to make this deck too expensive.

Antarktika on There's a Full Moon Tonight

2 weeks ago

I'll address the point about making tokens. You've got three creatures that can makes wolves: Mayor of Avabruck  Flip, Nightpack Ambusher, and Silverfur Partisan. You've also got the two Arlinns, but I'll ignore those for now. These all produce tokens under very specific circumstances that I don't think your deck is well positioned to leverage consistently. You're not running Immerwolf, so even with Moonmist you won't be always be able to control when the Mayor is flipped. Nightpack is a four-drop, which means you have to tap out for it on turn four and then not do anything on your turn five to get any tokens from it at all, which I think is highly inefficient. Silverfur is interesting, but smart opponents will target it with their removal first, which will be a wash for you, and you only have Rabid Bite and Band Together to target your own guys (you mentioned Moonlight Hunt but that card does not target your own guys). Bite is sorcery speed, and Band Together is three mana, both of which are hardly ideal.

The reason the creature count is a major concern is because you will not be able to consistently play impactful creatures every turn the way you have it right now. I don't think you can rely on tokens. As an aside, Lightning Bolt is better than the removal you're currently running, not because it can hit face, but because it is cheaper and will do the job just as well most of the time.

Sorry for the long-winded response. I'm not sure if I'm taking this way too seriously or not. I'll take a look at the mono green wolf deck you're talking about.

Antarktika on Arlinn's Werewolves

2 weeks ago

@Flooremoji That's definitely a valid concern, and one I sort of knew about going in. I referenced the table here, which says with my 22 1-3 drops I would get two creatures from CoCo 73.6% of the time. 30 1-3 drops like you suggest gets you into the very consistent threshold of over 90%, which is pretty much "always" for all intents and purposes. That is a very significant difference in theory, but it's always seemed to work out fine in practice for me. I wouldn't be sure whether to take out Moonmists or Lightning Bolts for more creatures, and frankly I don't like the idea of cutting either of them. I will play around with the build and see what conclusions I can gather from adjusting the number of creatures. Thanks for the suggestion!

Flooremoji on Arlinn's Werewolves

2 weeks ago

I think you creature count for coco is a little low, most lists play 30ish for more consistency.

Maybe cut some Moonmists for more creatures?

Akromathia on Werewolves 30$ budget build

1 month ago

I would:

  1. Replace Prey Uponwith Moonlight Hunt: Superior speed, and superior damage output, without risking the loss of a unit. And I would also add 1-2 more copies to the main board.
  2. Replace Shockwith Lightning Bolt / Lightning Strike: Better damage output for (almost) the same mana.
  3. Lower mainboard Moonmistto 2 or 3 and replace them with Moonlight Hunt. The 1 or 2 other copies would be side boarded.
  4. Replace Ulrich of the Krallenhorde  Flip with Huntmaster of the Fells  Flip: Cheaper, almost as stronger and has greater impact on the battlefield (removal + life gain + token generator vs buffer + removal).
  5. Replace Wolfbitten Captive  Flipwith 2x Mayor of Avabruck  Flipand 1x Lambholt Pacifist  Flip.
  6. Replace 1x Geier Reach Bandit  Flipwith 1x Daybreak Ranger  Flip.
The Lands need some heavy rework. Having 22 is a good number, but you need to improve your chances to hit duals.
  1. 4x Game Trail
  2. 4x Rootbound Crag- Evolving Wilds or similar.
  3. 8x Forest
  4. 5x Mountain
  5. 1x Kessig Wolf Run (maybe make space for another)
Would you like some side board suggestions? Hope it helps, have a good day.

Uhrherz on How to Werewolf EDH Right!

7 months ago

Looks good so far, but Descendants' Path doesn't work the way you want it to work I think. Do you play it to cheat in creatures without casting a spell? It says cast that card not put that card into play. Since it is your turn already it is harder to flip your werewolfs. I'd recommend Isochron Scepter as well, to bind cards like Moonmist or Waxing Moon .

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