Moorland Haunt

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 Rare

Combos Browse all

Tokens

Moorland Haunt

Land

T: Add 1 to your mana pool.

WU, T, Exile a creature from your graveyard: Put a 1/1 white Spirit token with flying onto the battlefield.

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Moorland Haunt Discussion

lamoynet on Jeksai Flying Men

4 days ago

Overall Record

Games 1-6

Matches 0-3

Match 1 - Loss - Swans

Long games. Lost in 3. Tips activate Moorland Haunt at the end of opponent turn and Forecast Birds with Pride of the Clouds in long grindy matchups. Brought in counter spells and had a few of those wars. It was very winnable.

Match 2 - Loss - MG Stompy

Lost quick. Made crucial mistake of Path to Exile before he pumped the creatures. If I wait then I get more cards out of his hand for my one Path. Wasn't even close. Second game I kept a one land hand which was stupid. This decks has a higher mana curve than Oh the Humanity

Match 3 - Affinty

Lost even quicker. Really discouraged by that match. It was over before I could do anything. I'm not sure where I improve.

Metagame

  • Swans
  • Affinty
  • MG Stompy
  • Grixis Shadow - Daniel and Luca
  • BG Tarmogoyf
  • Burn
  • Jeskai Control
  • Esper Control

Lame_Duck on Sky beatdown

1 week ago

I like the deck but I think you need to try lowering your mana curve; Modern is a brutally fast format and it's easy to fall behind if you end up with a clunky hand that doesn't do much in the early turns. Flyers are never going to be the most aggressive creatures, however, so I'd also look at creatures that help disrupt and slow the opponents game-plan.

I'd definitely look to add Selfless Spirit, Mausoleum Wanderer and Pride of the Clouds as they're just powerful creatures that fit what you're trying to do. Aven Mindcensor, Hushwing Gryff, Vryn Wingmare are Lyev Skyknight could be good additions, depending on what decks you expect to face (maybe just in the sideboard though). Cloudfin Raptor and Loyal Pegasus might be a little too unreliable but I'd give them a test as aggressive 1-drops. Squadron Hawk isn't that aggressive or disruptive but it's card advantage in creature form, which is useful.

To make space I'd start by removing the Dragonlord Ojutai and Jace, Unraveler of Secrets, which while powerful don't really seem to fit the overall plan of the deck. Warden of Evos Isle might not be worth it anymore since I'm suggesting dropping the curve anyway and Nimble Obstructionist seems too situational to run 3 in the maindeck, although I've never played with it so maybe I'm underestimating it.

Also, Faerie Miscreant really seems like it should be either 4-of or 0-of and I'd consider 1 or 2 copies of Moorland Haunt.

willspower3 on Spiritual Penance

1 week ago

Welcome to Magic. I was in your shoes when Shadows Over Innistrad came out. I built up spirits too and it is a blast to play. Unfortunately they rotate out of standard when Ixalon releases. A good standard list can be found , with a decklist under the video description. In that decklist, Metallic Mimic is a bit pricey, so substituting Fog Walker isn't a bad idea. Definitely go with 4 Nebelgast Herald and 2-4 Selfless Spirit depending on budget, taking out some Uninvited Geist  Flip and Drogskol Shieldmate.

The good news is that there are several good builds for Blue/White spirits in the Modern format. You can keep the lands you use in standard and upgrade as you feel. Glacial Fortress should be in Ixalon, so it will be pretty cheap. It plays well with Prairie Stream or Irrigated Farmland for good mana on turn 2. Hallowed Fountain would be the upgrade after that replacing basics. Eventually getting fetchlands to replace the Prairie Stream can be a stretch goal as your interest in the game increases.

For main deck alterations to fit modern on a budget, a list like this should suit your play style well:

Creatures (24)4x Mausoleum Wanderer4x Rattlechains4x Selfless Spirit4x Spell Queller4x Drogskol Captain4x Nebelgast Herald

Instants (14)4x Mana Leak4x Path to Exile4x Mana Tithe2x essence flux

Lands (22) including 1-2 Moorland Haunt and 1 Ghost Quarter

xyr0s on Right Through You

4 weeks ago

Maybe Moorland Haunt would fit this deck? In lategame, you must have quite a few creatures in GY.

Also, given that you have many creatures with low cmc, a single Ojutai's Command could be useful.

Landcount seems a bit on the low end. You need 2 more lands or so, just to be sure to hit your landdrops in the early game.

WhiskySundae on U/W Tribal Spirit Midrange

1 month ago

Oloro_Magic - I thought about Nebelgast Herald and I really like it except it's a 3 drop. I just feel like I have much stronger options at 3 CMC. Thank you for the suggestion though.

Sparky41 - Wow. I had not considered going bant. This is exactly the kind of advice I was looking for. Thank you very much for taking the time to type that out. Do you think the Exalted trigger makes it worth springing for the Noble Hierarch over Birds of Paradise? Should I make more changes to my mana base besides the addition of Botanical Sanctum? Maybe take out a Flooded Strand and put in two Misty Rainforests, take out the Glacial Fortresses and put in two Breeding Pools? Then replace the Moorland Haunt with a Gavony Township? And do you think 2 Geist of Saint Trafts is enough?

Thanks again guys!

xyr0s on mono blue delver

3 months ago

I really like this deck, and would really wish it worked. But. It's a bit too fair. Counterspells cost more mana than what they have to counter in the aggro-matchups, meaning that you get outplayed for a couple of turns by an opponent playing two spells in a turn, and you only having mana for 1 counterspell.

The random white mana you could use with Moorland Haunt. You could also use it to cast Spell Queller - it seems to be just the kind of card your deck could use anyway.

Peek really isn't Gitaxian Probe. Especially in a deck that wants to draw extra cards early, and doesn't have too much land. Have you considered Path to Exile instead? You've already got the white mana for it. Familiar's Ruse is pretty good with Snapcaster Mage, but probably even better if you have a bit more creatures wuth ETB effects.

-T_Walt4Life- on Ghostly Presence (Azorius)

3 months ago

Supreme Verdict + Selfless Spirit wins games.

Lingering Souls is much better than Spectral Procession in my opinion.

Drop Mirror Mockery .

Only 2x Kataki, War's Wage should be in the sideboard. Especially since your running 3 different artifact hate cards in your sideboard. Add Kami of False Hope to the sideboard for aggro decks. Spirit of the Labyrinth for card draw combo decks.

As for land you're looking good but consider Moorland Haunt. Celestial Colonnade is a great card but it enters tapped and you want mana right away and Moorland Haunt synergies perfectly.

cerealkyra on Buddy system

4 months ago

Glad I could help, interested to see where the deck will go once you start playing around with it.

That being said, you're kinda running low on lands, if you want to drop a 5 drop on t5 consistently. I think you could be greedy and get away with playing 23 total, but even then you're still off the "correct" number of 25 (with the average cmc of 2.75, explained here). Should you ajust the manabase, think we could get away with a few more non-basics, if you're interested. Rogue's Passage can help get the big flyer through to seal the win, Ghost Quarter or the slightly worse Tectonic Edge can help shut down enemy lands or take decks off of colours completely, Moorland Haunt lets you recycle the dead walls into a potent, ghost-based airforce. Minamo, School at Water's Edge while worth a large sum of money, is a potent combination with Ojutai, should you choose to run a few more, the similarly pricey Celestial Colonnade can also help wreck face late in the game, but neither of the two are necessary by any means.

Wall of Omens really shines in this regard, the more cards you see in a game, the more likely you are to win. I think the overall quality of Wall/Defender creatures you are looking to play is bit low. Cathedral Membrane is one mana(dont be afraid to spend life, life is a resource to be used) and usually EXPLODES the creature unfortunate enough to be blocked by it. Dragon's Eye Sentry is pretty damn good for just 1 mana, and really highlights how bad cards like Nearheath Pilgrim (2/1s always die in combat, 2 mana is far too expensive for a card that trades with most 1/1s) are. If it's a card you love, keep it, but you could be playing MUCH better cards. Jeskai Barricade can swoop in and save one of the beaters if they should lose hexproof, let you perfectly block a massive creature(without trample) by bouncing the creature blocking it before damage or just bounce Wall of Omens for that tasty, tasty value.

If you were to run a few more Ojutai, Orator of Ojutai is a better Wall of Omens, but 4 dragons probably isnt enough, might want to research that. Stalwart Shield-Bearers makes all the walls defenders bigger, Wall of Essence has reverse lifelink, while Vertigo Spawn and its big brother Wall of Frost pin down any creature foolish enough to attack into them. And as big and seemingly unkillable as Wall of Frost is, no wall stands close to the mighty, infuriating Wall of Denial.

Here's a list of all the UW walls available in modern.

Also, I'm a little confused by the Authority of the Consuls and the Swiftfoot Boots. Authority gaining you life is neat, but your deck lays down tricky/large walls, you don't need an enchantment to slow the opponent down. What creature are the boots for, exactly? Overseer and Ojutai have hexproof, as does Shieldmate(most likely). These guys dont need haste because they come in protected and swing in later. So all we're really protecting is our disposable walls/defenders, Elspeth tokens and Nearheath Pilgrim, who isn't an incredible magic card. Boots also costing 2 mana kinda gums up the works; you want to be doing something every turn, ideally. Spending two mana on a card that needs a addition one mana to actually do anything on any turn between 2-5 doesnt seem like an awesome time.

Speaking of Elspeth, Elspeth, Sun's Champion sees great as an option if you find yourself facing a lot of big creatres; she can get rid of them while leaving your defenders in pristine condition to... defend.

Witchbane Orb feels like a sideboard card for when you're really getting beaten down by burn or Thoughtseize-style effects, and even then, those types of cards are usually cheap, so waiting til turn 4 to:

A. defend yourself from 1-2 mana spells and B. Do nothing on turn 4

doesnt seem like the greatest plan, IMO. Keep it in the Sideboard if its a card you like, by all means.

That's enough wall talk for now, 3am, must sleep.

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