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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
6 days ago
As said before by thehat an indicative budget could help when searching for cards that cuold be add to your deck.
Lingering Souls and Raise the Alarm are very good cards. I'd prefer them to Timely Reinforcements (remember that you need to have less creatures than your opponent or Timely Reinforcements won't give you any token).
As for the lands: consider some Flooded Strand. Personally I don't like so much Moorland Haunt and Forbidding Watchtower and, in my opinion, you should reduce them to 20 in order to don't see them too often. Moorland Haunt is a land that provides you colorless mana and needs 2 specifical mana and a creature in a your graveyard to put a 1/1 token, Forbidding Watchtower enters tapped and needs 2 mana to became a 1/5 creature. Furthermore, I'll reduce to 2 the Mystic Gate. If you don't want to spend money on Flooded Strand consider Glacial Fortress.
I'd cut Acrobatic Maneuver that needs 3 mana cast and you will just use it to bounce a creature and get a +1 +1 on Champion of the Parish or Thalia's Lieutenant if one of them is on the battlefield. If you really want to go this plan I'd add Essence Flux or Ghostly Flicker.
Another good card you could consider, if your opponent plays lot of creatures, is Ghostly Prison. If you want to control more the board an option could be Detention Sphere or Path to Exile. Wrath of God is a good card but consider also Supreme Verdict.
As for Beguiler of Wills, I understand you really like it, so won't ask you to cut it.
xyr0s on U/W Flicker
2 weeks ago
Mana base: You could add a couple of Prairie Stream to have some really good targets to fetch. A single copy of Moorland Haunt could also be useful, of only to make use of your graveyard. Also, you need a bit more land (you have only a little card draw, and want to both play creatures and keep mana up for playing things in your opponents turn). But you'll need 23 or 24 lands, so you are sure to hit land in the early game. At 20 lands, you hit the first 3 turns (mostly), but after that it takes a while before you hit land number 4.
Bounce: I'm not too keen on bouncing your own creatures (when you could blink them). In general, it takes more mana than you'll have available in a typical game of modern. In many cases, you use instant-speed blink to avoid removal spells, and if you Unsummon your own creatures, they're still removed, from your opponents point of view (even if it's a bit less permanent than they would have liked). More Cloudshift, less Saving Grasp.
Consider whether something like Janjeet Sentry really is worth it. 3 mana for a creature with a tap-ability, which also requires some payment. Perhaps Blade Splicer seems boring, because "it's what everybody uses", but ask yourself how often youd like to have a 1/1 and a 3/3 creature for 3 mana (with and additional 3/3 token for every blinking of the 1/1 creature), and how often you'd wish for Janjeet Sentry for the same mana. There might be legitimate scenarios where sentry is better, but in general I think Blade Splicer is the better card. Besides, tap-abilities and blinking are a really poor mix.
Mill: erhm... you've nowhere near enough mill to actually have that as a viable win-con. Especially Merrow Witsniper seems like a miscalculation - you spend 2 cards (say, Saving Grasp and Merrow Witsniper), to mill 1 card. It's going to take some time and effort, before that reaches the level of a Tome Scour. Minister of Inquiries maybe seems like it could be ok, if you have something really good to spend eneergy on (2 energy for 1 mana is ok, right?).
Soul Warden should be in SB. Good card, but not useful in all games.
Flickerwisp deserves mention. It does not have flash. But you can blink it with instants and that's almost as good. The real strength of that card, is that it can target any permanent, including your opponents. It can break up tron for a turn, reset a planeswalker or Aether Vial or... or... so many other things.
3 weeks ago
I think Sorin, Solemn Visitor is better in these token deck than Sorin Lord of Innistrad
I think you could also afford to use a bit more disruption. Discard spells like Inquisition of Kozilek, Thoughtseize, and Collective Brutality can help protect your combo pieces from your opponent's hate, keep them off curve, keep them off balance, and play around there cards effectively. Some removal like Fatal Push and Path to Exile are pretty excellent at dealing with just about everything.
Also, I know its expensive but I gotta mention it, Bitterblossom is the best card in token decks and just strait up wins games on its own sometimes.
As far as "real" sideboard cards go.
Stony Silence for artifact decks
Rest in Peace for graveyard hate
Timely Reinforcements for life gain
Countersquall for control
For the mana base, some cheapish options
Concealed Courtyard or other fast lands
Sunken Hollow and other Battle Lands
Drowned Catacomb and other Buddy Lands
Flooded Strand and other fetches if you can afford them
Hope this helps!
1 month ago
As a way to abuse your creatures once they die, Moorland Haunt is in the colours. I also like the idea of using Mindbreak Trap against storm, because I can imagine this deck would have problems against them (A counterspell other than Counterflux won't do, because they make the copies before it resolves. Another cool idea is to use Curse of Exhaustion or Silence to mess with your enemy (Storm or not.) Grand Abolisher is also a fun bear in white, and though the mana cost isn't great, it is a fun and unique card for tempo.
I don't know, I am new to the game and I just want to give ideas xD
1 month ago
Would rather just remove the creature than Armament of Nyx
There are better lands than guildgates that are still cheap (like life lands)
Leonin Sun Standard is ok, but I'm not a huge fan.
Removal: Bant Charm Treva's CharmArmy of Allah is meh. Misthollow Griffin is too costly. Hovermyr won't block too much with 2 toughness, so vigilance isn't too great, making 2 mana cost, too much. Aven Sunstriker cost too much for its power.
In memory of DnD Characters: Ragnar
2 months ago
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.
- MG Stompy
- Grixis Shadow - Daniel and Luca
- BG Tarmogoyf
- Jeskai Control
- Esper Control
2 months 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.