Moorland Haunt

Legality

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

Printings View all

Set Rarity
Innistrad (ISD) Rare

Combos Browse all

Tokens

Moorland Haunt

Land

{T}: Add 1 to your mana pool.

{W}{U}, {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

RingweMakil on Ravaging Command

1 week ago

Nathanaiel Field of Ruin is an absolute must-have in this format, I fear. Any reactive or midrange deck that is not utilising the free land destruction provided by Field is a strictly inferior version of another deck that is. Celestial Colonnade, Azcanta, the Sunken Ruin, Academy Ruins, Raging Ravine, Urza's Tower, Sea Gate Wreckage, Eldrazi Temple, Moorland Haunt, Gavony Township, Valakut, the Molten Pinnacle and I could go on - the point is, there are a lot of lands with powerful effects in Modern, and to not have the free answer provided to them in the form of Field is a serious omission that only the most proactive strategies can afford to make. A land drop that also double times as a spell is extremely powerful, especially one that answers the powerful lands of other decks.

So, given the necessity of Field of Ruin, is it greedy to play 3 colours? With any less than 22 coloured sources, I think so, but given that I play 26 lands, generally speaking, being colour screwed is not an issue. This is also greatly helped by the fact that so many of my cards only require one mana of a certain colour - the exceptions being the planeswalkers and Kalitas, Traitor of Ghet. I think it would be extremely greedy to attempt to play Cryptic Command in this list, for instance, but when most spells can be cast within the realm of having just one black, blue and red, Field really doesn't hurt a lot. Also worth noting is that unlike Ghost Quarter, Field does not put you down a land, and also does fix your mana after it is activated, so in most cases, Field really shouldn't hurt.

The only time when Field is a real pain is if you have 2 of your 3 lands are Field of Ruin, because then your hand can be really slowed down. In such cases, either mulligan, or keep and pull through with Thoughtseize and Fatal Push. Consider also the early requirements of this list - with a single black mana, most of the relevant 1 and 2 drops are castable. The lack of Lightning Bolt is a conscious choice, one made for many reasons, one among which is the mana.

Inquisition of Kozilek misses too much. Cryptic Command, Jace, the Mind Sculptor, Teferi, Hero of Dominaria, everything Tron plays, all of Jund's big drops including Bloodbraid Elf, Primeval Titan, Through the Breach, all the random four mana planeswalkers a bunch of different decks play, Gurmag Angler, Tasigur, the Golden Fang, and I could go on - but the point is, in a deck that isn't seeking to proactively push through damage and end the game, unconditional answers are better than conditional ones, and Thoughtseize excels in many a situation where Inquisition is only medium. The life loss is not as big a deal as it is in other decks, owing to the 3 Kalitas, Traitor of Ghet and 3 Collective Brutality.

The list initially did have 2 Inquisition of Kozilek alongside its current package, but that proved to be too much discard in a primarily reactive shell. They were removed for more versatile and unconditional answers in Kolaghan's Command and Dreadbore. So far, that choice has definitely served me very well. Only 3 pure discard spells means the chance of dead draws is much lessened; besides, Kolaghan's Command, Collective Brutality, Sedraxis Specter and Nicol Bolas, the Ravager  Flip all double time as hand disruption that also has additional effects, and so unlike the one mana discard spells, is much less often a dead draw.

Re: Tron, yes, game 1 is god awful. Game 2, however, is actually favoured. If Tron is heavy in your meta, I would recommend sideboarding more Pithing Needle and Fulminator Mage; otherwise, the general plan is Thoughtseize into Extirpate + Field of Ruin , with a bunch of countermagic to survive through their big threats. Kalitas, Traitor of Ghet is invaluable in this matchup owing to his ability to exile Wurmcoil Engine; Thundermaw Hellkite can also come down and eat a Karn Liberated or a Ugin, the Spirit Dragon. You can also set up some nasty loops with Kolaghan's Command and Fulminator Mage that completely shuts the Tron player out of the game; and since, unlike traditional control lists, this one can turn the corner and end the game super fast, once you've gotten your disruption down, you should be able to power through to the finish before they start making their seventh and eighth land drops.

Another line of play to keep in mind is Extirpate on one of their big threats - Tron is not a threat dense deck, and if it is clear they are going to be able to make their mana and start casting big guys, then it may be worth your while to think of all the threats in their deck, and then just start cutting through the lot, so that they have nothing to do with all their mana. Tron does not really have a draw engine either, so once you've dealt with the first 3-4 threats, you're in a very very favoured position to win.

I will be testing a lot more with this deck and I plan to post the results to https://patreon.com/invite/bxlvxg in a few days; stay tuned if this deck is something that interests you, and you want to see where this goes!

SynergyBuild on Angelic Vial

2 months ago

Luckily, D&T/Hatebears isn't in the top ten decks, it isn't a real part of the meta with less than a percent of the meta, and your "Heaven on the roam. (Weenie hatebears)" isn't exactly a tuned varient of hatebears either. Your deck also it isn't weenie, but that is beside the point.

Also, "no original content"? I mean, if you are saying everyone plays the exact same hatebears deck, I'd implore you to check that statement, because Death & Taxes has some of the most varients that are still powered enough to see play.

Look at the normal mono-white hatebears builds.

There are some with just Aether Vial, Leonin Arbiter, Blade Splicer, Thalia, Guardian of Thraben, and Flickerwisp as the main core cards of the deck, with Path to Exile, and Restoration Angel, etc. Some of these run Eldrazi Displacer and Thought-Knot Seer with Eldrazi Temple and Shefet Dunes for an eldrazi package.

Some of the eldrazi and taxes decks are W/B (Which I find is one of the most common varients), while others want to run Blood Moon/Magus of the Moon and run W/R. Other W/R varients use Lightning Bolt and Simian Spirit Guide to pump out extra damage or a larger threat earlier on. Plenty of these builds run Chalice of the Void, and plenty don't.

One of my favorite varients of hatebears splashes blue. This one runs a tribal theme with Drogskol Captain and goes for a spirit tribal instead of Flickerwisps and Blade Splicer beatdown. It uses spirits because of the power given by Rattlechains with Mausoleum Wanderer and Spell Queller. Of course it runs a full playset of Selfless Spirit and a pair of Cavern of Souls with a single Moorland Haunt to provide extra value. With a full set of Path to Exile, 3-4 Thalia, Guardian of Thraben, 4 of Aether Vial, and the playset of Leonin Arbiter the deck is a hatebear deck to be sure, and I love having W/U for sideboards, because it can run Meddling Mage, Kira, Great Glass-Spinner, Negate, and Detention Sphere.

Of course there is G/W Hatebears too! Scavenging Ooze, Gaddock Teeg, Qasali Pridemage, and more for extreme value, but I already went over that prior.

Of course, these are just the two and one color lists, there was a bant one I went against, with Spell Quellers and Collected Company for some of the coolest plays I've seen, and a four color list (GWUB) with human tribal, making it seem like a 5-color humans list, but it ran the set of Leonin Arbiter, and it ran green for Gaddock Teeg, so though it ran Champion of the Parish and enough humans to warrant Cavern of Souls, it wasn't straight human tribal.

All of these lists are playable in the current meta, and none of these are top tier, let alone in the top ten decks, in fact hatebears hasn't been in the top ten for a long time if ever. If you claim you don't think any originality can exist in these decks, you are dead wrong, and if you claim you don't want a deck in the meta, then hatebears is perfect for you. Okay?

maxon on Blue White Flying Tribal

2 months ago

Thanks for the feedback. I appreciate it. You have a really good point about queller and thunder both having flash. That adds a nice bit of flexibility (for me) and unpredictability (from the opponents pont of view). When amassing cards for this brew I did pick up Smuggler's Copters so that will be an easy try out. I was hesitant to play with it because I feared lots of artifact hate in a sanctioned modern event. I also really like your use of Moorland Haunt. I'll probably grab those when I order Thunderclap Wyverns.

Thanks again for the advice flying buddy!

Haxon8 on Blue White Flying Tribal

2 months ago

maxon First off, the consistency issue is probably because you aren't playing Smuggler's Copter. This card can dig you out of bad hands and find you your Favorable Winds, more creatures, or your sideboard answers in games 2 and 3. I've been playing Thunderclap Wyvern for a while now and it actually has won me the game about every time I've cast it. It is really synergistic with Spell Queller, as you can hold up the mana to be able to cast either, and then cast whichever one seems best depending on what your opponent does. I think your choice of running Lingering Souls is interesting. I was running 4 of them instead of Squadron Hawk which is the flex slot in this deck. Lingering Souls might actually be better than the hawks, but I personally didn't have as much fun with it. I also tried Mantis Rider when adding red, but adding a 3rd color makes it so Moorland Haunt is awkward to include as it's hard to play 3 colors with colorless lands in the deck. Moorland Haunt is one of my favorite cards in the deck so I'd never want to have a build where I'm playing less than 2. It's super important to the deck's strategy. It's kind of an instant speed Lingering Souls on a land. It has won me countless grindy games. It also just digs you of a bad situation after a Wrath of God type effect.

pummelhuff on Azor's Legion

3 months ago

Cards I suggest:

Situtational suggestions:

counters:

  • Arcane Denial good 2 mana counter in edh and you don't lose a card

  • Dream Fracture good counter in edh and you don't lose a card

  • Unwind depending on how good rewind is, maybe an option.

  • Silumgar Sorcerer creature counter with the possibility to attack.

  • Stubborn Denial I like stubborn denial with commanders which already give you ferocious.

meta dependant suggestions:

questionable suggestions:

MonsterHatchGames on Dont Give Me No More of Those Old Janx Spirits

3 months ago

Too greedy with your colorless lands. If you are running three colors, and plan to drop a dork turn 1 (who is not a spirit by the way for Cavern of Souls), I don't see reliable color fixing. Maybe drop cards like Gavony Township and Moorland Haunt for more green sources. I would also go lighter on the basics. Overall, the colorless lands are cool, but with 2 colors in mana cost of some creatures and not playing red to soften Blood Moon on them, I would say not worth it.

Vesosoft on Bystander Mode Activate

4 months ago

xyr0s:

Thanks! Read through that and a lot of great information. You are right, a lot has changed since I played heavily; which is one reason I'm going through this. I have not played a lot of modern decks; as almost all of my currently built decks are not modern legal. Although, I can say, I'm not a huge fan of the creature emphasis; one of my favorite decks all time was a 4th edition burn deck that had no creatures in it; just slinging spells. So I prefer decks with either few or weak creatures, but the difference is made up in spells.

I can see your argument on Rewind and was looking at it from a position of being neutral or in control already (later in the game); not looking at it as being behind. At 4 cmc, it would be a card I hope to draw late; which is why I reduced it down to 2. I don't like not having any "hard" counterspells though, since I already switched out to Mana Leak. So I think Condescend is the way to go. Can be cheap in early game (when opponent taps out, which should happen often against the more aggressive modern decks) and still can be a more costly hard counter late game; or at worst, a way to make them spend more than they would like.

I am considering Spell Queller as well for that slot; simply because at worst, it is another creature on the board.

Didn't know about Moorland Haunt and could see including that in this deck. Will give a bit more land, and can give me some graveyard utility. I like this. Thank you!

Yeah, I think we ended up in the same opinion on walls. The pure defensive nature of them is a downside; I'm going to be removing them, still trying to decide for what.

As for the card advantage; the idea was to keep as close to 1 for 1 early on, then once the Eidolon of Rhetoric is in play, start gaining card advantage through counterspells (I can play a card on my turn, my opponents spell on their turn is countered, so I gain 1 on battlefield/in play, opponent gains 0); ultimately, ending with the combo (I can play 1 per turn, opponent can play 0). I know Card Advantage is normally calculated including cards to hand; but the original concept was gain advantage by removing my opponents ability to effectively get cards from hand into play, essentially removing my opponents hand from the Card Advantage calculation. Maybe this is just too slow to setup in modern; but that is what I'm trying to do. Then, to support that, and protect the pieces required, we'd use battlefield control. Which reminded me of my old Modified Deep Freeze deck; which was similar in concept, counter and control.

Great argument on Ghostly Prison. Still not sure where I'll end up on it. I have it in sideboard now.

Already dropped Azor's Elocutors, because after consideration, agree with you wholeheartedly, unless building specifically for them, including them for the chance I have one in hand and my combo is up and running, seems silly. Replaced them with Cyclonic Rift which still synergizes with the combo well, but also has use for battlefield control if I draw it early.

Thanks again for your advice and thoughts. It is helping more than you can know. Being so out of the loop, this exercise is teaching me a lot. I won't be a Modern expert when done, but definitely putting me in a good place to start playing it and consider how to be better. I really am trying to get this deck to be Modern casual (not super competitive) so I can learn the format more and really get into building more competitive decks. This is just the start; and your (and cdkime's) input is already making me consider things a bit differently then I am used to. Thank you again. I'll keep working on this.

Also, going to check out that spirit deck you provided, because as you suggested, may offer ideas. Also going to look at some more modern U/W control decks.

xyr0s on Bystander Mode Activate

4 months ago

I'm a mainstream sucker on this, but I don't think that the price-tag difference between Rewind and Cryptic Command is due to rarity - it's due to power level. Rewind forces you to keep 4 mana open for a counterspell, and that's quite a lot, especially if you aren't already in control, while cryptic has 4 different modes and can be used for so much other than countering. And if not a command (cryptic or ojutais), Spell Queller could be better on that slot, since it can could press opponent into defensive.

Have you seen the UW spirit deck? Maybe that is more like what you want, than UW control is? A randomly found variation of spirits: https://www.mtggoldfish.com/deck/900743#paper. Even if you don't go with something much like this deck, there could be a few cards that would be good anyway, like Moorland Haunt.

Previous experience... tempest... hmmm... have you played against many modern decks? Not necessarily top-tier price-of-a-house decks, but, you know, the better class of budget decks? If you want to play control(ish) decks, you should have a plan against the more commonly seen strategies - what to do against tron, midrange, super-fast aggro, and so on. I looked at the decklist for deep freeze, and one of the changes since the time of tempest, is that more importance has been placed on creatures, and less on spells. I think I have a deck that actually does some of the same as deep freeze seems intended to do - play cheap creatures, disrupt opponent, and win by attacking - here you go UW Death and Taxes. Haven't played it for a while, and I would replace the ninjas with either Spell Queller or Reflector Mage. But really, deep freeze seems to want to be death and taxes, it's just missing a lot of the more important pieces (like Aether Vial).

I doubt that you'll get to play your jace-combo-lock very often, as it's remarkably hard to keep planeswalkers in play for 4 turns without them losing any loyalty counters, but for the card draw, he might be good.

Playing into removal is not a great idea, neither with walls, nor anything else. The walls were just a particular example of 1-for-1 trades, that would mostly be a losing game. Very few decks (you have to consider the opposition, right) just play their removal and move on. Some have removal/burn combined, like Searing Blaze, others play their spells more than once with Snapcaster Mage, others again make use of having cards in graveyard by having delirium-cards (Grim Flayer and Traverse the Ulvenwald), combo decks just ignore your blockers and makes walls into blank cardboard, and that all murks the result of having a wall removed with a removal spell. Also, in the current build you don't have card advantage enough to go into much 1-for-1-trading and winning from it. The problem with the walls were really that they were inflexible (they can only do 1 thing - block attackers, as long as there aren't too many attackers) and played into the plan of any deck they were supposed to be good against. The suggestion of using Ghostly Prison instead is actually pretty good, since you can play tablewipes without losing your defense.

I think you should drop the Azor's Elocutors since they don't really fit with the rest of the deck - if you don't build towards winning with it, it's not going to win anything anyway, and the slot is better spent on something else. Mana-wise, you could also lighten the load a bit, and you could add 2 Moorland Haunt to the deck. That way, your games can go longer and you still have a bunch of small attackers/chump blockers.

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