Mwonvuli Acid-Moss

Legality

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

Printings View all

Set Rarity
Time Spiral (TSP) Common

Combos Browse all

Mwonvuli Acid-Moss

Sorcery

Destroy target land. Search your library for a Forest card and put that card into play tapped. Then shuffle your library.

Price & Acquistion Set Price Alerts

TSP

Ebay

Recent Decks

Mwonvuli Acid-Moss Discussion

DesArthes on Mono Red Stax (Land Destruction)

1 day ago

Currently testing with green splash instead of black. Hooting Mandrills, Harvest Wurm and especially Mwonvuli Acid-Moss with Search for Tomorrow are great cards into this deck. And some green suspend card can be viable too.

t3hdarkness on Tiger Army Never Dies

2 weeks ago

You have excellent taste.

Too bad there's no room for more flavorful cards.

skelegon on Big Green Footprints

3 weeks ago

Definitely a stompy deck. A few suggestions would be Craterhoof Behemoth to really make things big and give trample. Maybe have Life goes on in sideboard for burn. Also something like Field of Ruin or Mwonvuli Acid-Moss in the sideboard or main will help in match ups like tron.

RedmundR2 on R/G Land Destruction

1 month ago

I appreciate you trying to stay budget, so some of my suggestions are probably not going to be exactly what you're looking for budget wise, but should probably be considered in the future for your deck.

Mwonvuli Acid-Moss Chandra, Torch of Defiance Blood Moon Stormbreath Dragon Bonfire of the Damned Molten Rain

Sideboard: Ancient Grudge

foxinsox on Slimmy ponza

2 months ago

Hey mate,

You've got some great ideas here. I think you're spreading yourself a little thin with your game plan though. Perhaps, as you mentioned in your comment, stick to a counter strategy.

Zur's Weirding is a wacky card, but I'm not sure I agree it really works with this build - not win more, just kind of unnecessary. I think, if I were to approach it, I would build it with a primary focus on disruption:

OUT: 3x Zur's Weirding 4x Tireless Tracker 3x Mwonvuli Acid-Moss 2x Primal Command 2x Eternal Witness 1x Torrential Gearhulk

IN: 3x Mystic Snake 2x Birds of Paradise 2x Voidslime 4x Snapcaster Mage 3x Familiar's Ruse

Familiar's Ruse is hilarious in this build as it basically is a Counterspell that nets you another Counterspell when you bounce pretty much any of your creatures back to your hand so you can replay your Mystic Snake, Snapcaster Mage or any other of the creatures that have a pretty brutal disruptive effect.

I love the primal witness soft lock - I just don't think it fits here.

Nice work!

hardhitta71194 on wurm land destruction

2 months ago

Would Mwonvuli Acid-Moss be past your budget? It’s ramp and land destruction in one!

xyr0s on Just fight me!

2 months ago

You play red? You should play Lightning Bolt. Very few decks that play red can afford to not bring good old bolt, because 3 damage, any target, instantspeed, 1 mana, is one of the best and most versatile cards in the whole format.

Frenzied Tilling should probably be changed into Mwonvuli Acid-Moss, and some number of lands into Cinder Glade. Actually, that should be Gruul Turf. Goodbye, turf. Bounce-lands are good if you have a specific use for them (that would be anything involving Amulet of Vigor, but as a way of accelerating mana, they are horrible, and what's worse is that they are a real liability in a world of Ghost Quarter and Field of Ruin. On the subject of lands, there's not much use for Unknown Shores in a deck with only 2 colors.

If you want more ramp, have a look at Search for Tomorrow. I'm much in favor of land-based ramp, rather than creature-based, since it's harder to disrupt (almost all decks have some kind of creature removal mainboard, but a lot doesn't have anything against lands mainboard, and even if they do, there's less landdestruction than creature removal). And if you go with a more land-focused ramp-strategy, you get to play cards like Anger of the Gods, without shooting yourself in the foot (that one really keeps some of the fast strategies at a manageable level).

Watch it with x-cost spells. They really aren't great in modern (the format is too fast to allow you much time to build up bunches of mana). Just a couple for late-game should be fine. Oh, and a really strong x-cost spell? Bonfire of the Damned.

Your support-enchantments are way too many. Several of them doesn't do anything on their own, so you really would have to draw them after someone has played a sweeper. If you want some ramp from enchantments, you could consider Utopia Sprawl.

Cards to consider: Bloodbraid Elf. Cascade is better than you'd think, and I imagine that it would be really cool to go cascading into Domri Rade. A single copy of Nissa, Vastwood Seer  Flip, for card-advantage.

clayperce on Serious Ponza

2 months ago

MrBreeze,
I 100% agreed with you ... up until Bloodbraid Elf was unbanned.

The deck only has a 55% chance of 1RR on Turn 2 (and it's lower of course in real life due to opponent interaction and hand disruption). That was good enough for some people to run Molten Rain but just too unreliable for my playstyle. Especially since we needed the extra ramp from Mwonvuli Acid-Moss, especially in the cases where we didn't draw dorks/Sprawls early.

But with BBE, Molten Rain is definitely the better choice for Stone Rain #5-6: It's a Cascade target and the extra 2 damage can make a big difference, while Acid-Moss isn't and we dont really need the extra ramp any more (since we Cascade into dorks/Sprawls now).

Thanks much though!

Load more