Unnatural Moonrise

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Unnatural Moonrise

Sorcery

This game becomes night for all players. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card."

Flashback (You may cast this from your graveyard for this card's flashback cost, then exile this.)

Gidgetimer on If Daybound isn't a SBA, …

1 year ago

Another implication is that if a card both gave a negative toughness effect and changed the day/night status at the same time it could effect if that creature survives. There are currently no cards that do this, but if a Unnatural Moonrise like card instead gave +2/-1 Kessig Prowler  Flip could survive under current rules, but would not if it were a SBA.

Coward_Token on Innistrad: Midnight Hunt. A Good …

2 years ago

In hindsight, I wish Unnatural Moonrise gave your whole team trample and haste while skipping the curiosity draw. Would have made it more appropriate for EDH as backup to Tovolar.

multimedia on Werewolf Raid - Tovolar Commander Werewolf Tribal

2 years ago

Hey, well done, nice version and foil Huntmaster. You're a better deck builder than you think, but you did forget Sol Ring ;)

There's some cards here that aren't as good as others. The only sorcery speed removal you should play are board wipes that can kill more than one thing. Single effect removal is always better as instant that way you can respond to something an opponent does. Rabid Bite is not good when Beast Within and Chaos Warp are options. Decimate is fine since it can target more than one thing among many players. Blasphemous Act is an example of a strong creature board wipe in muliplayer Commander where it can be consistently cast for only one mana. Vandalblast can destroy all your opponents artifacts.

Human Werewolves who are 5, 4, 3 CMC who only have one ability such as trample or reach and don't give you anything else when transformed or on the backside of the card are really subpar compared to all the other much better Werewolves here. Tavern Ruffian  Flip, Tireless Hauler  Flip, Harvesttide Infiltrator  Flip, Bird Admirer  Flip, Ulvenwald Mystics  Flip, Burly Breaker  Flip could all be cut. Some Human Werewolves who could replace these: Reckless Stormseeker  Flip, Realmwalker, Breakneck Rider  Flip, Village Messenger  Flip.


There's 5 sources of ramp here which is low amount with only 33 lands. With 33 lands then you really need more ramp, 10 or more sources. 0-2 CMC ramp is best because ideally you want to cast ramp in the early turns of the game when you don't have very many lands. 0-2 CMC ramp can replace lands since getting two lands is not as difficult as getting three or more. Sol Ring and Arcane Signet are staple budget ramp sources in Commander. Thought Vessel is helpful for more no max hand size and/or Crop Rotation to get Reliquary Tower.

Some colors have problems with having enough ramp options, but when playing green that's not a problem and you can take advantage of land ramp spells that can get a dual land Stomping Ground or Cinder Glade: Nature's Lore, Three Visits, Farseek and Harrow is nice basic land ramp. These ramp sources could replace: Bounding Wolf, Howl of the Hunt, Unnatural Moonrise, Mage Slayer.


Some changes to consider:

Good luck with your deck.

Helgrind on Tovolar

2 years ago

Ik denk niet dat Mana Flare en Dictate of Karametra veel voor je gaan doen, meer voor je tegenstanders. Daarnaast denk ik dat Fearless Pup, Ferocious Pup, Wandering Wolf en Young Wolf relatief zwak zijn.

Mogelijk includes zijn Unnatural Moonrise, Somberwald Beastmaster, Varis, Silverymoon Ranger, Arlinn, Voice of the Pack en Wolfcaller's Howl

Tovolar's Huntmaster  Flip, Immerwolf, Full Moon's Rise en Duskwatch Recruiter  Flip zouden voor mij autoincludes zijn.

Ze zijn bij cardmarket geloof ik allemaal goedkoper dan een euro, behalve Immerwolf, die is 1.50

Gadianten on

2 years ago

You really need at least 36 lands so to make room for them I would drop Descendants' Path, Sensei's Divining Top, Herald's Horn, Arlinn, Voice of the Pack, Jeska's Will and Unnatural Moonrise. The reasons for these drops are because your commander will often render slow incremental advantage pointless from cards like Sensei's Divining Top when you will be drawing two or more cards a turn, Herald's Horn and Descendants' Path do not really warrant a spot considering the explosive potential of your deck, you are better off with impactful cards like Shamanic Revelation instead. Unnatural Moonrise is very disappointing as its not even instant removing combat tricks and half your werewolves wont care about this effect anyway, its literally a weaker version of your cheap, cheap commanders passive but at the price of mana and a card slot.

Arlinn, the Pack's Hope  Flip is hard to control and does not really add much, although I understand the desire to have werewolf planeswalkers in the deck. I think Beastmaster Ascension however, would be pretty nasty, is not hard to activate and inexpensive to get out. You really want your creature enablers and spell effects make people flinch when they hit board.

Elmoisamac is very much on point about green fetch land spells and using basic lands with Blood Moon, don't underestimate Blood Moon in its abilty to cripple decks. You should have at least 16 basic lands so as not to be a victim of your own Blood Moon.

Have (1) oyianakis
Want (2) beesaurs , Skullzer7