Welcome to my Kami of the Crescent moon build! To play this deck you really only need an opening hand with two land in it. After that, it will sort itself out. Seriously though, it's a very fun deck to pilot, and has a lot to offer in the way of decision making. It is somewhat in it's early stages, though the deck itself I've had for some time. It's only somewhat recently that I changed the commander to Kami. With Kami at the helm, I've really been able create the kind of Mono-Blue deck I desired. It's not an oppressive hate drawing deck. It's meant to be played largely defensively, and somewhat politically. I even wrote a little story to get you into the mood.

If you enjoy the build or the story, let me know by voting on the deck. Also, as many other users have said, "If it's good enough for a folder, it's good enough to upvote.". Thank You, and Happy Casting.

You stand at the edge of the ocean. A crescent moon glows brightly in the clear night sky. Gentle waves sparkle under the moonlight. The ocean beckons you, as far away dulcet sirens sing a song that you can't quite hear. You feel compelled to enter the surf, but there is a pit in your stomach. You look away, and see something nearly buried in the wet sand just a few steps away from you. Curious, you walk over and dig your fingers into the sand and pick up the object, then step into the ocean to rinse it off. Before you can dip your discovery into the water you see a sigiled starfish right beside your foot emitting a strange pink glow. Startled, you step back quickly in fear, dropping the object into the ocean. In the clear water, under the bright moonlight you suddenly see what you found. It's the famous lost Sapphire Medallion , and with slight trepidation, you reach into the cold water for it. As you bring it out of the water, the sapphire begins to emit a soft blue light and that pit in your stomach returns. A cold breeze turns into a howling wind as a fog bank rolls in, and you can't dismiss this feeling that you should turn and run. You try and move, but your feet have sunken into the sand, and you cannot pull them out. The more you struggle, the further you sink. The tide begins to rise, and that pit in your stomach turns to fear in your heart. Suddenly a primordial being rises from the ocean, and looking right at you, reaches out a hand in your direction. The medallion in your hand begins to shake and flies out of your hand and into the grasp of this mysterious water being. medallion in hand, the being begins to spin faster and faster until it turns into a column of water and sucks the medallion into the depths. The fog begins to clear and you see a leviathan breach the water. It doesn't so much jump out of the water as it flies across a great distance before crashing violently back into the ocean. The beast crashes into the water so hard, that a great wave forms, heading your way. The wave grows to massive proportions as it heads your way. You struggle to free yourself from the sand, but its of no use. You take the deepest breath you've ever taken in your life as the torrent of water crashes over you, ripping you free from the earth. You tumble end over end, under meters of crashing waves, unable to tell which way is up. There is a brief calm in the roil followed by a sudden pull back into the ocean. As the great wave recedes, it pulls you far out into the ocean. At the surface, treading water, you look about frantically. In the distance you see the faint glimmer of a tall tower. Suddenly, the water begins to rise beneath you and you find yourself on the top of a mountain of water. You dunk your head into the water, and see a monster of the deep coming towards you, it's mouth wide open. You begin to try and swim, but the monster has you in it's mouth, still rising at great speed as it breaks the barrier of sea and wind. It rises higher and higher into the air and then seemingly stops in the heavens for a moment. Time appears to stop for a moment when, from inside the maw of the great monster, you once again hear the distant song of the sirens. However, this time, you can hear their song cleary. Soft, haunting voices sing, "Safety to the west, danger to the east, on land you'll find safety, in the sea hungry beasts". As the siren song ends the giant maw of the beast closes and it dives deep into the depths, bringing you down with it, sealing your fate.
You're madly in love with blue and the element of control.
You like having a third of your library in your hand.
You like combat tricks.
You like to work for your wins.
You want to win with Laboratory Maniac regularly.

You think blue is the worst color in magic.
You prefer a more straight forward play style.
You just want to turn creatures sideways.
You prefer tutoring for combos and shuffling your library over actually playing magic.

Kami of the Crescent Moon is all about card draw and combat tricks. My build does not punish players for having cards in hand. (However, if you wanted to do that, you could easily slot in cards like Psychosis Crawler and Viseling .) This deck requires constant attention to the board state, as you need to be aware of potential combos going off. You don't have so many counters that you can just counter everything that makes you flinch. Usually you want to hold off on countering anything unless it will win someone the game or really messes up your plans. You should have enough tricks up your sleeve, or bodies on the ground to make you a risk to attack. Your presence in the game should be subtle. Let people think they have an edge. Don't cast more than you need to. Hold back cards for after wrath effects. The most important thing is to have a constant flood of cards. If that gets cut off, this deck will almost certainly stall. Don't worry though. It's CHOCK FULL of draw, as well as ways of getting your hand size restriction lifted.
I've had some people suggest what seem like very good cards for this deck which it just doesn't want to run. Here, I'm talking about mana rocks. In the beginning of my description I joke about how you only need two land in your opening hand. It's true though, and I've built my deck specifically knowing this. That means cards like Hedron Archive and Worn Powerstone, while being great rocks, have no place here. The only exception I make is for Unstable Obelisk , and ONLY because it gives me the ability to destroy any permanent.

So your opening hand needs only two land in it. Preferably lands that produce blue. If they don't produce blue, you want to also have an Anvil of Bogardan, or Howling Mine in your hand to get the draw train up and running. Those are the best hands. The reason you want to be able to get your draw train going by turn 2 is because the lands are few and far between for a deck with a mana curve like this. You can't afford to miss land drops, but it doesn't need a higher land count. You just need to be smart about your opening hand, and not be greedy.
When you feel the need to be a greedy bastard, you better have a rock in your hand, cause there may only be 2 land. This is where my card choices for rocks come into play. We've got Sol Ring, Thought Vessel , Sky Diamond, Mind Stone, and Everflowing Chalice, and I'm calling Sapphire Medallion a rock here too. You've got a 50/50 shot that one of these is in your opening hand. I don't run Mana Vault because it's pretty much useless here. Especially in the early game when you need your rocks to function every turn. Late game, it's also pretty much bunk because by then, you've probably got 3-4 rocks out that don't need to be baby-sat to work.

In addition to that, as the game progresses and you start drawing lots of cards, you dont want to spend more than a couple mana on a rock. This way you can keep some open for say, AEtherize or Illusionist's Gambit.
This is the heart of the deck. It's built on the premise that extra cards are coming.
Obviously, Kami
Howling Mine
Dictate of Kruphix
Anvil of Bogardan
Font of Mythos
Well of Ideas
The thing about this deck is that it will continue to draw excess cards throughout the whole game. This build will not leave you drawing 1 card per turn for very long.
Ok, so there's a ton of draw and that's great but you gotta keep them all in hand for this deck to really burn rubber. Here are the tools for that:
Expedition Map into Reliquary Tower
Thought Vessel
Anvil of Bogardan
Tolaria West into Reliquary Tower
It doesn't seem like like a lot, but getting the unlimited hand size is usually not even something you will have to think about or try for. It will just happen.
This is mono blue after all. Here are the counters
Dream Fracture
Spell Crumple
Swan Song
You want to be very mindful of what you counter. You should have enough bodies on the field to block with, and combat tricks in hand, to keep an army of creatures from dealing you too much combat damage, but you don't want both halves of gain 'n' drain on the field. If the spit is really about to hit the fan, Time Stop can be used as a counter spell, but my intention with that is more so as a combat trick, for say when you're staring at hundreds of trampley damage during a Craterhoof Behemoth swing.
I know you've been salivating for the tricks. I will say this: If you play this deck you will find more tricks than can be listed here.
However, here are the one card tricks:
Cyclonic Rift
Domineering Will
Illusionist's Gambit
Polymorphist's Jest
Time Stop, These are the heart of the tricks. When to use them is up to the caster. Only you can prevent forest fires and lethal combat swings. In this deck also lies the ability to force a player into combat with Bident of Thassa, the ability to force a single creature to attack a certain player with Dulcet Sirens . Reminder: Polymorphist's Jest can be used to nullify any inherit hexproof or shroud or pseudo shroud (Uril, the Miststalker). You've also got access to Vortex Elemental and Void Stalker which can sit idle as deterrents or be proactively used. (FYI: My playgroup still plays tuck with generals, so in some cases these two creatures won't be as useful to you as they are to me.) Only play testing will really be able to tell you when to do what. My meta is certainly different than yours. Just have fun.
Tomorrow, Azami's Familiar
If you can't see the benefit of sifting through three cards for every 1 card drawn, then this deck is not for you. It's not unusual to draw over 4 cards per turn with this build.
Trench Gorger
The Gorger is there as a way to gut your library of all your land. (Feel free to leave utility lands in there.) This way, when you draw your cards, you're only getting the good stuff. Don't cast this too early because this deck wants a lot of mana, and don't worry about discarding it in the early game if you have too many cards in hand and no Reliquary Tower. It's not essential, but it's damn good. You will usually end up with a massive body
Jushi Apprentice
The apprentice really ignites when it flips into Tomoya the Revealer . It's worth the effort. It will single handedly enable a Laboratory Maniac win, or cause your oppents to mill themselves out if you play it correctly.
Patron of the Moon
The Patron is really there to help you dump all the land you have built up in your hand. This will enable you to make the big plays later on.
Scourge of Fleets
This beast is a great way to clear your opponents field while maintaining your own. It's a simple creature but can be a crucial play at the right time.
Phyrexian Ingester
In blue, and in this build especially there is not a whole lot in the way of actual creature destruction. The Ingester not only gets rid of a creature, but exiles it. Feel free to wait for an opponent to land a Platinum Angel to cast this.
Stormtide Leviathan
This guy ought to be legendary. It will completely alter the game state, and at times will make you feel invincible. Don't cast this too early though. You want your opponents to be able to beat each other up.
Magus of the Jar
This is one tricky little son of a mother. If used correctly, it can give you a way to eliminate your opponents' board. It may be tough to pull off, but this deck wasn't built for easy wins.
For me, the most fun way to win is with Laboratory Maniac. This build is already geared toward depleting the library so this is not the most difficult win to achieve. Tomoya the Revealer will help enormously with this goal. If Laboratory Maniac is in your grave or otherwise unavailable, and you have a big enough hand, Tomoya the Revealer can enable you to mill your opponents quite handily.

Otherwise, you can simply play control and swing conservatively. Play a defensive game until you're down to one or two opponents. Throughout the game you should be landing big sea monsters and flying fatties. Thassa, God of the Sea , Rogue's Passage and Trailblazer's Boots should help you force things through against the remaining threats.
This deck may end up handing over a victory if someone is playing two card combos due to the insane draw it provides everyone. There isn't enough counterspell in this deck to prevent your board from devestation, AND prevent everyone from doing everything. Another weakness is defending Laboratory Maniac. I've lost a couple times going for the lab man win, and someone nukes the maniac, and I end up milling myself out. I'm going to have to run Elixir of Immortality or something soon.

Enjoy the story? Find out where fate takes you in the next chapter: Kami of the Rising Tides II: THE SECOND WAVE.


Comments View Archive

Shadow12721 says... #1

+1 for intro alone

June 5, 2017 1:33 p.m.

You've got my plus one. I also have a mono-blue group hug deck. Tomorrow, Azami's Familiar is my commander, so the win-con is different because of that. I love your list. Although I might suggest Dreamscape Artist for some ramp. Ramping is important, and discarding cards in this deck doesn't hurt really.

June 21, 2017 10:50 p.m.

clayperce says... #3

What Shadow12721 said.

Brilliant write-up. It makes me want to play the deck, and this is not at all the kind of deck I normally like.

June 23, 2017 7:30 p.m.

maxon says... #4

Thanks! It's my favorite deck to play at the moment.

June 25, 2017 9:52 p.m.

yahelhotam says... #5

June 26, 2017 3:16 p.m.

Leumas says... #6

Nice deck, just wondering about the inclusion of Coralhelm Commander because you only have one other merfolk who doesn't really need the buff. I would add something like Chasm Skulker or Ebony Owl Netsuke or Sphinx's Tutelage. Quest for Ula's Temple could also be fun since you have a lot of kraken, octopods, and leviathan.

June 26, 2017 11:51 p.m.

Love-in-Theory says... #7

Have you considered Kefnet the Mindful?

Consecrated Sphinx has also been very powerful, esp with Font of Mythos on the field.

Levitation can give you're sea monsturs wings?

Also, how is Soramaro, First to Dream , Patron of the Moon, and Magus of the Jar?

June 29, 2017 5:27 a.m.

Trtl says... #8

Are you finding you have too many cards in hand and have to discard some of your precious knowledge? Fear not! I come with a suggestion!

Library of Leng, perhaps over Thought Vessel. While Vessel helps you mana ramp, the Library saves you from discard effects such as Anvil of Bogardan, Forbid (another card to consider), and an untimely Wheel of Fortune (or any of its cousins)

June 30, 2017 1:19 a.m.

maxon says... #9

Sorry all for the late reply. I hadn't noticed all the comments.

I actually came to this deck to make notify of some changes, for those curious.

Out: Trinket Mage, Coralhelm Commander, Deadeye Navigator, Dissolve, Aeon Chronicler, Aether Gale, Trailblazer's Boots, Soramaro, First to Dream, Mnemonic Wall

In: Forbid, Recall, Dissipation Field, Time Stop, Amnesia, Long-Term Plans, Mirror-Mad Phantasm, Ivory Tower, Kefnet the Mindful

To Leumas, yeah, Coralhelm Commander didn't do a whole lot in this deck, and has been cut. I never found myself wanting to bother with leveling it up. My initial thought was it would make for a nice flier with spare mana. Not worth it though. Chasm Skulker was in this deck before Kami was the commander, and it was fun, but with the return to hand effects I have in this deck, I either lose the counters on it, or if it's been destroyed, I lose the tokens. It's good, but not so much for this build. Ebony Owl Netsuke I do like as well, but I am specifically trying to stay away from effects like that. It's just personal preference. Quest for Ula's Temple is great too, but I don't want anyone knowing anything have in my hand, and it also suffers from my own return to hand spells like Devastation Tide. I could see Sphinx's Tutelage being in here at some point though. I will keep it in the maybeboard. Thanks!

To Love-in-Theory, you'll see I just added Kefnet the Mindful. It seems really broken for this deck, and I'm excited to see it hit the field. I like Levitation, but my deck usually doesn't swing unless I can get a little hit in, or when there is one opponent left, in which case this deck can easily defeat that last opponent after I've crafted my hand the whole game. Soramaro, First to Dream wasn't bad, but it wasn't doing a whole lot for me either. It's been cut for now. Patron of the Moon has come up minimally since I've added it, but I haven't been upset to see it, and it feels nice to be able to jettison land from my hand. Magus of the Jar I haven't really had come up too much so I can't really say one way or the other how well it's going to really work. That draw sphinx I don't really need. I could see getting it some day, but for now I'm gonna hold off.

To Trtl, I could never get rid of Thought Vessel. It's too good in this deck. The vessel is great for this deck not just because of bit of ramp but because of the no max hand size attribute. I've been suggested Library of Leng before, and I'm not sure how I feel about it. My playgroup doesn't do much in the way of wheel effects, though one of my friends was talking about making a deck with that new Locust god, and how good it would be with a bunch of wheels, so perhaps that will be a much needed inclusion in the future. I will add it to the Maybeboard. Forbid I DID just add, so that suggestion was spot on!

July 4, 2017 3:23 p.m.

maxon- I like kefnet, I feel like he's easier to be able to block with.

Also about Library of Leng, i like it in my Kami deck a lot. I can Hive Mind + Windfall to disrupt everybody else's hands, and safely put mine back on my library. And even aside from that, it's a 1 drop unlimited hand size.

July 4, 2017 4:26 p.m.

I need to update my Kami list too. I'll tag you when I do that later today

July 4, 2017 4:30 p.m.

Trtl says... #12

You realize that the only thing Thought Vessel does that Library doesn't is tap for . Library of Leng also gives you a limitless handsize.

July 4, 2017 4:38 p.m.

maxon says... #13

Yes, but this deck wants the mana more. I run 36 lands and have high mana spells. If I do add it, it will be in addition to Thought Vessel, not a replacement.

July 4, 2017 4:53 p.m.

Trtl says... #14

assuming its in your budget, you could run some mana rocks. Mana Vault, Worn Powerstone, Caged Sun, and Extraplanar Lens + Snow-Covered Island are a few that come to mind. (mana vault is my highest recommendation out of these)

July 4, 2017 5 p.m.

maxon says... #15

Those are all great rocks, but it does not need any of them, and wouldn't want Mana Vault especially. I've added a section to the deck description to give a bit more insight into why I've chosen the stones I did. As of right now the balance of mana, draw, and small rocks feels perfect. I appreciate the feedback though! Thanks for the input :)

July 5, 2017 7:18 p.m.

maxon says... #16

July 9, 2017 3:49 p.m.

How has Ivory Tower been treating you? I've been looking at a small amount of lifegain, but I can't seem to find the right card to do it.

July 10, 2017 6:26 p.m.

maxon says... #18

Ivory tower is a fairly recent addition. I haven't even had it hit the field yet, but this deck almost always leaves me with 7+ cards in hand, and by the late game I've usually got closer to 20, so I anticipate it working quite well.

July 10, 2017 6:53 p.m.

krichaiushii says... #19

Both Learn from the Past and Psychic Spiral can help with your stated weakness to accidental milling.

Otherwise, I like it and will be stealing ideas for my Kami deck!


July 16, 2017 9:50 a.m.

maxon says... #20

krichaiushii, glad you liked it. I agree Psychic Spiral will be great to help against accidental self milling. I'll be adding it soon. Learn from the Past could be good too. I'll add that to the maybeboard. Learn would be good against graveyard abusers too, but my meta (same group every week) doesn't have a whole lot of grave shenanigans, and I'm adding Scavenger Grounds for that.

July 17, 2017 12:46 p.m.

maxon says... #21

To all the wizards still subscribed to this deck, and especially Love-in-Theory and Deathstroke2791: The tides have begun to turn, and the crescent moon Kami's heart has been filled with darkness and rage. Be a part of the horrors that await in the much anticipated sequel to this friendly group draw deck.

Kami of the Falling Tides is in the development stage. All ideas and suggestions will be considered.

July 20, 2017 7:19 p.m.

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Date added 2 months
Last updated 1 week

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.81
Tokens 2/2 Boar, 8/8 Octopus, Teferi, 1/1 Bird
Folders Commander, Kami EDH, Frontier, EDH Decks, Other People's Decks, Need to build, Need to playtest, MyfavorateDecks, Cool EDH, DECKS I LIKE
Top rank #11 on 2017-06-26
Views 2997

Revision 19 (3 weeks ago)

-1 Kraken of the Straits main
+1 Dreamscape Artist main
-1 Dulcet Sirens main
-2 Island main
+1 Trophy Mage main
+1 Sapphire Medallion main
+1 Aethertide Whale main
-1 Vexing Scuttler main
+1 Psychic Spiral main
+1 Evacuation main
+1 Scavenger Grounds main
-1 Domineering Will main
+1 Trinket Mage main
-1 Well of Ideas main
-1 Sleep main
-1 Sapphire Medallion main
-1 Phyrexian Ingester main
+1 Academy Ruins main
+1 Engulf the Shore main

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