Alpine Moon

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed 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
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Alpine Moon

Enchantment

As Alpine Moon enters the battlefield, choose a nonbasic land name.

Lands your opponents control with the chosen name lose all land types and abilities, and they gain "symbol:T: Gain one mana of any colour."

Balaam__ on Naya Zookeepers (1st place RCQ)

4 months ago

Congratulations on the tournament performance, this is very well built. Fine description too. As an aside, if you put double square brackets around a card name it becomes viewable with a click for easy reference. Alpine Moon becomes Alpine Moon for instance.

wallisface on Is Leyline binding worth it?

5 months ago

Yeah Leyline Binding doesn’t feel very good here - primarily because the cheapest you can cast it is for 3 mana, which is far too steep a cost to ever be worthwhile.

Even with a change of manabase to make it effectively cost 1 mana, there’s a few other setbacks which might make it less powerful here than in other decks:

  • Shark Typhoon, Alpine Moon, Rest in Peace, and Stony Silence all encourage your opponent to bring-in enchantment hate from their sideboard, which might make Binding more vulnerable than it usually would be.

  • your deck is neither hard-control, neither focused on card-advantage, so the potentially-temporary nature of Binding poses a bit more of a threat than it would in the decks that typically run it.

I think Binding probably still works in this deck pretty fine, and I don’t imagine it causing any real issues (local meta depending) - but in order to run it your deck would really need to be fielding the landbase to provide all 5 colours (I would imagine you’d want this anyway for the sake of Prismatic Ending, though its less common to require soo many colours for that card).

Icbrgr on Naya Zookeepers (1st place RCQ)

6 months ago

Nice! speaking of Mono Green devotion; was Alpine Moon/Damping Sphere not worth it? is Lotus Field/Nykthos, Shrine to Nyx not as prevalent? Or are you just able to stableize/outrace those decks?

Balaam__ on Chandra's Deck Wins

7 months ago

I don’t have much Pioneer experience, so my first thoughts were ’Why no Lightning Bolt or Blood Moon?’ Then I read up a bit on what’s legal in the format, and realized you’ve basically found way to run them regardless with Wizard's Lightning (and Alpine Moon in the sideboard). Great stuff here, +1

Icbrgr on Modern Benevolence

1 year ago

@9-lives thank you for the kind words!

This deck is a passion project to be focused on Serra the Benevolent and thats why I'm running her at 3 copies. I know she isn't competitive but she is the focal point of the deck and the general brewing inspiration for my card choices.

playing a Serra Angel for mana that leaves a planswalker behind to Glorious Anthem with if she survives is very meh for Modern but im doing my best to have it work; even the Worship emblem isn't exactly an automatic win but sometimes it works and feels extremely satisfying.

I really wanted to have more burn spells in this list initially and ran a full playset of Lightning Helix in the mainboard but recently abandoned it altogether... as you were saying if I dropped the planswalkers and was more aggressive helix would come back; but with my decks gameplan I feel like I needed to have more for sideboard hate/removal because my LGS plays pretty powerful decks and its hard for a deck like mine to compete... currently is in here for Lightning Bolt for being a mainboard clock or essential removal for Goblin and aggro/prowess and a means to meaningfully interact with some opponents mana bases with Alpine Moon.

zapyourtumor on The Art of Deflection

1 year ago

The deck could definitely use some tuning, but I like the concept a lot, especially the flavor bonus of Jeskai plus a deflection theme.


Cards to Cut

First off I would cut a lot of the straight up bad cards. Divine Reflection obviously fits with the theme but the card just takes too much mana and offers too little for what it costs.

Shu Yun doesn't really do much for the 3 mana he costs, and his double strike effect even makes you pay two more mana every time.

Boros Charm is really more of a burn card, and I don't think it does very much in a tempo list like this. The indestructible choice can come in clutch sometimes, but the 4 damage or double strike options seem pretty mediocre. There are loads of great cards to run in Jeskai, and I don't think this is one of them.

Snapcaster Mage is obviously a great card. However, assuming you're on a budget, you also have to consider the fact that this card is taking up 1/3 of your decks price (for only 2 copies). More importantly, I'd actually argue that Snappy is far too slow for your tempo deck, which wants to be relatively aggressive with early threats like Swiftspear and Delver. The extra $40 you save can go towards some really nice upgrades for the deck, some of which I will suggest below.


The Manabase

I've had to build manabases for multicolor budget decks before, and I feel your pain. This is always easily my least favorite part of deckbuilding on a budget, and it just feels bad in general that your deck can't even run smoothly without spending a ridiculous amount of money on lands. But that's what WotC decided its going to make half its profit from so it is what it is.

I'm not going to make any specific card suggestions here, but your manabase is pretty clunky. This isn't really a criticism, since any manabase below a triple digits is going to be clunky, and I think the combination of basics+checks does an okay job all things considered. Thank god none of your cards have double pips of one color. I think any number of shocks are going to be out of your price range. Check lands are nice, but they basically require shocks to work well. Some other land cycles you can look into are Painlands, Innistrad Slowlands, Temple (Scry) lands, Amonkhet Cycle lands, and Pathway lands.


Maindeck Card Suggestions

Path to Exile: While some of the deflection cards can hit creatures, you technically only have three copies of bolt in the removal department. In my opinion, you should definitely expand that to a more diverse suite of removal spells which can cover all the bases. Path is probably the best catch-all creature removal you can run. It excels in the midgame, removes annoying threats like Murktide, Archon of Cruelty, Primeval Titan, Yawgmoth etc, and only costs one mana. It's also affordable! I think running around 1-2 copies would be good, with potentially another in the sideboard.

Prismatic Ending: A very strong removal spell that compliments Path very well. While path takes out all the high cmc creatures, ending deals with the cheap creatures easily while also dealing with any other problematic permanents. Most 3+ color decks of this kind that run white should run this card in my opinion. Ending also dropped in price a lot so it's quite cheap.

Lightning Helix: I definitely think you should max out 4 copies of bolt first, but helix would be like copies 5+. It also kind of fits the deflection theme since it gains you life (equivalent to preventing damage) while also dealing damage.

Monastery Mentor: Definitely on the more expensive side of my suggestions, but still a lot cheaper than Snappy. If you want to run a 3 cmc threat, I would highly recommend Mentor over Shu Yun. With all the noncreature spells you're slinging around, you will quickly amass an army of monk tokens with prowess.

Sprite Dragon: My replacement of choice for Stormchaser Mage. One of my favorite cards, Draggy is a threat that your opponent must answer quickly, or risk getting run over. Definitely a very solid 2 drop in this kind of deck.

Expressive Iteration: Iteration is a bit slower than most of my suggestions and most of the cards in your deck (besides Snap), but what we get for being slower is grind power and card advantage. EI is such a strong card that most decks from the aggro-midrange-tempo-control spectrum in UR colors choose to run it. Of course, if you are short of card slots then I think my earlier suggestions fit the deck a little better.

Consider: While I don't think you have space to add Consider in addition to Serum Visions, I do think it is worth cutting Visions for this card. You lose a little bit of digging power, but the instant speed is invaluable in a deck that wants to hold up mana for counterspells and instant speed removal/deflection effects. Opt works if you want to save a little bit of money since you have no graveyard synergy besides Snappy (which I think you should cut anyways).


Sideboard Card Suggestions

Tormod's Crypt: Grave hate.

Spell Pierce: Additional copies of Pierce are always good for decks with lots of those noncreature spells.

Wear / Tear: Remains some of the best artifact/enchantment removal in these colors, especially good against saga decks. Cheap also.

Hallowed Moonlight: Hits a surprisingly large number of decks right now, from Creativity to Scam to Rhinos to Yawgmoth to Living End--you get the idea.

Dress Down: This card is just crazy versatile and absolutely hoses saga tokens, and it is probably relevant in more matchups than you would expect. You can cast it in response to Murktide to make it a 3/3, you can shut down hammer and Yawg, stop Titan and Archon from using their ETBs, cast it in response to a Thassa's Oracle, etc.

Alpine Moon: Mainly for Urza's Saga, but it also stops Tron and hits some random stuff like Valakut Scapeshift and Lotus Field shenanigans.

Mystical Dispute/Aether Gust: Just decent color-hate options, if you need more flexible sideboard pieces and have extra space.

Blossoming Calm: Another card I like in decks like this, great against Burn and Rakdos Scam but also stops stuff like Archon and Yawg Combo from targeting you.


Deck Description Suggestions

Each person usually has their own style of deck descriptions, but I can give some suggestions based on my own deck descriptions.

Accordion tabs are usually my go-to, and I'm glad you already started one here.

  • Deck overview/general deck goals
  • Gameplan
  • Maindeck card choices (can be broken up into sections: creatures, interaction, etc.)
  • Sideboard card choices
  • Matchups/Sideboarding Guide (optional)
  • Nonbudget Upgrades (optional)

In terms of stylistic choices, if you contact Yeago (the site owner) on the discord and request CSS perms you can do internal/embedded CSS. You can do inline css without perms, but it is pretty limited and only allows you to customize the objects in the description itself.


If you made it this far, thanks for reading all of my comments; I hope at least some of it was helpful lol. Happy brewing!

kamarupa on Flight of Dragons

1 year ago

Nice deck.

A few suggestions: Tamiyo's Safekeeping seems better than Sheltering Word, providing Indestructible in addition to Hexproof while also working on any permanent you control instead of just any creature and all for only half the MV. The only downside is less lifegain, which I acknowledge may be a big attraction for you.

Fertile Ground seems as good or better than Draconic Disciple. If you had more Forests and a higher budget, I'd suggest Utopia Sprawl. That said, Ignoble Hierarch (and of course Birds of Paradise) would be great fit(s) as well. I think even a plain old Llanowar Elves might be better than the Disciple. It's seems like the game would have to go on a long time before you have 7 mana best spent on a 5/5 token, and 3MV seems steep for a dork. I also get that it can be more about flavor than efficiency.

On that note, I notice you don't have any 1MV spells. Now I myself have a number of decks without any 1 drops and I think scrying T1 is about as good as it gets without any spells to cast, but it's a tough pill to swallow that a ramp deck isn't going to start rolling until T2-T3. Since none of the ramp spells are dragons, your best ramp card doesn't help you get more ramp into play. I'd really like to see a 1MV ramp spell here, but even a Lightning Bolt would be useful.

Other possible budget-ish lands: Secluded Courtyard, Unclaimed Territory, Haven of the Spirit Dragon, Field of Ruin, Scavenger Grounds

Alpine Moon could be useful in your sideboard.

Icbrgr on Dragon Control

1 year ago

Absolutely LOVE it... I have a Jeskai variant and some tools I use that I really like are Mission Briefing to be used as as a Snapcaster Mage value effect and Consider along side it... because im in I use Dragonlord Ojutai for my finisher but I think Iymrith, Desert Doom could be really good to maybe split with your Dragonlord Silumgar.

some juicy Sideboard tech you can consider is Sweltering Suns for a sweeper that cycles if its dead and Narset, Parter of Veils...Alpine Moon/Cleansing Wildfire I guess?

Overall i really love the bones of this build... i wish you success and happy brewing!

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