Blood Moon

Blood Moon


Nonbasic lands are Mountains.

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Printings View all

Set Rarity
Double Masters (2XM) Rare
Masters 25 (A25) Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) None
Modern Masters 2017 Edition (MM3) Rare
Modern Masters (MMA) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Eighth Edition (8ED) Rare
Chronicles (CHR) Rare
The Dark (DRK) Rare

Combos Browse all


Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Oldschool 93/94 Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Blood Moon Discussion

zAzen7977 on Bad Moon Rising

10 hours ago

Hey AT23, I like your deck! I have a few suggestions -

Since you are losing a lot of life from the fetchlands, Thoughtseize, Dark Confidant, Bitterblossom (4 copies may be too many), etc., you could run Death's Shadow as an additional finisher. If you dip more into burn with Bump in the Night, maybe even Scourge of the Skyclaves would work. Shadows would add more late-game power other than Kroxa.

I would also drop the Magus of the Moon and run a full set of Blood Moon. I know you’re trying to run multiple versions of this effect, but you may end up with a lot of dead cards, and the Magus is more subject to removal (Anger of the Gods, etc).

A way to help with dead cards is Seasoned Pyromancer to help cycle through your deck. Street Wraith also helps draw cards if you embrace the life-loss.

dingusdingo on Land Destruction

6 days ago

Simian Spirit Guide into Crack the Earth is 2-for-1'ing yourself. Land + Crack the Earth is also 2-for-1'ing yourself. I see the appeal of Crack the Earth, but often times it won't be enough to truly bury an opponent's game plan. Smallpox is a much stronger card and there are more angles to exploit playing it i.e. not having a creature in play, or gaining benefit from the land/creature sac or the discard. Having Crack the Earth as a cornerstone of the deck with no card draw will be a recipe for falling behind game after game.

Consider white splash. Flagstones of Trokair lets you break parity on symmetrical land destruction like Smallpox. Also hitting a Fulminator Mage with a Gift of Immortality is a surefire way to wreak havoc on enemy lands, as well as handle swinging aggro decks that can easily play in the 1-2 mana range.

I really don't see the point in playing Blood Moon if you're going to be destroying lands as the focus.

wallisface on Land Destruction

6 days ago

Thinking of swapping the baubles for Terrarion, just cause they work nicer with Crack the Earth.

Also thinking of adding in Fulminator Mage in place of something (maybe the archanist, or SSG). And then getting more moons, and more Unearth

Something like

-3 Dreadhorde Arcanist

-4 Simian Spirit Guide

-4 Mishra's Bauble

+3 Terrarion

+4 Fulminator Mage

+2 Unearth

+2 Blood Moon

I_Want_To_PlayAllTheDecks on Land Destruction

6 days ago

I think more Blood Moon could be important. also I agree with Balaam on needing more targeted land destruction. Maybe cut the Akki?

wallisface on Help with Modern BR Land …

6 days ago

Cleansing Wildfire won’t always purge a land (esp with me not playing arbiter), but also, is a bit of a nonbo with Blood Moon.

Agree Fulminator is good but not sure what to swap him with...

Vlasiax on Bow before Draconic King!!! | M21 Update

1 week ago


due to the presence of effects like Blood Moon or Back to Basics. I'd rather keep the basics intact. What in my opinion should be cut are instead least important shocklands (giving or mana) and every land that comes into play tapped like BFZ lands.

Most important shocklands here are Stomping Ground, Blood Crypt and Overgrown Tomb, rest might be easily replaced, which should result in really spicy Jund-oriented mana base :)

psionictemplar on Crabby Altar

1 week ago

So I had a big long response wrote out about some big changes I think would help you (both budget and not) and then I got to thinking about the trade routes some more. With that being said it led me to start over with my thinking and this is the results.

  1. Chancellor of the Tangle : I think this would be a good addition to speed your deck up in combination with the simian spirit guide's. Being able to drop a turn 1 tribe scout and crab/altar in the same turn seems really strong. If you could manage to land a turn 2 retreat to coralhelm (using a simian spirit guide) then a turn 2 win would be possible. It would require Oboro, Palace in the Clouds (far from budget I know) and some other unlikely circumstances. The turn 3 is probably a safe bet though for an ideal win.

  2. Heartbeat of Spring: This enchantment would allow you to generate mana off of your trade routes to use towards soratami activations of whatever else might entertain you later on. It works for both players so I wouldn't cast this until the turn you intend to win on.

  3. Drift of Phantasms: This can tutor for retreat to coralhelm (or heartbeat) and can be grabbed off your incubation/incongruity.

  4. Drop most all the red cards in favor of more lands and more crabs. Ruin Crab is an excellent addition to the mill strategy. Landing a turn 1/2 mill card is very important to your deck and you'll need the extra lands for landfall/coralhelm.

  5. Clearwater pathway only produces blue for you so you might as well replace it with a basic island. This helps protect against Blood Moon and random things like Molten Rain.

Rikente on Alesha, Who Luls at Death v2.2

3 weeks ago

Hoptched, I run as many basics as possible to avoid screwing myself with Blood Moon/Magus of the Moon. Sorry for the late reply!

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