
Blood Moon
Enchantment
Nonbasic lands are Mountains.
Trade
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Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Premodern | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Latest Decks as Commander
Latest Decks
Blood Moon Discussion
wallisface on
Hammer Decks Wins
18 hours ago
ThisIsMyAccount yeah see how your playtesting goes with it. Personally i'd be going up to at least 23 lands. I'd also be ditching the Urza's Saga package, because with Blood Moon those sagas don't count as anything (they immediately go to graveyard).
wallisface on
Hammer Decks Wins
20 hours ago
Your land count feels painfully low for a midrange deck. It feels like you’re going to struggle to make your 3rd land drop on time, and reaching 5 mana is going to be a mission. This gets even worse, as the Sagas are only temporary lands (and don’t exist at all if you’ve played Blood Moon)
9-lives on
1 week ago
To ponder: Basics in a 3 color deck are kind of difficult to use. If it were a 2 color deck, like Selesnya, which was my 2nd deck, I would have no problem with using basics. They were very easy to use, very streamlined, and very available when I needed them. However, a 3 color deck would probably suffer from basics. I think the prime cards for this deck are the Pathways, and they are the closest to basic there are that are several-colored. I don't mind anyone using Blood Moon or what-have-you. I am not trying to make a perfect deck, just one that synergizes while also being somewhat of a toolkit. Toolkits are supposed to defeat every threat, yes, but is that ever possible in MTG?!
lagotripha on
1 week ago
I like the idea - this looks mostly like a jeskai control list to my eyes, and could reasonably be built to one of their slow win setups. All told, if you just look for flat upgrades you can take this a long way, especially if you tweak the focus a little.
I reccomend focusing budget on land upgrades - there are incredible budget spell options, but budget land options are far, far rarer. Grab whatever good lands rotate out of standard, replacing the taplands.
Dodging Path to Exile and Blood Moon type effects matter a lot, as do untapped lands in making decks run reliably - going to 5 basic lands instead of the guildgate isn't going to hurt more than the taplands and will help make sure you can counterspell on turn two. If you must stick with a tapland, Prairie Stream is cheap and can come in untapped, Irrigated Farmland has card draw and land types that matter, while Jwari Disruption Flip can catch someone out turn two in a land heavy hand.
Once you have an idea of how much budget you want to sink into lands the rest becomes easier to plot.
I'd look at Myth Realized instead of ugin's, as its a lot harder to kill, gives a turn 1 play, and likes all the noncreature spells in the list. I feel its the simplest 'flat upgrade' to the list.
Counterspell is a format staple, and does almost everything that mana leak does in this list.
If you want to use ionize and mindswipe, you want to run effects that care about damage dealt, or force your opponent to a low life total first. Paying an extra mana or two for their effects is a serious cost that needs payoff.
The aggressive version would be Delver of Secrets Flip style, a 'combo' version where you tick up Quest for Pure Flame is an option, as is an Aria of Flame type 'slow' wincon (which would also serve as backup creature removal).
On the note of creature removal, you are a little light. Jeskai control often ran Lightning Helix just so it doesn't die to people playing Goblin Guide on turn one. You might not want it maindeck, but planning out a 15 card sideboard should give you space to grab answers like that - with your maindeck answering combo with rule of law and control with a mirror match, you have a lot of space in the side for aggro answers.
ThisIsMyAccount on
Modern Murktide moon
2 weeks ago
My recommendation would be -1 Spell Snare for +1 Blood Moon. Then, Archmage's Charm in the board could be Mystical Dispute or Aether Gust instead if you want. Good deck, though.
wallisface on
【 Turn 2 Win!】▷ INFINITE COMBO ◁ Luxior, Giada's G
2 weeks ago
Statchue I feel like Chromatic Lantern is a poor answer for Blood Moon in a world where all of Boseiju, Who Endures, Force of Vigor, and Nature's Claim exist. But besides that, I'm not really convinced this deck is particularly weak to Blood Moon to begin with - it can certainly play around it fairly easily.
Statchue on
【 Turn 2 Win!】▷ INFINITE COMBO ◁ Luxior, Giada's G
2 weeks ago
I play a similar deck and ran into issues countering Blood Moon, best way to overcome it is to run Chromatic Lantern in the Sideboard, I see you have 14/15 slots so its a perfect fit. Also I dropped Power Conduit for Aetherflux Reservoir as an alternate win-con because I run Heliod, Sun-Crowned combo with Spike Feeder for infinite life.
RambIe on Reflecting Pool in a Two-Colored …
2 weeks ago
as already mentioned Reflecting Pool is a dead card in opening hand which is why it doesn't see major play
for two color decks i recommend
(10) Fetch/Dual Lands "All that come into play untapped"
(10) Basic Lands Of the 1st Color
(10) Basic Lands Of The 2nd Color
(2)/(3) Colorless utility lands
over all this template makes 1/3rd of the deck lands. (consistent land drops and low mulligan rates)
20 cards that provide each color (consistent color access)
The heavy lean on basic lands may not be appealing to most. but its budget access to fast lands and provides resistance to "non basic land" shenanigans ie Field of Ruin, Blood Moon
p.s. i have changed the tide of multiple games with From the Ashes because of this template