Nonbasic lands are Mountains.
|Have (3)||lorddarkstar , metalmagic , gildan_bladeborn|
|Want (2)||xxxxxxxxxZombiexxxxxxxxx , Dragero|
Combos Browse all
|Commander / EDH||Legal|
Blood Moon occurrence in decks from the last year
Latest Decks as Commander
Blood Moon Discussion
1 day ago
I like phyrexian etchings but the triple black makes it a bit difficult to cast, exponentially so with Blood Moon out.
I'm going to have to get the stylus. Stepter has no mana cost either but the tucking helps to get around the possibility of indestructible. I think I'll swap it in and take out Telim'Tor's Edict. I lose a one time cantrip for a repeatable effect.
Thanks for the suggestions.
3 days ago
A couple of questions - Am I missing something? Doesn't Zo-zu affect you as well? Do you have a plan for avoiding the damage, or are you just going to take it and pay the pot (it is a good cause after all)? (Orbs of Warding or Urza's Armor might help?) Ruination would take out all of your snow-covered lands (they count as basic lands), although I see you can play them from the graveyard (taking repeat damage from Zo-zu). Watch out for Heartless Hidetsugu and Dictate of the Twin Gods together. Once I accidentally took out the whole table, myself included, with that one (forgot I didn't have Gisela, Blade of Goldnight out). It only works if you are at an odd life total, and no one else is, or you have a way to do 1 damage to them (which you surely will). Mycosynth Lattice is a non-bo with Blood Moon (although great with Vandalblast.) So I don't have a lot of specific advice, but just a few things to keep in mind. Good luck, and thanks for supporting such a great cause!
3 days ago
1 week ago
I do not think Red or White need their identity expanded - just for Wizards to explore under utilised aspects of their identity. Take ramp, something White is supposed to be bad at, and Red should be erratic with. Players often complain that these colours should have their identity modified to provide more consistent ramp, but there is another in-identity path Wizards could explore.
You don’t need to match someone else’s ramp to make the playing field even; you can also drag others down to your level or punish people for their dominance over you. White has asymmetrical taxes to drag others down to its nonexistent ramp; Red has land destruction to do the same and various effects that hinder mana generation like Blood Moon or War's Toll. Red also has burn effects related to opponent’ mana generation.
There are solutions to these colours problems in-identity; Wizards just doesn’t really like to do them.
1 week ago
i'm not really worried about limited since i almost never do prereleases, plus a given card will only ever see limited play once (unless someone cheats at prereleases). but i would definitely like to see dragons become more than a gimmick deck in nonrotating formats. at best we've seen prison decks that just "happen" to have a big dragon as their finisher, for basically no other reason than because its a big flyer they can cast while Blood Moon is out. but i'd like to see real dragon synergy, not dwarves that help dragons. those dwarves are just gonna get blown up by a Crux of Fate, or mess up other potential tribal synergy.
2 weeks ago
Cutting lands for spells you'd rather play, is the worst deckbuilding advice, period. You need lands to play your spells, make sure you include enough, depending on your mana curve. Consider your color requirements when deciding how many colorless utility lands you can play. (More Forests over Bonders' Enclave when you play Yorvo, Lord of Garenbrig over Rhonas the Indomitable )
With that out of the way, of course you're also playing Endless Atlas if you're playing War Room, they're good in the same decks for the same reasons and purposes. But this is 100 card singleton and you're not going to guarantee those cards will ever be in your hand, so you play more of the same effect to increase the chance to have drawn one of them by the time you need them.
If you're playing in a meta that frequently punishes nonbasic lands, yeah, then you make a conscious, meta-depending choice to run less of those. I can see how you'd then rather have a Divination in hand than a Arch of Orazca in play. Although an actual Wastes will not help you more than the Arch when your opponent has Blood Moon or Magus of the Moon in play, and Divination will help you a lot less if your opponent has the Archon of Emeria.
Activating your Arch on turn 8 to find the Nature's Claim for an opposing Omniscience just feels so much better than staring at the Harmonize in your hand. That makes those lands worth it. It happened more times than the Arch actually color-screwing me. It might seem like the Arch-like lands feel like too desperate to play, I can understand that, but there's a lot of desperate moments in multiplayer Magic, and I've never regretted my decision to include them.
Your mileage may vary.
2 weeks ago
plakjekaas: sounds like a simple power-level disparity here--games I play hardly ever last into the teens of turns, and if they do it has been clear who's going to win for several turns prior.
It's hard (for me) to imagine a scenario where you're only drawing lands and an Arch-type land gets you out of that tight spot--as I mentioned in one of my last posts, you're going to be spending your entire turn drawing a card for a good percentage of games, so even if you draw a lifesaver you won't be able to deploy it until the following turn. I would go so far as to posit that, if you're running low on gas in many games, you might be better off running a nonland card-draw spell OVER a card-drawing land... but it is true that utility lands in general are excellent for the exact reason that they're lands: I won't deny that.
2 weeks ago
Also, you should sneak in City of Ass... no one will object.