
Combos Browse all Suggest
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 |
Hallowed Moonlight
Instant
Until end of turn, if a creature would enter the battlefield and it wasn't cast, exile it instead.
Draw a card.
Icbrgr on Modern reanimator
3 months ago
Yeah the deck looks pretty strong and fine tuned from my perspective.
I recently picked up a few copies of Hallowed Moonlight to compliment Rest in Peace to help combat reanimmator but your list still seems like it could still win.
Balaam__ on Test of Talents vs. Hallowed …
4 months ago
I throw my hat into the ring in favor of Test of Talents as well. Hallowed Moonlight is more situationally dependent upon what you might face in your specific playgroup—one of those ‘If you need it, you’ll know it’ types of cards.
wallisface on Test of Talents vs. Hallowed …
4 months ago
Yeah I'd definitely opt for Test of Talents then. It will really hurt creativity, where as Hallowed Moonlight is only going to slow them down a little (Test of Talents should buy you more that enough turns to make up for Hallowed Moonlight drawing a card).
Added to that, Test of Talents will probably fare better against most other combo decks, which will help you avoid having to race those matchups.
wallisface on Test of Talents vs. Hallowed …
4 months ago
I know you want to judge these in a vacuum, but I don't think that's a fair way to figure out which is the better option to run. Sideboards are quite literally dependent on the local meta, as well as the deck their for - some sideboard cards are much stronger in certain decks than others.
So, some questions:
-
What deck is this for?
-
What problem matchups are more common to show up in your meta? What does the rest of your sideboard look like and do you already have answers for some of these decks?
-
Are you opposed to other cards that might solve your problems better? If so, why? Do you have budget restrictions here?
Personally, trying to judge this in a shell where I have no idea what you're playing, these cards feel alright for some matchups, and unideal for others:
-
against Living End neither card feels particularly helpful. LE has access to both Grief and Force of Negation, so there's pretty high odds you're going to get your card taken from your hand if you're deck is a pro-active one (and if you're playing a control deck, there's just better tools available).
-
against Indomitable Creativity both options seem fine, though Test of Talents feels better.
-
against reanimation strategies neither feels ideal. You kindof want to turn-off the graveyard, and these cards just don't do that - they give the opponent too many ways to get back into the game after you've cast the spell.
-
Hallowed Moonlight does seem nice for the tutor effects, but as far as undying/persist or infinite-creature-combos this feels only minimally helpful, in that it's just putting a Band-Aid over a severed limb.
nbarry223 on Test of Talents vs. Hallowed …
4 months ago
Oh, this question was strictly aimed at them being sideboard options. Both options are a little too narrow for me to be considered for the main (nothing feels worse than drawing a dead card).
Of all the "meta decks" in modern, Test of Talents is good against:
Cascade like Living End
Indomitable Creativity
most reanimation strategies
while being relevant as a hate card against their instant/sorcery sideboard options or playsets of just general problem instant/sorceries (mill, conterspell decks, etc.)
On the other hand, Hallowed Moonlight is good against:
Cascade like Living End since they all cheat in creatures as an end result
Indomitable Creativity
most reanimation strategies
any creature "tutor" cards like Finale of Devastation, Chord of Calling, Eldritch Evolution, Collected Company
undying/persist cards
any "infinite" creature combos for the turn at least
so, as you can see, there's quite a bit of overlap between the two cards. It almost comes down to if you want the tempo of the cantrip or want to fully remove their threat. Hallowed Moonlight's replacement effect of exiling also neuters any kind of setup which is worth mentioning as well, since that can often buy enough time to win that they don't get to cast a second copy anyway.
There's a few pros and cons to each option, and I am really struggling to determine which is "better" in a vacuum.
seshiro_of_the_orochi on Test of Talents vs. Hallowed …
4 months ago
Not a modern player blahblah...
I see it this way:
Test of Talents is at worst kind of a Negate, which is still a fine card. Most decks will play some kind of instants or sorceries, so you'll find a target in every match. And when you disrupt a game winning combo, that's major upside.
Hallowed Moonlight is insane against decks that cheat creatures into play, but does virtually nothing except replacing itself in your hand against decks that don't do that.
I don't know about the modern meta, but I'd guess you'll play against decks containing instants/sorceries more often than decks with a cheat plan. And even then, Test of Talents can totally counter Goryo's Vengeance (which I heard was a thing in modern. Is it still?). Which will lead to the wished for result of disrupting their game plan.
From that: If you want to main deck either, take Test. If you really want to have Moonlight, sideboard it maybe?
nbarry223 on Test of Talents vs. Hallowed …
4 months ago
Test of Talents vs. Hallowed Moonlight, which is better sideboard tech in modern currently?
These are both pretty comparable in the decks they impact, so they are close enough to interchangeable that I am struggling to decide which does more.
If you consider having basically the same access to or , which effect and the amount of decks it hits is better positioned in the current modern meta, or are they basically equivalent?
zapyourtumor on
The Art of Deflection
4 months 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!
Have (1) | metalmagic |
Want (0) |