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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Magus of the Moon
Creature — Human Wizard
Nonbasic lands are Mountains.
3 months ago
As legendofa mentioned this answer will depend highly on format. If you’re playing on Arena, then you’re likely playing Standard currently, which will typically have decks playing 1-3 colours - though as this format rotates this number may vary (i’d think 1-2 colours is more typical).
I’m only really knowledgeable in two of the current biggest 60-card formats, Modern and Pioneer, so i’ll provide some insight into those:
Modern decks typically run 2-3 colours, though its not at-all uncommon to see them run 1, or 4 (5 colours are a bit rarer to see, but very easy to field if you wanted to).
There’s a decent range of mono-coloured decks in Mono-White HammerTime, Mono-White Taxes, Mono-Red 8Whack, Mono-Black Coffers, Mono-Black 8Rack, Mono-Blue Merfolk, Mono-Green Tron, and Colourless EldraziTron. Saying that, some of these decks are a much smaller part of the meta than others, and the Modern meta is soo diverse that these decks only take up a small portion of it, with the vast majority of decks running 2-3 (or-more colours).
The format has a landbase that makes running any number of colours easy, and would likely be overwhelmed with 4-5 colour nonsense if it weren’t for a few cards keeping those gameplans in check - most notably Blood Moon and Magus of the Moon - these cards will constantly be rising-and-falling in popularity depending on how greedy the current metas manabase is (at the moment, they’re played quite a lot, with Blood Moon in 33% of decks (though a lot of that will be sideboards)).
Pioneer is an entirely different beast. It has access to most of the landbase of Modern, and there are no real hate cards to prevent you playing colours. However, without fetchlands (tge cycle of cards including Verdant Catacombs), it becomes a much harder struggle to justify multiple colours.
Decks typically run 1-3 colours, with 2 colour decks being super-common. It’s worth noting that some top-tier decks still run 5 colours here also.
Mono coloured decks include Mono-Green Ramp, Mono-White Angels, Mono-White Humans, and Mono-White Clerics (there’ll be others, i’m still reasonably new to this format).
I would say that before worrying about what colours to play, you need to figure out what format you want to play in.
Modern is currently a very “open” format, being able to homebrew decks that win games, and has a massive range of cards, but is expensive, with decks usually costing around $800-$1000.
Pioneer has a less diverse meta and cardpool, but still allows for a bit of creativity, with decks usually costing around $250-$500.
Standard is likely what you’re already playing on arena. There is a LOT less room to brew, and a much smaller cardpool. Also, with cards rotating every few years, the worth of your collection is more likely to drop over time. The decks costs aren’t too dissimilar to Pioneer, usually ranging from $100-$500.
Legacy says money machine go brrr. I have no idea of the current health of the format, but i am aware its more likely to get periodically ruined by the various commander-focused cards than any of the above formats. Decks usually cost $2500-$5000.
I don’t want to mention Commander (because imo its gross and not fun/healthy for play-patterns or deck construction - but each to their own), but as it’s the most “popular” format I probably should mention it exists. Prices will largely be dictated by the group you personally play with, so may be $20, or $2000.
4 months ago
I don't know, 3 Azusa's is a bit much, you'd be surprised how often that legendary rule comes up. Even with 2, I saw the second copy more often than I wanted to. Dead / Gone also seems a bit strange instead of Dismember. Relying on an early red so much seems odd, especially since the 3 CMC of the split isn't even permanent removal. You're weakening your position against a multitude of decks to have a slightly better edge against things like Elesh Norn, Mother of Machines that are unable to be removed otherwise. If you are going for an off-color answer anyway, there's definitely better options. Sure you can still answer Magus of the Moon with it's front, but almost any form of creature removal kills that.
Anyway, Altered Ego sees play in quite a few top 8 decks already, just in their sideboards. It is a fetchable answer to Archon of Cruelty and an uncounterable threat you can dump excess mana into (you can also copy an opponent's hexproof/shroud creature if that ever comes up). However, I like it mainly because you can copy your own Primeval Titan to chain into 2 titans with a singular amulet (can still usually only haste 1) or pretty often 3+ titans with double amulet. Being able to make a second titan so easily is really nice, and it happens to help with 2 of the deck's weaknesses. In fact, it is so powerful, that it devalues Sunhome, Fortress of the Legion quite a bit, essentially making it unnecessary in a lot of situations you would lean on it otherwise - to the point where I cut the win-more card.
It is possible to play into removal with the clone, but you shouldn't be playing that aggressive against an unknown deck, decks where you suspect Solitude or an opponent with open mana for removal. Always play for an actual second Primeval Titan first before trying to copy against those types of decks. Playing into something you shouldn't is what I would call a misplay, not a bad card.
Atraxa, Grand Unifier is a bit situational, but it is similar to Cultivator Colossus in what it does for the deck. It's recently seen top 8 play (which is what inspired the recent changes), albeit alongside Dramatic Entrance to cheat it into play. Instead of that, I am playing Timeless Lotus which I feel has arguably more synergy with the deck and the way I want to play it (as more of a midrange deck). It is capable of fixing our mana to cast Atraxa, Grand Unifier, and we also have Eldritch Evolution or Scapeshift to bring it or the land dependant Cultivator Colossus into play, depending on which is best.
Elvish Reclaimer is admittedly a bit slow, but it does almost everything you could possibly want (albeit slightly worse than other options). If you are capable of paying an extra mana at some point in the game, it is worth it as turns go on, being a psuedo-extra land card, mana fixing, better Expedition Map which puts the target into play, or a decent sized body (can even threaten pumping it and never actually investing mana into it to deter attacks). Hell, you can even pact for it when missing a bounce and unable to pay for pact, using its ability in response, returning that bounce to hand) provided you can actually pay for the pact AFTER the ability resolves).
The inclusions make the deck far less linear and complicate the lines a lot more (because amulet titan isn't complicated enough already...) I'm not saying they are a strictly better upgrade, as I am trading a little bit of consistency for resilience/explosiveness.
That being said, I think just dismissing all of the changes as "bad" because it "isn't what the pros are doing" is a little laughable. Am I stretching the limits of the deck a little right now? Absolutely. Is every new card you've never seen in an amulet shell automatically bad? Absolutely not. We'd still be playing with Hive Mind if that was the case (never liked the concept of combo pieces which do nothing on their own - so glad people moved away from that archetype).
5 months ago
While I have no issue with the concept of a Mono-Red Najeela style cEDH deck that rather than comboing with combat->mana cards instead turns tokens->untap cards into an auto-win, it's not capable of making goblins competitive on its own, it's more of a Thornbite Staff combo deck at best, with you wanting to run mono-red stax (Magus of the Moon, Trinisphere, Sphere of Resistance, Thorn of Amethyst, and Blood Moon) and using Krenko's Inevitability to take over a long game. Any Altar (Ashnod's or Phyrexian) and any untap for mana effect combos too (Staff of Domination, Sword of the Paruns, and Umbral Mantle) might be functional too, but sadly even though it adds 6ish more 2 card combos, they all cost a lot of mana and aren't easy in mono-red to tutor and fetch.
Godo and Helm might be an easy include as well, since helm and your commander win in a few turns, with the math meaning if you have both your commander from the start of the turn before attaching helm, and have no other goblins, you activate them both after making the new one and get a total of 8 on the first turn, 72 on the following turn, and 1168 goblins on the turn after that, most likely winning the game.
Outside of that a fast mana package to back up your combos and stax, some easy includes such as a couple counterspells like Pyroblast, some cheap removal and a manabase that works well enough since you are mono-colored to not stress about your own land hate backfiring and you have a successful Tier 3ish cEDH deck.
5 months ago
This looks really fun!
Glacial Chasm doesn't particularly make sense in a deck where combat is a wincon. If you needed to stave off combat, I think board wipes would probably be more effective (Chain Reaction for instance).
Temur Sabertooth is kind of mediocre unless you have really strong ETB effects and want the indestructible. Arcbound Crusher is also much worse than it looks - I ran it back in the day when I played kitchen table magic and it didn't particularly hold its own even there.
Hope those help you with cuts, GL HF!
8 months ago
10 months ago
1 year ago
Slash (love the name btw)
I appreciate the kind words. The fetch lands are there to make sure I get a trigger on the Narnam Renegade and to thin out the deck a little so that any draws I get from Werewolf Pack Leader get the most bang for their buck. You could probably go with straight forests to save some cash, but if you do I'd probably pull the Renegades for +1 Experiment One, +1 Pelt Collector and 2x Young Wolf. Going with more basic lands will protect you a bit from cards like Blood Moon and Magus of the Moon as well.
As far as some other budget options, Boseiju, Who Endures is also a very expensive, fairly new card. It's a very strong addition for what it does but is in no way necessary for the deck to operate. That could easily be a Forest as well. If you go all Forests, consider adding in a couple of Treetop Village or Lair of the Hydra and maybe a Dryad Arbor.
Sideboards are largely a product of your local meta and the one I have listed is just a handful of quality generic options. Prowling Serpopard, Scavenging Ooze, Beast Within, Damping Sphere and Grafdigger's Cage are just a few budget options out there, depending on what you're trying to stop.
1 year ago
I had a deck very very similar to this one, I've recently picked it back up in an attempt to find a way to make it work in the current modern meta.
I believe I've found at least a reasonable approach although it is quite vulnerable to a few relevant cards. Teferi, Time Raveler, Blood Moon and Magus of the Moon and to a lesser degree Chalice of the Void.
The deck attempts to avoid having creatures and instead relies entirely on the fact that most decks depend on creature damage to win the game. Rather than trying to give them creatures just to remove them, instead the game plan is to give them creatures and let them keep them. Playing spells that give your opponents creatures then becomes a huge element to the game. You focus on drawing cards, letting them play creatures while you play artifacts and enchantments. The end result is a surprisingly powerful deck when played against incredibly expensive and tier 1 meta decks.
The deck doesnt care how much value your cards get, it just keeps giving the opponent cards anyways. High value doesnt matter, the deck wins on the cheapness of spells and the effectiveness of Rakdos Charm's third effect. Quite a fun way to play this style of deck.
I've just always found the blood artist plan too easy to stop. They can easily just ping the blood artist, or board clear, or simply overrun everything with better, more effective creatures.