Maybeboard


(Warning -- this description is super outdated and I'm probably not updating it lmao)

Hi everyone, thanks for checking out my deck! I've been on Tappedout for a long time but I've never really made an effort to deckcycle or showcase my decks, but here goes.

This is my Patron of the Moon Super Mega Combo EDH. Patron as a commader is extremely fun, very powerful, and criminally underrated. I've provided one of these accordion thingys below so you can see different aspects of the deck.

Patron of the Moon is a really cool nonstandard commander that has numerous cool interactions. He's a lot of fun to play with and against, as many people have never played against him before. He allows for a playstyle that no other commander, not even in green colors, can offer.

Personally I love him because of how weird he is. Moonfolk Offering? Landfall enabler? What on earth is this guy?

Answer: He's not from earth, he's the Patron of the Moon dum dum. The moon is weird

Seriously though. As you can probably tell, this deck is a full on combo deck. The deck rarely wins without comboing, but there are seriously tons of ways to do it. There's not just 1 line of play that you take every game, sometimes you have to get fancy. That to me is what makes the deck so fun and interesting; The whole deck is a jigsaw puzzle, and you have to figure out how to put the pieces together to win.

I feel like Patron of the Moon is the perfect combo deck for a playgroup that generally dislikes comboing. Realistically, this deck probably won't beat top-tier competitive commander decks like Hermit Druid or Oloro Doomsday. What it does do is provide a really wacky game-state even before it combos. Interacting with your opponents via things like Flooded Shoreline, Guardian of Tazeem, Mana Breach, etc is something really different and interesting that people tend to enjoy fighting through, at least in my experience. If your playgroup is just "cast big dumb creatures then swing" then maybe not, but whatever.

There are so many ways to combo. Seriously, it's rare that you'll combo the same way in multiple games. It's all about knowing how and when you can go for it. I'm gonna list some of the key cards below, and then highlight some example combos.

Amulet of Vigor: Easily the most important card aside from Patron himself. This card allows for so many of the combos because it makes it so all lands that you put in with the Patron's ability come in untapped, which I will highlight the Importance of later. You'll want to find this card almost every game and be able to protect it.

Storm Cauldron: My favorite card in the deck. I've always loved this card, and honestly I don't know why. It screws your opponents over while simultaneously accelerating yourself and allowing for our first combo: Amulet of Vigor + Patron of the Moon + Storm Cauldron . Tap 2 lands, they both return, pay 1 to put them both back in untapped. It's infinite mana and infinite landfall triggers, which can both win the game.

Altar of the Brood: One of the wincons. Couple this with the combo above and you can mill everyone to death. There are more wincons other than this, but this is the one I find myself utilizing most of the time because of how easy it is to find.

Meloku the Clouded Mirror: Great card. Can be used for value, or it can be used to combo. Replace this guy with Storm Cauldron in the above combo and you get infinite flying creatures, but lose infinite mana unless you have a mana doubler. He's also a moonfolk, so that's a flavor win. You probably won't be saccing him to moonfolk offering though, he's too good.

Nykthos, Shrine to Nyx: Almost a no-brainer. It's great at accelerating, and like Meloku, it can also be used to combo. For example, it can be used in the above combo with Meloku, and with 1 additional blue symbol and mana, you can also produce infinite mana. There's a lot more than this but I'm gonna refrain from mentioning cards I havent talked about yet, like the next one

Oboro Breezecaller: Another Moonfolk that combos, hooray! This card can enable one of the few combos that doesn't require Amulet of Vigor. Nykthos, Shrine to Nyx + Oboro Breezecaller + Patron of the Moon . Assuming you have enough devotion, make mana off Nykthos, untap it with the Breezecaller, repeat, use Patron to put the lands you bounce back in, and it obviously doesn't matter that they're tapped.

Retreat to Coralhelm: Really good value card, but more importantly it provides infinite scry in basically every combo. This can allow you to get whichever wincon you need at the time. If the coast is clear, I usually go for Altar. If it's not, get Sphinx of the Final Word and then Blue Sun's Zenith to make your opponent draw their deck. It also allows for one of the most convoluted combo I've made with the deck, Meloku the Clouded Mirror + Retreat to Coralhelm + Walking Atlas

Trade Routes: Cool land bouncer. You need plenty of these effects. With amulet this can be infinite landfall, with Retreat it's infinite scry, with a mana doubler it's infinite mana. If you get infinite mana, you can then return all your lands and draw off of them, which will usually allow you to get something that wins.

Sunder: This doesn't make an infinite combo, but damn if it doesn't put the game away. Cast sunder floating all your remaining mana, use Patron to put all of yours back in. This is easier with Amulet, but it's not always necessary. Pair it with Sphinx of the Final Word to make sure it gets through. If I end up with Merchant Scroll in my hand this is typically what I get.

Training Grounds: This card isn't always good, but when it's good it's excellent. It turns Sphinx of Magosi into a monster, Memnarch costs 3 less to steal stuff, and it turns the moonfolk into really efficient creatures and even combo pieces. The most crazy combo I've actuallly done in a game is Patron of the Moon + Amulet of Vigor + Training Grounds + Soratami Mirror-mage. Pay 2 to bounce 6 lands while leaving the trigger to bounce a creature on the stack. Pay 3 with the patron to put them all back in untapped, repeat, netting 1 mana every time. If you're playing online this takes absolutely forever to do, hopefully your opponent will be a good sport and concede LOL

This deck quite obviously makes use of a lot of cards that no other decks would ever play, so I'm gonna talk about some individual card choices here.

Chaotic Land Bouncers: Mana Breach and Overburden are cards that I find to be extremely valuable but that I see many other lists shy away from. Yes it will slow you down, especially if you drop them early, but 99% of the time it'll slow your opponent down more. There are a million ways in the deck to counteract it, such as Walking Atlas, Thawing Glaciers, and Patron himself.

Controlled Land Bouncers: Some of them are obvious, but I do play a lot of weird ones like Flooded Shoreline and Trade Routes. I've already talked about Trade Routes, so I'm gonna focus on the other one. Flooded Shoreline is such a bad and weird card, I'm betting you didn't even know it existed. However, it's an absolute powerhouse in this deck. Great for stalling your opponent out and can even double as a combo enabler in rare situations. With a mana doubler, you can tap 2 for 4 mana and return them, while the trigger to return a creature is on the stack, put them back in with patron untapped with Amulet, net 1 mana and repeat.

Trinket Package: Cheap artifacts are extremely important. Trinket Mage, Artificer's Intuition, and Dizzy Spell are absolute all-stars. They find Amulet of Vigor, which is obviously extremely important, Altar of the Brood to win, Aether Spellbomb to deal with a beefed up creature, Pithing Needle to turn off a problem permanent, Relic of Progenitus to deal with graveyard mechanics, Expedition Map to find Nykthos, Shrine to Nyx for me, Seat of the Synod if you miss a land drop, and even just Sol Ring for acceleration. Extremely versatile and a humongous factor in the deck.

Tutors: There aren't a ton, but they're all extremely valuable. There's the ones I just listed above, Tezzeret the Seeker, Fabricate, Dizzy Spell, Muddle the Mixture, and Drift of Phantasms. Literally every tutor in the deck can find both a win condition and an enabler. Fabricate and Tezzeret are obvious, but you can use Dizzy Spell to find any trinket or even a 1-turn Mana doubler in High Tide. Muddle the Mixture finds Trade Routes or Oboro Breezecaller to enable and Braingeyser to win, or just Artificer's Intuition. It also can stall like crazy by grabbing Cyclonic Rift. Drift of Phantasms finds a Mana doubler (Extraplanar Lens), Kira, Great Glass-Spinner to protect your dudes, Blue Sun's Zenith to win, the list goes on. The reliability of the tutor package is one of the deck's greatest assets.

Big Guys: While it is rare, you can just win from casting big guys and stalling. Scourge of Fleets, Roil Elemental, and Guardian of Tazeem are all excellent in this deck, both for stalling or for straight up winning. All Edh decks need a few big drops, and these are certainly extremely valuable.

I feel like the rest of the cards are fairly obvious. If you have any more questions about card choices, feel free to ask me!

If you want to make the deck cheaper, there honestly isn't a ton that can be done. The good news is it's naturally pretty cheap, especially online. The easier things to lose are the more high-profile rocks like Mana Vault.

You could also choose not to play snow-covered basics, but you risk your opponent getting value from Extraplanar Lens and you lose the synergy with Mouth of Ronom and Scrying Sheets.

There are a looooot of tricks you can do associated with mastering this deck. Thes best line of play isn't always obvious, and you might have to figure out new ways to win on the fly.

One of the most important tricks to utilize as I've mentioned a few times is priority. Sometimes you have to do combos holding priority as to leave things on the stack unresolved. For example, if you have to win with Flooded Shoreline or Soratami Mirror-Mage, you would eventually run out of creatures to bounce. At this point, just do everything while the trigger to return a creature is still on the stack. You can also use this trick just to make yourself go faster. Like if you have a Seer's Sundial or a Retreat to Coralhelm on board but their triggers are irrelevant, stack it so you don't have to resolve them, thereby saving a ton of time.

As I'm sure you've gathered, there are a ton of tricks you can utilize to maximize the potential of this deck, and by playing it are the best ways to discover them.

If you have any additional questions about the deck or have any comments, feel free to leave them below, I would love to hear from people.

Thanks!

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 8 years
Last updated 5 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

45 - 0 Rares

18 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 3.23
Tokens Construct 0/0 C, Illusion 1/1 U w/ Flying, Zombie 2/2 B
Votes
Ignored suggestions
Shared with
Views