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This is the evolution of Blue Moon modern decks. The premise is the same in that we try to lock our opponent out of the game with a Blood Moon then protect it and dwindle them down. However, we add in Eldritch Evolution with turn one mana dorks to be able to drop a Blood Moon (or Magus of the Moon) as early as turn two. And thus the idea was formed. I pushed the Eldritch Evolution consept further to take advantage of its tool box capabilities. The result is Temur Moon Evolution!


Blood Moon - This is honestly my least favorite card in modern right now. That being said, it often times reads 3 mana - win the game. This card is exceptionally powerful, and the cornerstone of the deck. Can be cast turn 2 with a mana dork.

Magus of the Moon - This little guy is Blood Moon on a bear. He is able to get the beat down plan going pretty well as long as they don't have a lightning bolt. Turn 2 Eldritch Evolution is another way to get turn 2 land hate going.

Eldritch Evolution - This card has been toyed with for quite some time in modern. Players have been trying to break it since it was printed. In addition to its uses listed above, it also helps get rid of redundancies we encounter with so many moon effects. Once we have 2 Moon effects on board (at least one being Magus of the Moon this essentially turns into Thragtusk or Thundermaw Hellkite - bot are powerful game closes and fill specific roles.

Birds of Paradise/ noble heirarch /Arbor Elf - Our 1 mana dorks. Birds is obvious since it makes all colors. Noble may not make red, but she combos with Eldritch Evolution all the same, and has the upside of exalted to close games faster. The core of our Evolution train and overall strategy. We have one last dork with the elf so that we can get that opening hand a tad more consistent.

Courser of Kruphix - A solid toolbox 3 drop that has a big effect. Over the course of a game, this card effectively draws us multiple cards and can gain us more life than any other single card in our deck! All aboard, next stop, "Value Town."

Yasova Dragonclaw - One of my favorite cards that hasn't seen play anywhere. A 4/2 trample for 3 is 'OK' I guess, but that is not why we run her. Her second ability is what makes her an All-Star. Stealing a creature every turn messes with damage calculation very quickly. Especially if it forces them to block their own body to survive. The second benefit of Yasova Dragonclaw is that we can use THEIR creatures to power our Eldritch Evolutions. I can't wait to share exciting game changers made by her.

Kitchen Finks - One of my favorite modern cards. A persistent 3/2 creature that gains me life. Eldritch Evolution works amazing with this card. I can find it when sacing a one drop. Or, when I sac him, I gain 2 life and keep a creature!

Savage Knuckleblade - This card is insane! It's a real shame he hasn't seen much play. 4/4 for 3 with upside is definitely something to keep an eye on. He can have haste, and protects himself, but even more importantly, he can be a 6/6! He is a solid target to look for with Eldritch Evolution and one I will rarely sack for the chance to search.

Vendilion Clique - Disruption is important in this deck, and 3 power creatures with flying are great too! Toolboxes with Eldritch Evolution.

Arborback Stomper - They reprinted Thargtusk and made him immune to bolt! Currently I am running one of each to test how they both preform. I might go to 2/0 or 0/2 if I prefer one over the other in most match ups.

Thundermaw Hellkite - 5/5 for 5 isn't usually modern playable. But this guy flys, kills opposing Birds of Paradise, and swings fast. He is our ultimate closer and is easy to get out with our Eldritch Evolutions.

Shaman of the Great Hunt - Our last curve topper is actually a 4 drop, but thats ok, Eldritch Evolution can still find him. 4 points of haste damage is quite useful, especially when you look at all the other utility offered. Drawing cards is a boon in the late game and will let us pull ahead in the grindier match ups. Then we get the +1/+1 counters! These can remove -1/-1 from Kitchen Finks which is basically drawing a card and gaining 2 life. He grows your team larger each swing and can close a game out quite quickly. (the counters synergize with his draw ability too!)

Lightning Bolt - Often times considered the best card in modern. We should run this.

Spellskite - There are some decks that have a VERY hard time dealing with Spellskite (infect, boggles, etc.). So having the ability to get him if we need him is very important. He isn't the best with Eldritch Evolution but he is a good enough card, and hoses enough decks that I think its important to keep him around.

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Revision 14 See all

(6 years ago)

-1 Eidolon of Rhetoric side
+2 Surgical Extraction side
-1 Yixlid Jailer side
Date added 7 years
Last updated 6 years
Exclude colors W
Legality

This deck is Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

38 - 6 Rares

8 - 6 Uncommons

1 - 3 Commons

Cards 60
Avg. CMC 2.47
Folders Building or Upgrading, Modern
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