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This is my current Blue Moon build and is my first competitive modern deck. I've been playing it for a few months now and have slowly worked from a budget version to the current deck. This deck is pretty fluid and still growing (looking to add two more Scalding Tarn), and I'm working to balance out blue and red and find a good mix of threats, counters, and removal.

Like most control decks and decks with a lot of blue, we have a lot of card draw. It's huge for smoothing out our deck and getting the right balance of counters to slow down our opponent and threats to take advantage when our opponent is vulnerable.

Virtually every control deck with blue runs four Serum Visions, so there should be no surprise here. It's widely used for good reason. For one mana, we draw a card and get the opportunity to filter our deck and set up future draws with the scry 2. The only possible critique of this card is the sorcery speed. Serum Visions is an easy (and common) flashback target for Snapcaster Mage, and having to cast Snap on your own turn to flashback Visions detracts from the full value of one of the best cards in modern.

Ancestral Vision is a fairly recent addition to this deck, and I'm not totally sold on it yet. Modern moves fast, and sometimes we won't even make it to Turn 5 to get the payoff. However, when we do...look out. It's the best Turn 1 play in our deck, and I've had multiple opponents immediately scoop after sticking a Blood Moon on Turn 3 and resolving Ancestral Vision on Turn 5. It's just a powerhouse of card draw when it works. However, we need to run three Ancestral to make sure it's in our opening hand, which means there's a higher chance of drawing one late game when it's usually a dead card. Additionally, the first version of this build ran Goblin Dark-Dwellers as a main threat, which allowed us to immediately flash back Ancestral Vision for free. However, this was often overkill, as having Ancestral in the graveyard meant we'd probably already resolved one, and if we'd resolved one, we should already have control of the game and be focused on sticking threats to go for a win. Without the GDD synergy, Ancestral loses a bit of value in the current build.

We get a little bit of additional card draw from a few other sources as well. Electrolyze draws a card, we'll usually go counter/draw when playing Cryptic Command, and Izzet Charm's cycling ability can come in handy too. Opt is also an intriguing card that I've experimented with a bit, mostly for the instant speed that Serum Visions doesn't offer. I wouldn't be opposed to adding a couple Opts if I take out the Ancestral Visions. Think Twice and Glimmer of Genius also get some play in blue, and I'd be open to trying out those cards.

Ultimately, Blue Moon is a control deck, and we're going to have to grind out matches to win. Land destruction and manipulation has always been an intriguing concept to me, and I enjoy controlling the board much more than charging straight ahead with an aggro deck. I like to think of it as an elegant deck for a more civilized age.

Blood Moon - Well, you knew it'd be in here. It's certainly a divisive card, but it's just such a game-changer in modern. Virtually every Tier 1 deck in the format relies heavily on non-basic land for something, and Blood Moon can single-handedly win you the game in some matchups. It slows down Tron (and most other decks) and shuts down Titanshift and some U/W, Esper, and Jeskai builds where man-lands are the main threat. Fetch for some basic islands early, stick Blood Moon on Turn 3, and we're going to be in good shape. And in a matchup where Blood Moon isn't a great card, it's easy to side out for more counters/wipes/removal. Lastly, great flavor text!

Cryptic Command - Probably my favorite card in all of MTG. Opponent casts their main win condition? Counter, draw. Opponent sticks a dangerous enchantment or plainswalker? Bounce, counter or bounce, draw. Opponent going wide and attacking with a whole mess of tokens? Tap all creatures, draw a card. Hell, you can even bounce your own Snapcaster Mage, counter/draw/tap creatures, then play Cryptic again with Snap's enter the battlefield effect (or Torrential Gearhulk). We want to fetch for islands so we can play Cryptic after Blood Moon is on the board and freeze our opponent out of the game.

Mana Leak - I don't love Mana Leak, but I don't have a great replacement for it either. It seems like a card I'm always drawing late game when it's lost most of its value. However, it's great if you draw it early, as it can hit any spell, which is why it's in here over something like Negate or Dispel (both are sideboard cards, however) and it's a permanent counter unlike Remand. It's also a good card if your opponent is playing expensive threats that they have to (or usually) tap out for.Logic Knot could be a good option over Mana Leak, but with Snap and Torrential Gearhulk in my deck, I don't want to drain my graveyard too much or too often.

Spell Snare - Excellent counter in modern. Virtually every deck relies heavily on some type of two-drop, making Spell Snare useful in tons of matchups. It slows down a lot of creature-based decks and does a great job of protecting your own spells that would often be targeted by Negate, Mana Leak, or Remand. Spell Snare is obviously limited by only hitting two-drops, which is why I usually stick to two of them in this deck.

Izzet CharmI'm probably in the minority, but I love Izzet Charm as a one-of in this deck. It offers great utility and stays useful at every stage of the match. It's the poor man's Mana Leak early in the game, it can be used for creature removal in a pinch, and the cycling ability has saved me numerous times when I start flooding or drawing dead cards late in the game. A lot of people raise an eyebrow when they see this card in my deck, but it's almost always a useful card. Great one-of.

Lightning Bolt, Electrolyze, Anger of the Gods - Some removal/burn to control the board and chip away at our opponent. We aren't going to win by burning our opponent, but it can help us get there or finish them off. The only flashback combo in our deck better than Snap/Bolt is Gearhulk/Cryptic (the Gearhulk/Cryptic combo is often a turning point that will win us the game). Electrolyze is a great card for your opponent's end step when you can destroy a creature (or two) or just hit your opponent with the added bonus of drawing a card. Anger of the Gods is your board wipe and insurance against any sort of deck that's trying to go wide. Anger is also sneaky good at removing hexproof creatures you can't hit with Bolt or Electrolyze. All of these cards are also great targets for Snap's flashback, and the instants synergize well with Gearhulk too.

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Date added 7 years
Last updated 7 years
Splash colors WB
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

31 - 1 Rares

13 - 5 Uncommons

2 - 9 Commons

Cards 60
Avg. CMC 2.67
Tokens Emblem Chandra, Torch of Defiance, Phyrexian Germ 0/0 B
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