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At its core, this deck is all about overwhelming your opponents with a huge resource advantage in cards and mana. Your average mono blue deck doesn’t ramp like crazy, but Patron of the Moon isn't your average mono blue commander. From there I typically want to dig for one of my combos while keeping myself alive until then.

The early game has one major focus: I need to ramp and get Patron out. Playing with a seven drop commander is no joke, and a bad start can mean I fall behind. While Patron itself can ramp me hard in the mid game, I still need a high density of mana rocks to get the game rolling. I'd put my critical turn around 5.5, and it's defined by when I can get Patron in play.

It's in the mid game that things start to get interesting. My main goals here are to get an overwhelming supply of resources. Ideally I resolve a big card draw spell as soon as I can, which feeds into me using Patron to dump the lands I draw into play. A mana doubler goes a long way toward getting me ahead. Here is where the light control elements come in. If I can curb my opponents' build up, it's far easier to capitalize on my resource advantage. I also need to start playing cards that move me toward winning the game.

In the late game it's all about finding a victory condition. The deck has three ways to win:

  • One is the main reason other people play Patron: comboing with Amulet of Vigor. Even though the combo is not a slim package, all the card draw means it's perfectly viable. To briefly summarize, with Patron and Amulet I can play two lands that produce mana immediately for just one mana. This synergizes with effects that bounces land to my hand for value, primarily Moonfolk. If I can pay for both the bounce effect and Patron’s ability, with the help of a mana doubler, I can create a loop. Depending on the payoff card I can generate infinite damage, create an infinitely large army, or at the least bounce every threatening creature my opponents have played. With two mana doublers I can actually generate mana, and from there cast more draw spells to dig for a winning payoff card.

  • The second way I can win is with another combo. Mystic Sanctuary can recur a Time Warp every turn with a way to bounce a land to my hand. This one allows for less efficient bounce effects, because each loop is a full turn. The one caveat is that the combo will use up my draw for each turn, so I need a way to win or a way to generate card advantage on hand before executing the combo.

  • The second way I can win is through simple damage. This can come from a number of sources. The most obvious are the array of big creatures I have. While I play most for other value they provide, the stats are nothing to scoff at. Patron is a decently sized flyer, and can get kills all by itself, or with a little help from Strata Scythe.

The deck's greatest weakness is that Patron facilitates my resource explosion, and Patron costs seven. Likewise, the deck’s primary win conditions rely on an array of specific combo pieces. There are redundancies and two different combos to mitigate this, but overall too much pinpoint hate makes my life harder. I can also struggle if my early build up is targeted. Stunting my resources early on means I might get into the mid game too late.

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90% Casual

Competitive

Revision 98 See all

(4 years ago)

+1 Guildless Commons maybe
Date added 9 years
Last updated 4 years
Exclude colors WBRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

42 - 0 Rares

14 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.35
Tokens Bird 2/2 U, Boar 2/2 G, Copy Clone, Illusion 1/1 U w/ Flying, Manifest 2/2 C, Marit Lage
Folders -Current Commander, Decks of interest, Decks I like, Blue
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