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Patron of the Moon

Patron of the Moon

Legendary Creature — Spirit

Patron of the Moon wants a deck that gets a reward every time it plays a land. It also works in a deck built around Spirits.

  • Mana cost5 genericblueblue
  • Blue ()
  • Power / toughness5 / 4
  • RarityRare

Moonfolk offering (You may cast this spell any time you could cast an instant by sacrificing a Moonfolk and paying the difference in mana costs between this and the sacrificed Moonfolk. Mana cost includes color.)

Flying

1 generic: Put up to two land cards from your hand onto the battlefield tapped.

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Archetypes
Themes

Cards That Fit Patron of the Moon

Picked for what they do in Patron of the Moon's deck. When two cards do the same job, the one with the lower comes first. All of them fit Patron of the Moon's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Patron of the Moon does6

The 6 Cards

Rulings for Patron of the Moon

explain how Patron of the Moon works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 1 Feb 2005

You may put zero, one, or two lands onto the battlefield with Patron of the Moon’s ability. The number is determined as the ability resolves. You don’t need lands in hand to activate the ability.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Patron of the Moon, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.LandfallLandfall decks reward you each time a land enters the battlefield for you, then find ways to play extra lands. You can normally play only one land a turn, so cards that let you play more, or pull lands out of your deck, make everything happen more often.Open the Landfall pageExtra Land DropLets you put down more than one land in a turn. The normal limit is exactly one, so this both accelerates your mana and switches on everything that triggers when a land enters play. Exploration, Azusa, Lost but Seeking, Oracle of Mul DayaOpen the Extra Land Drop pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion page