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Much Abrew About Nothing: Double Moon Walkers (Modern)

Hello, everyone! Welcome to the new and improved Much Abrew About Nothing. Last week, we had a clear winner in our Instant Deck Tech voting in Double Moon Walkers. In fact, Double Moon Walkers surpassed Mono-Blue Control as the most popular Instant Deck Tech of all time! As a result, this week, we are playing a wild concoction of Blood Moons, mana dorks, Doubling Season and nearly infinite planeswalkers!

Let's get to the videos, but first a quick reminder. If you enjoy the Much Abrew About Nothing series and the other video content on MTGGoldfish, make sure to subscribe to the MTGGoldfish YouTube Channel to keep up on all the latest and greatest.

Double Moon Walkers: Instant Deck Tech

Double Moon Walkers vs. Kiki Chord

Double Moon Walkers vs. Scapeshift

Double Moon Walkers vs. Infect

Double Moon Walkers vs. Ad Nauseam

Double Moon Walkers vs. Mono-Green Hatebears

Double Moon Walkers Wrap Up


  • I usually manage to have fun playing Magic, regardless of what deck I happen to be playing, but I have to say that this deck was even more fun that most. I mean, what's more fun than main deck Blood Moons backed up by the ability to ultimate planeswalkers the turn they come into play? 
  • Fun aside, the deck was actually quite successful. We went 4-1 in matches, losing only to Ad Nauseam, which might be one of our worst matchups in all of Modern because none of our sideboard hate cards do anything against Patrician's Scorn. While I think unfair decks are generally our worst matchups (along with decks featuring infinite counterspells), Ad Nauseam is worse than most, simply because Leyline of Sanctity and Worship can't save us. 
  • While the deck doesn't look especially unfair, the ability to cast a Blood Moon on Turn 2 is still incredibly powerful in Modern. Although [Blood Moon] is not quite as good as it was when Eldrazi was half of the Modern meta, there are still a lot of decks that scoop to the enchantment. 
  • One thing I didn't like about the deck was the number of mana dorks. While we need a lot for the deck to function, 15 seems a little bit excessive. The problem is, having endless mana dorks means our draws in the mid- and late game are extremely high variance. Another thing I wonder about is the complete lack of main deck interaction. I imagine that we lose game ones to decks like Infect and Merfolk quite often because we just don't have any way to disrupt their plan. Next time I play the deck, I'm going to see what happens if I go down to 12 mana dorks and throw a few Dismembers or Path to Exiles into the main deck. 
  • I also wonder if two copies of [Doubling Season]] is enough. While it's not the type of card we really want to draw in multiples, it's so hard to lose when we have a Doubling Season on the battlefield that it might be worth going up to three to increase the frequency of our nut draws. 
  • We might be the only deck in all of Magic that can win by hard casting Emrakul, the Aeons Torn, ultimating multiple planeswalkers in the same turn, and flipping a Westvale Abbey
  • Should you play Double Moon Walkers? Yes! If you like having fun playing Magic, give the deck a shot. While I'm not sure it can win a Grand Prix or ever be a tier one deck in the format, it has enough power to win a lot of matches, and it's unbelievable fun to play. 


Anyway, that's all for today. Don't forget to vote for next week's deck by liking, commenting, and subscribing to Instant Deck Tech videos! As always, leave your thoughts, ideas, opinions, and suggestions in the comments, and you can reach me on Twitter @SaffronOlive, or at

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