A Blood Moon Waning - Why We Don't See More Land Hate in cEDH

Blood Moon | Illustrated by Franz Vohwinkel
Speaking ill of such a powerful card seems bold given its historical relevance throughout Modern, Vintage, and Legacy, but it's been well over a year since Blood Moon
It's not hard to see that something's crook in Tallarook* when the most popular mono-red list, a classic Gruul stax deck, and a Partner pairing literally named after Blood Moon
But why? When our collective manabases are stretched so thin, when utility lands are more popular than ever and color fixing is at an all time high, why is Moon absent? The answer, I think, goes to key meta shifts that have taken place gradually over the course of the last two years.
How Good is Blood Moon at Keeping cEDH Manabases in Check?
Competitive EDH is a subformat with nearly perfect mana. Despite the singleton restriction, it's working with almost thirty years' worth of mana sources. Duals, fetches, rainbow lands with zero
It also leans heavily on Tainted Pact
All this to say that the average cEDH mana base is more than greedy; it's gluttonous. Excluding the mono-colored, most decks will run as few basics as they possibly can. So you'd think that Blood Moon
The Diversity of Mana Sources in cEDH
Unlike those formats, and by virtue of its singleton nature, cEDH mana sources are incredibly diverse. Beyond lands, there are a glut of rocks, dorks, rituals, and of course the real story, Treasures. Near as I'm aware, there is no such thing as a cEDH deck that relies on lands and lands alone for their mana.
Turn-one plays notwithstanding, that means Blood Moon
Competitive EDH lists are also trending toward fewer and fewer lands. In the days before the plague, circa 2019, the average cEDH deck seemed to run somewhere between 30 and 31 lands, with only the bravest dipping down to 29. Today, 28-29 is the standard, with the turbo lists flirting with 27 and even 26. Even then, a small shift in total land count can't explain Blood Moon
Red is Good Now
White is going through its own renaissance as we speak, but to say red got a glow-up over the last few years would be underselling it. Red has gone from a laughing stock to the proud home of the most played creature in the format
Card advantage, mana advantage, and combo potential are now all within red's wheelhouse. It's remarkable to see that red now sits at 21 cards on the cEDH staple list, leagues ahead of white and only two cards behind black. This would be unthinkable in 2019. Back then, you had Wheel of Fortune
What that meant was that forcing a player's land to produce nothing but red mana was akin to making them produce nothing but colorless mana. No longer. Now, red mana has a variety of uses, not least of which is the ability to actually break out from underneath the crimson shadow that Blood Moon
The Rise of Treasures
That's right folks! Another cEDH article, another section dedicated to Dockside. It's clockwork at this point. Competitive Commander's most popular creature and I'd even argue strongest card is not only red, it's just about guaranteed to make enough colored mana to let its caster do whatever they need to do despite the Blood Moon
Extortionist even has company. Also sitting on the dock of the bay are Ragavan, Nimble Pilferer
The Magus in the Room
What about Magus? If you cram an entire celestial phenomenon into just one dude, does it become a better card? Sort of, but not enough to make an appreciable difference. Magus of the Moon
However, it's a lot easier to remove. Creatures at a humble 2/2 aren't safe from any commonly played removal and struggle to block profitably. Magus is better, but not enough to make an appreciable difference in my mind. Winota is the exception. As a Human, Magus is more likely to come into play from a Winota trigger than being hardcast from hand. This means it isn't being paid for and isn't taking up a slot in your hand. It's also much harder to respond to, as while Winota's attack trigger will go on the stack, there's nothing to respond to by the time you've revealed Magus to your opponents. Anyone foolish enough to leave a fetchland uncracked is out of luck.
Everyone for Themselves
While cEDH shares similarities with competitive formats like Modern, Vintage, and Legacy as far as speed and manabase requirements go, its most obvious difference is also its most significant when it comes to evaluating stax effects: this is a multiplayer format.
A successful Blood Moon
One player may be leaning on red already, one player might have dorks aplenty, one might have thrown out so many rocks you've mistaken them for a car going too fast on loose gravel. But let's say you cripple one of them completely, even two. You're now the primary check and balance against the remaining player. Without another piece of stax to keep them in check or relevant interaction in hand, the onus is now on you to answer any remaining questions; the other players can't. This is true of all stax and one of the great challenges in playing the archetype, but I feel like Blood Moon
A Study in Scarlet
Blood Moon
One of the problems that both cards present is the inherent deckbuilding cost. If you're in the market for something that can punish the table for nonbasic lands, you don't want to rely on too many yourself. While that shouldn't be too big of an issue for mono-red or low-color decks, you have to bear in mind that Blood Moon
Lack of tutorability is a criticism that you can level at almost anything in a low-color red deck, but the sacrifice you've made in your manabase is something you'll experience almost every game. The payoff, the Blood Moon
Better Alternatives
So I've dumped all over Moon and Basics, but what if you're absolutely desperate to hate out your opponents' lands? What if you just insist? Well... there are options.
Calling these two "land hate" is cheeky on my part, because that's not really why they're played. Even though a quarter to a third of the average cEDH manabase is made up of fetchlands and these two are exceedingly good at making them useless, it's their ability to curb any tutor that makes them so powerful. The fact they can hate out fetchlands is just icing on the cake and never the sole reason for their inclusion. Which brings me to...
Notably, this is the only card with a strict anti-land effect to make it onto the cEDH staple list. It's not just stapled to a body, it's completely asymmetrical. Archon of Emeria
But still, the land hate isn't what makes this card so busted. I occasionally forget that's even part of the textbox. It's the Rule of Law
I'd be remiss not to mention two dedicated anti-land cards that can put in a lot of work in the right deck, though I'd note neither has ever reached staple status. That's not to say they're bad by any means, just very specific.
Root Maze
Winter Orb
Fight Creatures and Machines, Not Lands
I should note that I say all of this begrudgingly. Despite how utterly underwhelming I think land hate has become in cEDH, Blood Moon
I think as far as stax effects go, you're much better served trying to attack artifacts
Or maybe I'm totally off base! I do my best to stay abreast of developments across the cEDH meta, but I'm still working with the perspective of just one man. Am I wrong? Am I underselling the power of anti-land tools? Let me know in the comments!