Imprint — When Chrome Mox enters the battlefield, you may exile a nonartifact, nonland card from your hand.
: Gain one mana of any of the exiled card's colours.
|Have (2)||, metalmagic|
|Want (7)||zachi , Cloudsleeper , procyon00 , chapitoboiii , jasc5797 , Mattin123 , MitchellJohnPeterson|
Printings View all
|Double Masters (2XM)||Mythic Rare|
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Eternal Masters (EMA)||Mythic Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Chrome Mox Discussion
3 days ago
You're missing some obvious optimization includes in your mana base. Notably, you have 6 more fetchlands to include, 3 green and 3 blue. 36 is also definitely too many lands for a competitive build, and could easily go down to 32 or even 31, freeing up slots for more spells.
There are also a handful of staple mana rocks missing that should be slotted. Mana Crypt and Chrome Mox come to mind, so does Mox Diamond. I'd also recommend Priest of Titania as a must for this deck.
The biggest problem with this build as opposed to the Magical Hack build is that you're forced to run a bunch of sub-optimal cards that don't advance your game plan simply to get Momir Vig triggers. Almost every single Simic creature you run is only slotted to get triggers, and without Momir are dead draws on their own. Now compare to the Magical Hack build. After hacking, the mana dork suite that powers out Momir has now also gained value by being able to start the hack chain and serves a double purpose, freeing up other slots for interaction and problem solvers for cards that shut down the Momir dork chain. The creatures being green only also means that there is blue mana available to throw counterspells as needed to protect the dork chain.
Another problem I can easily identify with this build is having to pass the turn in the middle of the chain. You're giving opponents an opportunity to remove your commander or necessary combo pieces for winning. You're also letting them untap their mana to hold counterspells to stop your game plan. I also think that the combos you are choosing to slow are rather low value too, Palinchron has been abandoned in competitive builds for quite a long time due to needing lots of lands on the field and the high casting cost, as well as opportunity cost from slotting and potentially drawing it during the game. Deadeye Navigator is another card with all those same complaints. The Cloud of Faeries combo requires having one of two specific lands, so I'd recommend a slot for Crop Rotation if you want to rely on that combo at all.
1 week ago
2 weeks ago
so, make sure you put CMDR in "*'s on each side to indicate the commander. Now, as far as ways to tighten up; Smothering Tithe, Fellwar Stone, Mind Stone, and Arcane Signet all provide you were great acceleration for a modest budgey. Chrome Mox and Mox Diamond are great if you got em or like to spend a bit more. Ethersworn Canonist, Hushbringer and Aven Mindcensor help with keeping things honest and fair. lastly, Ancient Tomb and Gemstone Caverns for a bit more speed.
3 weeks ago
3 weeks ago
I'd say all of the lands you listed except for Maze of Ith. Fetchlands and shocklands are the best thing you can do your for landbase outside of the original duals (which are hundreds each). In a 5-colour deck you're already limited on how many types of lands you can have, and Maze of Ith doesn't do much notable for a deck like this IMO. If you're going this deep into expensive lands and tutors, I highly recommend picking up a Mana Confluence, City of Brass, and Forbidden Orchard. Urborg, Tomb of Yawgmoth is an auto-include in any 2+ colour deck that features Black and can be tapped for Black itself. Ancient Tomb is amazing in decks with lots of colourless requirements like this. Prismatic Vista is very good too though less on the priority list for its price.
If you're going to be investing a lot into lands, make sure you make a faux list before buying anything since you don't want to get excess that you won't use. My personal general priority for 5-colour (ignoring OG duals) goes:
Assuming you take just what I listed there that puts you at 30 lands (minus basics). That gives you room for cards like Cavern of Souls, Reflecting Pool, Exotic Orchard, etc. Of course it totally comes down to how much you want to sink into your landbase, but it's a good place to start before tweaking things to your preference. You should keep at least one of each basic, or at least your main colours' basics for backup fetching. Battlelands like Sunken Hollow lose value the more you optimized your landbase due to lack of backs but are still good to take over say, bondlands. Since you already have them they'll do fine while also having the bonus of being tutored out by fetchlands.
Now that the wall of land-related text is over, time for the other cards you listed. Demonic Tutor is top tier, definitely get it if you have the money. Also look at Vampiric Tutor and Worldly Tutor. I personally like Dromoka, the Eternal, Kaalia of the Vast you already know how I recommend it, and Nesting Dragon is decent as a card but I don't think it'd work well here since you don't have a way to easily pop the eggs yourself. Future Sight is okay but I personally wouldn't run it in Ur-Dragon. Herald's Horn and Urza's Incubator I personally just take more mana rocks over but in your slower meta they could be decent picks. Mirari's Wake is amazing, and Nature's Lore you already know.
Since you're going this much into the deep end, once you get everything else set up first there's always the $$$$$ rocks like Mana Crypt, Mana Vault, Chrome Mox, and god forbid Mox Diamond waiting for you. Just, you know, they're worth entire decks alone so only go for them once you're fully satisfied on the rest of the deck lmfao
3 weeks ago
unwucht, Burgeoning would be my next choice due to the land synergies and with a bounce land and Omnath, Locus of Creation in play, will at least give us 4 life on our opponents turn. A reason I cut it before was because I'd be at the mercy of top decking for that fourth land to get Omnath out that I didn't see it being a faster way to getting the cast before T4.
I agree that Mox Diamond is the better option. But there are only 35 lands, I just worry about an opening hand that has 3 lands with the mox and having to discard a land for it to be in play and stressing a top deck draw of a land, if there is no other ramp. At the same time, Chrome Mox being limited to only producing mana from the identity of the imprint, could mana screw us from an early Omnath cast as well. It just boils down to which risk for reward that you want to take.
3 weeks ago
Chrome Mox is never a bad choice. (I don't own it, yet, though). With a perfect starting hand you can cast Burgeoning turn 1 and have 4 mana on start of turn 2, enabling to play Omnath and generating two landfall triggers with a fetch. Sounds sexy, as well ;)
3 weeks ago
Here is what I'm thinking. T1 land, imprint a card for Chrome Mox, cast Nature's Lore, use that Forest to cast Birds of Paradise. T2 we can cast Omnath, Locus of Creation. Way more beneficial than having Sol Ring.