Chrome Mox


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Eternal Masters (EMA) Mythic Rare
Mirrodin (MRD) Rare
Promo Set (000) Rare

Combos Browse all

Chrome Mox


Imprint — When Chrome Mox enters the battlefield, you may exile a nonartifact, nonland card from your hand.

: Add one mana of any of the exiled card's colors to your mana pool.

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Chrome Mox Discussion

Roryrai on Fast Mana is Fair and Balanced - JWC Storm Primer

1 day ago

Chain of Vapor is good because it serves double duty as an efficient removal spell as well as a storm enabler. As a removal spell, it’s usually not correct for your opponent to sacrifice a land to copy it, giving us an unconditional bounce for 1 mana. Be careful using it as removal during a storm turn though, as opponents will always copy and bounce Jhoira if they believe their loss is guaranteed otherwise.

As a storm enabler, let’s consider a specific example. My board state is Jhoira, Helm of Awakening, Mana Crypt, Mox Opal, Chrome Mox, and Grim Monolith - not unreasonable during a storm turn. I have 3 lands in play, and I’ve alread used them all. If I cast Chain of Vapor here, I can target Crypt, then sacrifice my now useless lands to copy it, also bouncing the other rocks. I can then replay all 4 rocks, increasing the storm count by 4, drawing 4 cards, and going net positive on mana. We don’t feel the loss of the lands if we’re winning this turn.

I need to think about Mana Web.

hkhssweiss on Niv-Mizzet is enough

1 day ago

I would start by adding in more mana rocks, even mana rocks that don't necessarily add color as your curve is quite high, some suggestions Fellwar Stone, MindStone, Lotus Petal, Chrome Mox, Sky Diamond, Fire Diamond, Coldsteel Heart can go in.

What is your goal of winning in this deck? So far I just see quite a bit of control but no real way to end the game.

SynergyBuild on [PRIMER]Parley Girl cEDH

1 day ago

I quite like using Autumn's and Silence in my own Selvala, I even run City of Solitude to reinforce that on combo-turn, my spells won't be countered or combo broken. I run Teferi's Protection as well, but our lists are a bit different. I run the same combos, sub the Illusionist's Bracers and added Staff of Domination and Sword of the Paruns, as well as less Selvala-centric cards, IE I don't run Well of Lost Dreams, because I want not to lose sight of the combo, and I also run some other infinite-mana outlets, with Duskwatch Recruiter  Flip being a favorite.

A lot of the rest of our differences are quite simple, I lowered the CMC of my deck by dropping cards like Argothian Elder, Mana Reflection, Alhammarret's Archive, Nissa, Worldwaker, Privileged Position, Defense of the Heart, Skyshroud Claim, Tempt with Discovery, Well of Lost Dreams, Oracle of Mul Daya, Karametra's Acolyte, Ezuri, Renegade Leader and a few other mana dumps like Elixir of Immortality in place of tutors like Sylvan Tutor, Chord of Calling, Inventors' Fair, Survival of the Fittest, Yisan, the Wanderer Bard, Fierce Empath, Woodland Bellower, as well as ramp like Sol Ring, Mox Diamond, Chrome Mox, Boreal Druid, Avacyn's Pilgrim, and card draw like Sylvan Library.

I can write up the list and send it to you if you want, it fits at around tier 2.5, and is a fast-acting, 'Dumbstorm' (gives opponents cards to get itself cards) combo-list, with high-amounts of interaction, extremely low curve, tons of tutors and consistency, and is unexpected in high-tiered tables.

MarcosTithes on Kess storm (help make it competitive)

1 week ago

Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.

First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).

Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta  Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.

Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection  Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!

Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.

Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
also here is my Kess storm decklist if you want to take a look!:

It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!

leven110 on Niv-Mizzet Loves his Spells

2 weeks ago


Yea, i feel you, niv is quite hard to cast, esp. the parrun ed. is bonkers

i suggest not to put in more lands, but more on mana ramps/rocks that produce and/or , because you can only put 1 land per turn, but casting an artifact will give you more benefit in the next turn.

Cheap alt:

and etc...

Expensive alt:

and etc....

or even multi mana lands,

and etc..

or artifact tutors card:

and etc

or you can go full control deck, put in alot of board control spell (board wipes), board wipes is good for your deck because you dont have many creature in play. combine with a passive card draws engine (2-3 card per turn, meaning land drop would be easier to come by).

Then if you think you have all your pieces together start putting in some pressure on the board, if not stall the game XD (negotiating and stuff)

Board wipe artifact:

Hope it helps,

Gerst on Slobad - Self-Mill/Eggs (Competitive)

3 weeks ago


I agree, Scrap Trawler is definitely a candidate for inclusion.

As for the red rituals, I know I had tested at least Rite of Flame in the past, but don't remember why it didn't end up in the final version. If they were included, the self-mill into Past in Flames + Rituals + Scrap Mastery line would require to start, but without those cards it requires . I don't know if a 25% reduction is worth two card slots, but it's definitely possible. The most important things to consider are maintaining sufficient artifact density and card draw. If I had to pick cards to cut today, I'd probably look at removing the haste enablers (Swiftfoot Boots and Lightning Greaves).

Unfortunately, my cEDH playgroup has long since disbanded, and I no longer play the format. I've disassembled this deck, and sold many of its components. As a result, it's not possible for me to test the changes myself, but I encourage you to do so if you have the desire.


Winning with Codex Shredder requires an infinite untap engine (see the 'Combos' section of the deck description). Once you have this, you can use its tap ability to mill your opponents' decks. It can be useful to have Tormod's Crypt available in order to deal with any instant-speed graveyard shenanigans or shuffle triggers (e.g. Ulamog, the Infinite Gyre)

Winning with Pyrite Spellbomb requires infinite red mana and infinite recursion. The mana can be generated either by combining an infinite untap engine with a colored mana rock (Mox Diamond, Mox Opal, Chrome Mox, Prismatic Lens, Fellwar Stone), or by combining infinite recursion with Lion's Eye Diamond or Lotus Petal. Infinite recursion is most simply accomplished by having Salvaging Station in play while looping Myr Retriever and Junk Diver. Other approaches include infinitely casting Scrap Mastery (returning it with Codex Shredder), or combining an infinite untap engine with Goblin Welder and either Myr Retriever or Junk Diver.

Hissysnake8 on $25 Extreme Budget Zada EDH

4 weeks ago

Honestly, I thought that Crash Through said target, so my bad. I guess that explains why you run Boiling Blood The other points still stand,as well as Iron Myr. Not everyone can spend $25+ on a Chrome Mox or Firestorm, so many people look for budget versions of this deck and there isn't a lot out there. I for one would welcome a budget Zada deck, because I think she is under-represented and needs a larger pilot base.

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