|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions||Mythic Rare|
|Eternal Masters||Mythic Rare|
Combos Browse all
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
18 hours ago
There are so many ways to play with the colours Atraxa provides and I would say the whatever your plan is, the deck is best when you focus on exactly that strategy instead of doing a bit of this and that.
In our playgroup we have two Atraxa decks at the moment. One player has an infect deck, which means very fast aggro because infect kills with only 10 damage in a 40 life format. His plan is obviously getting a very fast start and dealing a good amount of damage with an infect creature (not necessarily lethal damage, but enough that a player can be killed with 2 or 3 proliferates later). This deck is running no fancy shit with counter meddling and other stuff that does not win the game. Earliest kill is turn 2 with a perfect hand, usually it's turn 3-5.
I play the other Atraxa deck here around and mine (Atraxa's super(un)friendly Stax) is basically creatureless. In my deck I focus on disabling most of what other decks would like to play. Humility, Pendrell Mists, Ensnaring Bridge, Moat, Tangle Wire, Nether Void, Land Equilibrium,...Atraxa's proliferate ability can be used well in this build, as it makes everything better than it already is, but I don't really need her to win. usually I win with planeswalkers (I only play those whose ultimate will really end the game or whose other abilities are really needed in the deck) or with the classic combo Helm of Obedience+Leyline of the Void. My only creatures are Academy Rector, Gilder Bairn, Deepglow Skate, Crystalline Crawler, Lodestone Golem, Trinket Mage, which are basically only additional tutors, powerful utility creatures or stax pieces. This deck doesn't win fast (in terms of making an opponent lose the game), but it can potentially lock down the game starting in turn 1 or 2 and then I have time to find my win options. It often wins by creating a hardlock under which only I can keep playing...you can concede then.
I personally think that slow creature based strategies are far too risky, unless they use a huge lot of disruption in order to deal with control and combo. Playing infect in commander certainly gives you an advantage because most decks are not equiped to play against aggro with only taking 10 damage in total. It's also a lot cheaper to build than a control version. You can focus on green and black and only splash the other two colours for very powerful spells and you don't necessarily need an expensive mana base for that. you would really have to focus on that though...90% infect creatures plus absolutely needed non-infect helpers, enough removal for everything that could shut down creatures/attacking and a lot of cheap or free pump spells.
As for the counterspells you currently use: I would say they are all too expensive. If you don't want to buy Mana Drain and Force of Will you should at least get Spell Pierce, Mana Leak, Arcane Denial, Disallow, Remand, Memory Lapse, maybe Swan Song, Daze, Twincast, Misdirection...reliably getting double blue in a four colour deck is hard enough so if you want to play counters you should choose those that cost only one coloured mana or can be cast for free. Those with double blue should be really worth their effect.
For speed I usually play the standard artifact package with: Sol Ring, Mana Crypt, Mana Vault, Grim Monolith, Chrome Mox, Mox Diamond, Mox Opal, Lotus Petal, Voltaic Key, Coalition Relic and the Mirrodin Talismans in the colours I need. In four colour decks Chromatic Lantern is also great. It always depends on your budget though how much artifact speed you can use...some of these are not among the cheapest cards. Btw I don't think doubling season will drop in price anytime soon. There won't be a reprint in a standard legal set so if it comes again it will be in a conspiracy or masters set, of which not so many are opened.
1 day ago
2 additional suggestions:Run more mana rocks. Having reliability re always getting a rock out early will zip you ahead in terms of board state. Coalition Relic and Chromatic Lantern are particularly good for decks with 3+ colors. Mana Crypt, Chrome Mox, and Mox Diamond if budget is no issue. General rule is 1 land = 2 rocks so I'd take out 4-6 land and add 2-3 more rocks, more if you can cut cards other places.
I'd take out your spot removal for mass removal. Gets around hexproof/shroud and since we're not running creatures who cares if we wrath every few turns? Cards like Austere Command hit artifacts and enchantments if you need them to, and Merciless Eviction and Cyclonic Rift get around indestructible.
4 days ago
Whatever you think is worth getting 9 mana and two planeswalkers in turn 2 wyatt0781, haha
Yesterday I had an absolutely sick start:
Turn 1: Inventors' Fair, Chrome Mox (imprint Pendrell Mists, Grim Monolith, Voltaic Key, untap Monolith.
Turn 2: Gemstone Mine, Mox Opal, 5 mana from Monolith/Key + from mox and Mine for Nissa, Vital Force, untap Gemstone Mine and play Tezzeret, Agent of Bolas.
Turn 3: Sphere of Resistance, Power Conduit
Turn 4: Armageddon, game over!
Would you rather donate a part of your liver or half of your lungs?
6 days ago
So not sure what your thoughts are money wise, since some cards you have are 25-35 and most others are bulks, BUT if you want i recommend switching Coldsteel Heart out for Mox Opal, or maybe some Chrome Mox [can exile extra 'dead'copies of omniscience in hand to it] Also I recommend trying to find a new draw mechanic, i get that it is there to sac academy rector, but you should look for a draw power to get to a needed card to 'combo' off. Maybe Staff of Domination?
6 days ago
Yeah Chrome Mox does come at a cost, I guess I always look at it from situation to situation. I was also primed to being "okay" with exiling things for FC combos and cards that make you exile three from your library.
I'm fairly certain I've imprinted removal spells that I didn't need at the time just to make use of the colours they're housed in for Chrome Mox.
6 days ago
n0bunga: Currently I have Mana Crypt in there, so that helps. I don't like Chrome Mox in this deck even though I own one (the card disadvantage hurts too much, and the deck is too colorless), and I can't afford Mox Diamond.
1 week ago
Also, Trinket Mage with only one target to tutor for is awfully weak. It's a great card but you need some sort of toolbox to make it relevant in any stages of the game. For example Pithing Needle, Engineered Explosives (nice with Academy Ruins and Crop Rotation/Sylvan Scrying to tutor for it, also makes a good pile for Intuition with Crucible of Worlds/Academy Ruins/Engineered Explosives or Regrowth), Aether Spellbomb or some mana rocks such as Mana Vault, Voltaic Key, Lotus Petal, Chrome Mox and a bit more expensive Mana Crypt, Mox Opal, Mox Diamond.
I wouldn't recommend lands like Simic Growth Chamber, because they are very much fun for the first person, who happens to have a Strip Mine, Wasteland or any other land removals in the early game and it sets you back like 3 turns. It happened so often and recently I've not seen anyone play these lands anymore because they are so risky. If you combine them with Amulet of Vigor (also a target for Trinket Mage) they are good, but alone they suck.
1 week ago
Have you considered squeezing in the artifact lands? I think they'll help with the consistency, but they are vulnerable to Bane of Progress and friends.. You do run quite a bit of artifacts (I'm basing it off of some of the artifact commander list in the cEDH discussion), so I thin k it's worth trying out with Mox Opal in the deck, then with the artifact lands added in and see how consistent it is.