|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Eternal Masters (EMA)||Mythic Rare|
|Promo Set (000)||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.
|Have (5)||, rockleemyhero , Brutus1 , Luckeyawesome , miracle|
|Want (8)||sonnet666 , bogy , chives177 , metalmustaine , mccraryp92 , tblackwynd , Rageface090 , Benkov|
Chrome Mox Discussion
23 hours ago
I've always liked Oloro, Ageless Ascetic -- he was my first general.
I've always thought Path to Exile is way overrated in EDH. Swords to Plowshares , which I see you've included, is better mainly because it doesn't ramp your opponents. In a format filled with people routinely doing mana-intensive things, I think you'll be better off running something like Ashes to Ashes .
Ponder , Preordain and Brainstorm are three REALLY good cards. Like Xerox decks in Vintage, in EDH it is advantageous to replace a part of your mana-base with cantrips. This allows you to dig for lands if you need them, and spells if you don't. Running these three, along with similar cheap card-draw, will allow you to run around thirty-two or so lands. Brainstorm goes from good to great if you have a high number of shuffle effects, from things like the Polluted Delta you're running. Similarly, Sleight of Hand or Serum Visions are good; they should be run only if you're already running the first three and still need more cantrips.
Similar to cantrips, card-positive draw-spells (i.e. Spells that draw more than one card) are also real good. Painful Truths , Fact or Fiction , Thirst for Knowledge , Night's Whisper , Echo of Eons and Windfall are great includes. Windfall and Echo of Eons are especially powerful if you also run Narset, Parter of Veils .
I highly suggest replacing your three-mana rocks with two-mana rocks. Chromatic Lantern , Pristine Talisman and Commander's Sphere are not as good as Talisman of Progress , Talisman of Hierarchy and Talisman of Dominance . Fellwar Stone , Mind Stone and Thought Vessel are also good two-mana rocks; Chrome Mox and Mox Diamond are good, though wildly expensive.
Ashiok, Dream Render is excellent if your format has a lot of fetch lands; it also hoses graveyard decks.
Ancient Tomb is a better Temple of the False God -- if you have access to it, you should run it. 'Enter the battlefield tapped' can be pretty not-good; while cards like Dimir Aqueduct are card advantage in that they produce more mana from the same number of lands, they aren't as good as a standard dual (at least in my opinion). Silent Clearing , City of Brass and Mana Confluence are all better than the Karoo lands. Caves of Koilos , Adarkar Wastes , Underground River , Reflecting Pool , Forbidden Orchard and Exotic Orchard are similar.
I don't think Felidar Sovereign is very good. Typically you cast it during your main phase, and it has to last an entire turn cycle with your life total above 40 (or 38, in Oloro, if you stack your triggers right) before it will win the game. During this time, all of your opponents will be doing all they can to remove it. I think it may be easier to win with a Laboratory Maniac / Jace, Wielder of Mysteries + Demonic Consultation / Doomsday combo. Running Silence can help protect this combo.
Force of Will and Mana Drain are the gold standard in counters, though they'll cost you about the same as a used kidney. Dovin's Veto , Spell Snare , Dispel and Swan Song are all good considerations; if your meta is filled with fat creatures, Exclude can be good, too.
I think you can run either Ghostly Prison or Propaganda -- I don't think both are necessary, especially since you're running Enlightened Tutor already. I advise running Ghostly Prison over Propaganda , as it doesn't die to Pyroblast / Red Elemental Blast .
Since it seems Aetherflux Reservoir is your main win condition, you may want to consider running Fabricate and Whir of Invention as tutors. If you want to go real deep, Transmute Artifact is a good card (though, also, REALLY expensive).
Alright -- I gotta go to bed. Good luck with the deck building!
1 day ago
Adding Chrome Mox , Mox Opal and Mox Diamond would allow you to get Narset out as early as turn 2; turn 1 if you have Gemstone Caverns . Having her out as early as possible and being able to follow it up with your Signature Spell helps in disrupting the game more effectively. A turn or two later makes things a lot more difficult because you’ll need to protect Narset and deal with everything already on the board. With only 20 life and a win con that takes a bit to get to, that might prove to be difficult.
An alternative would be to add more control/stax-ish pieces. Great concept though.
1 week ago
Phyrexian Obliterator is a good card when it comes to blocking, especially in a mono-black deck.
I’m surprised you’re not running Animate Dead , Necromancy or Reanimate . These cards, especially if paired with Entomb / Buried Alive and Dark Ritual can put down a fatty of your choice real fast. Massacre Wurm is a good reanimation target in addition to your Grave Titan .
Ramp is a premium in EDH. Mox Diamond and Mana Crypt set the gold standard after Sol Ring , with Mana Vault and Chrome Mox following them. Unfortunately, these cards will cost you about the same as a black-market kidney. Charcoal Diamond , Coldsteel Heart , Mind Stone , Prismatic Lens and Lotus Petal are affordable options to consider. Also, with a lot of 2-drop-rocks, Ancient Tomb becomes a powerful t1 play —- it’s about $20 now, after the reprint in UMA.
Toxic Deluge is a good board-wipe to consider.
1 week ago
I judge Moxen based on how capable they are in the early game, especially for casting Balan on Turn 3:
- Mox Diamond requires a land to discard. It's the tamest downside of all of them. The first one I'd consider.
- Chrome Mox requires a coloured card to imprint. Could exile something important more often than not. Distant second if I really wanted another Mox.
- Mox Opal requires metalcraft. If I have an artifact-light opener, it can't do anything. Maybe better than Chrome.
- Mox Amber requires a coloured Legend. This deck has a measly three in the 99, and only one of them could have it active early enough to matter. Worthless.
- Mox Tantalite requires being suspended. It comes off suspend on Turn 4 at the earliest, and becomes a dead draw very quick. Hot garbage.
2 weeks ago
"not sure why people keep mentioning Ancient Stirrings . they can leave Faithless Looting alone as well. too many other decks depend on it."
Faithless Looting is the exact kind of card you want to ban BECAUSE so many decks depend on it. Its an extremely cheap and efficient way to move 4 cards into zones where you can use them better, which means any deck that has value from the graveyard and can splash red wants to run it. 56 card format with faithless looting as an option.
Ancient Stirrings is far more degenerate than Preordain . Digging 5 deep for 1 mana is absurd, and seeing as most decks are about 1/3 lands it is extremely rare to whiff. Decks that run this bad boy are built to have it read " for the best card in your top five" which is pretty strong for 1 mana.
Here's what I'd love to see ideally for the B&R
- Faithless Looting banned -> Huge enabler for many decks
- Ancient Stirrings banned -> Huger enabler for a specific deck
- Bridge from Below banned -> Greater SB diversity if dredge isn't a guaranteed game 1 win
- Noble Hierarch banned -> If GSZ + Dryad Arbor for a turn 1 Llanowar Elves is too strong for modern, this card should go
- Mox Opal banned -> Just like Ancient Stirrings , this good card is just nuts with the right deck. Outperforms the banned Chrome Mox in any deck that caters to artifacts.
3 weeks ago
I think, overall, the core balance of ramp/draw/dragons is feeling good, but yeah, certain dragon slots should be re-evaluated w/ new sets/meta shifts every so often. Any time I've been feeling "I don't really want to see this" with a dragon, I'm making note of which one and why.
As to Cultivate in particular, I cut it awhile back and haven't missed it. Our ramp and fixing is fine without it; we're only running 5x basics; the ramp package is diverse enough with better 3CMC payoffs, etc. I really just want 2CMC land ramp.
I'm also pulling apart a Teferi (and then Urza) deck at the moment, so am testing with Mox Diamond and Chrome Mox from that deck, as previously discussed, and that kind of also pulls away from needing 3CMC ramp slots. After some adjustments, I have my average CMC down to 2.73 . . . but reevaluating the whole Greater Good plan. It's often great value and can set up a backup combo, but has pretty frequently just been a dead draw depending on board states. Without Patriarch's Bidding , draw 4 and discard 3 for most of our creatures is . . . fine, but not amazing, and can set you up for a brutal graveyard exile b/c it is so telegraphed.
Most of the time I've been winning games via "go wide"/combat, rather than the outright combos, so I'm treating the Thunderbreak Regent and Glorybringer slot as a flex one and looking again at Verix Bladewing , solely for how the flexibility can play well once we have an engine going. With the right cards in play, it does more than it seems for one card, mainly for the relevance with early power (draw triggers), "dragons matter" triggers. I still think Broodmate Dragon isn't worth consideration, but the flexibility (early development into Dragon Matters payoffs or later game doubling those payoffs for cheap) is the key here and something I'd undervalued previously. Sometimes a 4/4 flyer for 3CMC or even 1CMC is good enough; as overall non-dragon card quality has increased, the pressure to have every dragon do a cool toolbox thing has lessened a bit vs curve and board presence/flexibility considerations, at least for me.
3 weeks ago
Ad Naus with the commander out it doesn't matter if the average CMC is high, you're still getting as many life points as you lose from your commander, plus the ones you get from Ad Naus. A lower average CMC will give more cards, but just consider that Ad Naus gets so much extra mileage anyways with this commander.
Lower CMC will make more explosive early plays, which is important when you can't reliably get your commander for the first couple turns. I would swap spells for permanents, and add more engine cards to help ensure the commander comes out.
- Read the Bones -> Mindblade Render
- Ancient Craving -> Phyrexian Etchings
- Devour in Shadow -> Shriekmaw
- Hatred -> Phyrexian Reclamation
- Vesper Ghoul -> Jet Medallion
- Temporal Extortion -> Plunge into Darkness
And if budget allows
Mindblade grinds value and can block/swing better than Read da Bonez. Etchings draws you the same amount of cards as Ancient Cravings after 2 turns but gives more the longer it stays and causes combotastic lifeloss. Shriekmaw is removal on an evasive creature if you want it, and it ups creature density while keeping a removal slot. Hatred is a nice burst card, but leaves you vulnerable after using it and is expensive to cast and easy to interrupt via counters/combat tricks/blocking, reclamation will let you grind value in longer games and has more of an impact earlier. Medallion outpaces the vesper ghoul immediately, coming out cheaper and being more useful with more spells per turn, and no summoning sickness. Temporal Extortion isn't great because it gives your opponents the choice, and they will always choose the better one for their situation. An extra turn is great, but half life of one player isn't all that important in combo-driven EDH. The rock changes come out earlier and help you dump your hand faster, meaning you have stronger presence sooner in the game, pretty standard in most serious decks.
Also worth checking out Loxodon Warhammer in tandem with with swamp equippers to add some life gain back in. You should also consider having a go-infinite combo for winning once you've drawn your deck. Paradox Engine fits in extremely well with Citadel or Ad Naus, and a Sensei's Divining Top + Voltaic Key gives another way to draw through the deck with Paradox. Use with a mana sink like Torment of Hailfire and you're golden
3 weeks ago
Hey hope595. Glad to hear that the list is treating you well. Flusterstorm at $8 for the topper is a really solid pickup and first upgrade to the list. In this version of the list it would replace Mana Leak . As far as tuning the list is concerned, the reason I made so many versions of the deck was to show what upgrades to make first. Grabbing everything between $10-25 is probably best bet to start, but focus mostly on the mana base. That will drastically improve the speed of the deck. In regards to upgrades with cards like Mox Diamond or Timetwister (both of which are on my full power list’s Acquireboard), they aren’t 100% necessary. Mox Diamond would be the better pickup of the two at a near tenth of the cost of the latter. However, I haven’t had any problems running the deck without either. As far as other cards of that level go ( Mana Crypt , Chrome Mox , Mox Opal , etc...) they are what make the deck shine and make it a force to be reckoned with in a lot of ways. The amount of sheer speed they add to the deck makes it formidable, and the versatility in casting ability makes it viable against other cEDH level decks. It’s not Zur, it’s not TnT, and it’s not Najeela, but it holds its own and can squeeze out wins enough for me to be happy with. In truth, I picked up the pieces in paper to turn Sydri into Zur at will so that at tables where I would normally be the weakest player I can make swaps before the game to be on par with everyone.
Chrome Mox occurrence in decks from the last year
All decks: 0.48%
Commander / EDH:
All decks: 0.1%
WUB (Esper): 0.52%
UBR (Grixis): 0.53%