Mox Amber

Mox Amber

Legendary Artifact

: Add one mana pool of any color among legendary creatures and planeswalkers you control.

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Set Rarity
Dominaria (DOM) Mythic Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mox Amber occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Mox Amber Discussion

Hickorysbane on Varolz Hulk

3 days ago

Since you're usually dependent on Varolz anyways have you considered Mox Amber? Obvious downside of not powering out Varolz any earlier, but I guess it depends on how much mana you need post Varolz.

saluma on Need to cut 5 cards ...

3 weeks ago

I also run a superfriends deck and I used to run Exploration and it was underpreforming. I would not run it. Also your deck dont need Mox Amber . (Im gona replace mine) It only goes online when you have a legendary om the field. Your commander only counts as red. As for the other 3. I would probably swap Stomping Ground , Thran Dynamo and Gilded Lotus due to the speed of your deck.

I also second Daveslab2022 on Sylvan Library

nascentbodhi on Yuriko... because who needs friends anyway?

3 weeks ago

Since $500 isn't reasonable for everyone, I thought it may be good to include some substitutions to allow a lower budget. See below for a few changes to consider that will decrease the cost while maintaining the basic strategy the deck. Please note that prices are current and will likely change.


Creatures:

Remove: (~$57.00) Brazen Borrower , Sakashima the Impostor

Substitute: (~$0.34) Universal Automaton , Wingcrafter

Lands:

Remove: (~$110.00) Drowned Catacomb , Morphic Pool , Mutavault , Polluted Delta , Shizo, Death's Storehouse , Watery Grave

Substitute: (~$5.50) Ash Barrens , Dismal Backwater , Exotic Orchard , Fetid Pools , Mystic Sanctuary , Rogue's Passage , Salt Marsh

Enchantments:

Remove: (~$38.25) Bitterblossom


These changes will reduce the cost by $200... for deeper cuts, things to look at would be:

Remove: (~$85.00) Lotus Petal , Mox Amber and Scroll Rack

Substitute: (~$14.00) Arcane Signet , Dimir Signet , Ponder


Cost with all changes: $230

rapicho on Jeskai Emry Combo

4 weeks ago

If the goal is infinite mana you could just run Mox Amber 2 in the grave + Emry, Lurker of the Loch and Paradox Engine on the board goes infinite. Plus as a 0 cost artifact it synergies with your other cards as well

Profet93 on AWW GEEZ

1 month ago

hotkarl63

So I saw Bolt Bend in your list and realized it would be amazing for my Xenagos deck so thank you! To repay the favor, I'm gonna make this deck a lot better, get ready. Not all of these suggestions are necessary, pick and choose which you think work best.

Arch of Orazca - Late game draw that doesn't take up a spot

Commune with Lava - Can be played on opponents end step if needed, helps ensure land drops and gas. I recently took this out of my Norin list to add a combo, but this still puls it's weight even on X = 3 or 4

Endless Atlas - Cheap repeatable card draw

Hedron Archive - Budget ramp and draw, decent inclusion

Ignite the Future - Useful with top to ensure you can cast (activate top, put it on top, cast ignite). Speaking of which, where is your Sensei's Divining Top ?

Ignite the Future - Usually for , pretty good

Mind's Eye - Expensive, but repeatable

Skullclamp - With all of your 1 toughness creatures, this should be in

Solemn Simulacrum - Ramp and card draw, always good

Tome of Legends - Best draw in your deck, it will ALWAYS have counters, cheap to play, cheap to activate. If you listen to anything I say, add this and atlas.

Curse of Opulence - Use Norin or any of your 30 creatures to ramp you

Dockside Extortionist - Very good card all around, even better with Panharmonichron and Gensis chamber

Honor-Worn Shaku - Tap Norin to add more mana. Works with Planeswalkers and purphurous as well

Mox Amber - More early game ramp. Curse and mox are both low on the curve for you.

Ruby Medallion - Good cheap ramp

Myriad Landscape - Ramp

Valakut, the Molten Pinnacle - Lighting bolts are fun

Inventors' Fair - Tutor and lifegain, always good

Nykthos, Shrine to Nyx - Ramp

Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in one. Plus it fuels Honor and mox

Dualcaster Mage - Super useful!

Stranglehold - Stops tutoring, basic land fetch. Overall good card

Sunbird's Invocation - High CMC but so much value! If they don't answer this, you should win

Let me know if you want ideas for cuts, other suggestions or want to bounce ideas off of each other as Norin players.

jasonkrivera on My hive of Friends

1 month ago

Spreading Plague grants passive creature destruction as other players try to build their boards. Most of your creatures aren't affected too much by this card: Golos dodges Spreading Plague because he's colorless, Arena Rector wants to die anyway, Spark Double should usually be a planeswalker, and Deepglow Skate is ETB then expendable. The only times you won't want to play Spreading Plague is if one of your Narset or Jhoira creatures are on the battlefield.

I might consider removing Mox Amber to add Spreading Plague, since

1) You have better 5 color fixing +

2) When it is online, it only makes colors you already have access to +

3) This Mox doesn't do anything until you actually have planeswalkers out already (Golos doesn't help Mox Amber activate for mana, and you have only 2 legendary creatures that'll bring it online in your current iteration).

VaalVanir on Sygg, Freed from Control

1 month ago

ObIviom

Fetch and shock lands will not make the deck faster. You are looking for those zero cmc mana rocks such as Mox Opal , Chrome Mox , Mox Amber , Mana Crypt , and etc. Even then you won't benefit much unless you are casting two to three merfolks/spells in a single turn. If you are then you can also add Mana Vault and Grim Monolith to that list.

But your deck is about using the TAP mechanic, and not about casting multiple spells in a turn. So fast mana might not be the answer for you.

Instead please consider the follow two suggestions: Recruiter of the Guard , and Thalia's Lancers to help you tutor for your combo pieces.

TheMazter13 on Artifact Storm

1 month ago

Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion

3 BIG PROBLEMS > Mana, Consistency, and Modern itself

I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern

Differences I've found

Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.

A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.

Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets  Flip, Thing in the Ice  Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.

Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).

So, Aetherflux Reservoir sucks. What else is there?

Tendrils of Agony -

PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.

CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.

Grapeshot -

PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent

CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con

Brain Freeze -

PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA

CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them

Mind's Desire -

PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card

CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem

Empty the Warrens -

PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once

CONS: 1) Summoning Sickness

CONCLUSION Read this if you only care about what I think of the deck and not on improvements

Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.

Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy

  • Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells

  • Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3

100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.

Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard

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