Mox Diamond

Legality

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

Printings View all

Set Rarity
Tempest Remastered (TPR) Mythic Rare
From the Vault: Relics (V10) Mythic Rare
Stronghold (STH) Rare

Combos Browse all

Mox Diamond

Artifact

If Mox Diamond would enter the battlefield, you may discard a land card instead. If you do, put Mox Diamond onto the battlefield. If you don't, put it into its owner's graveyard.

: Add one mana of any color to your mana pool.

Price & Acquistion Set Price Alerts

V10

STH

Ebay

Mox Diamond Discussion

P_D_Ace on Infinite Eternities That Also Last A Long Time

6 hours ago

Could Lotus Petal be a budget option for Mox Diamond? I figured since you can include it in the Seasons Past loop it would be a good option, or is the 0 drop taken by something else?

DeckBuildersSociety on Grand Warlord Radha Deck Tech!

1 day ago

Lands like: - Gaea's Cradle - Ancient Tomb - Taiga

Artifacts like: - Mana Crypt - Mana Vault - Lotus Petal - Mox Diamond

Mostly expensive spells that would dramatically improve the speed and consistency of this deck.

CalebMaSmith on Jaya Ballard, Fiery Control

2 days ago

First of all, I love the deck! It seems very interesting and well thought out, there's nothing I can do to help you with better spells but I can assist with any mana problems and possibly suggesting an infinite combo for you;) (Also I would recommend adding in Paradox Engine because of all the tap triggers you have from your commander, so you could use her multiple times and then I would recommend adding in Fanning the Flames if you're down to get an infinite combo in here for the giggles)

KillDatBUG on I'd like to sell the ...

5 days ago

What condition is the Mox Diamond in and how much would you want for it?

Coward_Token on Superstition, Fear, & Jealousy | Sidisi EDH

3 weeks ago

Well even if you're not gonna let Muldrotha helm things, maybe you could accommodate it a bit more by adding more permanents? E.g. Animate Dead/Necromancy/Dance of the Dead over one or more of the reanimation sorceries and maybe a 3-4 CMC planeswalker? Also maybe more land saccing with e.g. Lake of the Dead/Squandered Resources/Mox Diamond/Constant Mists/Excavation (that last one has some janky synergy with Deathrite Shaman)

JJStudios on Muldrotha

3 weeks ago

If you're aiming for this to be truly competitive, here are some suggestions.

Forbidden Orchard, Cephalid Coliseum, and more basics instead of your choice of the fast lands, filter lands, or check lands(or all).

Avenger of Zendikar, Kokusho, the Evening Star, Razaketh, the Foulblooded, and Verdant Force can all go for more immediate reanimation targets. If they weren't in here for reanimation, I'd take them out altogether. Some replacements could be Palinchron, Consecrated Sphinx, Vorinclex, Voice of Hunger, Tidespout Tyrant, and Nullstone Gargoyle. These all have an immediate presence, and basically read "Your opponents can't win the game until I'm dealt with." These slots can be flexed based on meta and shit tho so take your pick. Avenger, Koko, and Verdant Force really don't do much until your next turn, so they can be either easily dealt with or at least prepared for before they come in swinging or start getting sac-ed for value. Razaketh is a more expensive Rune-Scarred Demon that requires another creature, as you're usually only going to need one tutor to win the game. Palinchron is a super good combo piece, sphinx will draw you at the very least two cards before sorcery speed removal is online, vorinclex will tap down at the very least 2-3 lands for targeted removal, and more for wipes. Tidespout can wipe out an entire color from someone's manabase if you play it right, and can do that the second after it hits the field, even in response to an immediate removal spell. Gargoyle is iffy, but can shut down some decks. This one's risky but amazing if you play around it correctly.

Hell's Caretaker and Zombify are sub-prime reanimation spells. Exhume is far and away a better replacement, despite not being a permanent and having a heavy downside. Necromancy is super good and you should definitely be running it. I'm not sure why Unearth is in here? It would be much better to devote this slot to ramp and use that ramp to then cast stuff from your graveyard with Muldrotha.

Dreamborn Muse and Traumatize. I know this will sound weird, but this scale of mill is simply not worth it. First off, they're both very expensively costed, and will most likely take up your turn. Second, drawing half your deck and tutoring for a combo piece basically have the same effect: you find your wincon; except that these mill spells don't guarantee it, and are clunky, inefficient, and expensive. Thirdly, even if you really feel the need to "draw" like thirty cards, you'll really only be able to play a couple of them before the game ends, so again its redundant and over the top. A better option would be something like intuition, which will mill only the cards you want, without being over the top. Sultai Ascendancy is decent, and I have no qualms with putting it in, but Search for Azcanta  Flip is much much better, and even something like Monastery Siege has the same type of filtering effects but with more flexibility and less mana requirement. Overall, I like to stick to cards like Careful Study and Winds of Rebuke over just straight up milling effects, as they prioritize giving you options and flexibility over shear milling quantity.

Jarad's Orders is fine and is a good budget option, but I'd prioritize Intuition and even Gifts Ungiven over it.

Disciple of Bolas. There are better sac outlets.

River Kelpie is kind of on the same path as Traumatize: its just too much. Yeah, if you're super greedy you can devote a turn to playing this and maybe draw a shit ton of cards from it over the next few turns, but it really is just a win more spell. The whole point of this deck is to have the stuff you're re casting be good enough that it can win you the game right away, without the need to draw extra cards. If this is in here to find those good cards, there are better filtering and tutor options.

Gitrog is juicy, but not competitive. It's expensive, and doesn't really provide that much immediate value. It's really sick tho.

Worldly Tutor is much worse than Mystical Tutor or Vampiric Tutor here. Searching for a Tooth and Nail and then winning is much better than searching for a part of your combo. It's a really good card tho so keep it in if you find a good slot.

Sylvan Awakening I'm guessing is part of some combo I don't quite understand, but otherwise isn't really that great. Even if you had like 10 lands on the battlefield, it still wouldn't make a dent in your opponents' collective life total.

World Shaper and Ramunap/Crucible are good, don't get me wrong. However, they add, as I've said before, lots of redundancy. With your current deck, will you winning the game really depend on if you play 3 strip mines in one turn versus 2? Crack 3 fetches instead of 2? Again don't get me wrong, these are good cards, and if you make the deck almost completely devoted to a "lands matter" archetype, they are staples, but if you're aiming to get your commander out during most games, they'll just get in the way and provide you with unnecessary, excessive land drops. Now, World Shaper does ramp you and mill you, so it is flexible, but it is slow and expensive, and could still probably be replaced by something better.

Kodama's Reach, Cultivate, Awakening Zone, and Chromatic Lantern are great for fixing/ramp, but are just too damn slow. What you really need for ramping is Mana Crypt, signets or dorks(your choice, but i'd select either artifacts or creatures and role with it), Mind Stone, Mox Diamond, Lion's Eye Diamond, Lotus Petal, Nature's Lore, Three Visits, azusa, Grim Monolith, and Deathrite Shaman. These are all great options, take your pick.

Just some things I think you should consider: Protean Hulk and Defense of the Heart are good combo enablers, Pernicious Deed is a recurrable boardwipe, shriekmaw is cheap recurrable removal, Mystic Remora is really cheap card draw that becomes even better w/ muldrotha on the field, Greater Good draws you some cards but more importantly fills your graveyard, Contamination can shut down your opponents and is easy to keep up w/ muldrotha on board, and Command Beacon is a must have with a six mana commander, not to mention you can replay it when muldrotha is out.

Overall you really just need to make your ramp package better. Also, if you want to make this deck more combo-y, just take out everything that produces long term value and replace it with counters and removal.

Smasasaur on The Ten Plagues: Locust God EDH | *PRIMER*

1 month ago

Daedalus19876 That makes sense. I took the basic idea from your deck and tried to cut costs down to ~800 USD and found this to be a solid substitute for Mox Diamond and works well with Seat of the Synod or a Darksteel Ingot. You are correct that sometimes there aren't enough artifacts to sustain it however...

shadowbladedark on Adun Oakenshield's Curious Creatures

1 month ago

8-9 lands would be overkill. As of now, getting at least 1 land in your opening hand is about 92% chance, and having two is 66%. After first draw you have a about a 74% chance of two lands. Including the free mana you can get from Lotus Petal or Simian Spirit Guide, as well as the 1-drop dorks, you can reliably hit 3+ mana to cast most of the cards in the deck. I am considering running Mox Diamond, Mana Vault, and Mana Crypt for more ramp and opportunities to go net positive with artifacts.

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