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.
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Mox Diamond Discussion
3 days ago
Having a look at your mana curve this deck looks really really slow. Only 4 one drops, 10 two drops and that means you have a high chance of not playing anything useful before turn 3 or 4 at all. Bringing a planeswalker on an empty board isn't the biggest trick then, because you have nothing to defend it, at best a token if the planeswalker itself can produce one with a + ability.
I would cut down on the planeswalkers and add more speed and helpers instead. Gilder Bairn is great because it's a cheap doubling effect, also additional mana from Birds of Paradise, Noble Hierarch, Chrome Mox, Mox Diamond, Mox Opal, Mana Vault, Grim Monolith, Coalition Relic, Mana Crypt would be great.
5 days ago
Dimir Signet or other on-color signets
This is the best I have off the top of my head. The multicolored ones add some things, too.
6 days ago
If you want to go the competitive route, then I would advise you the following:
- Accelerate as much as possible, so that you can have your commander out on the battlefield asap;
- Buy lots of cards in the process and play little evasive creatures;
- Counter anything that stands in your way and play cards that give you extra turns for the win with many small critters out.
Extra mana acceleration on top of what is curently available:
Counterspells on top of what you already have:
- Notorious Throng
- Time Warp
- Temporal Manipulation
- Capture of Jingzhou
- Part the Waterveil
- Walk the Aeons
- Temporal Mastery
Then I could be summin' up some good small critters.
But first I would like to hear if this route is one that interests you? Cause it means that you make some mayor changes. These options and gameplan I sketch gives you a first rough outlining of this possible route.
1 week ago
I play Stax is various variants myself and I can only suggest reducing your land total and replacing them with mana artifacts for 0-1 mana...and use all of the ones legal for commander: Mox Diamond, Chrome Mox, Mox Opal, Mana Vault, Grim Monolith, Voltaic Key, Lotus Petal. You become much faster and avoid your own land destruction easily.
Land Equilibrium is my all time favourite because it completely stops the game for everyone relying on lands. After a mass removal on lands no one can put a land into play unless you do - with lots of mana artifacts you won't ever need to do this and that's it then. Perfect synergies are Overburden, Mana Breach, Sunder (and the bounced lands can even be used for Card Advantage with Scroll Rack). It would require some adjustment of your mana base, especially adding all the mentioned artifacts, but it's a play style most opponents can't deal with. Maybe you can find some more ideas in my deck Absolutely Static Stax
Academy Rector is great with so many enchantments in the deck, especially to get out a killer Card like Humility. Nether Void, The Abyss and Consulate Crackdown are also nice to bring into play unexpectedly.
1 week ago
Everyone has their own ideas for what they want out of their deck, so I guess do what you will with my suggestions. I do agree, though, that your list is unfocused. I wouldn't consider its current iteration to be that taxing or what I'd consider a "reanimator" list. While you do have a couple tax pieces, there is nothing too harsh in it. The reanimating that Alesha does is more about recurring value creatures rather than dropping a huge threat way ahead of the mana curve like a traditional reanimator list does(think of trying to deal with a Praetor on turn 2). If you really want to centralize it better, the simplest answer I have for you is to drop your beatdown plan cards and a lot of what I'd call "defensive" cards (the list I wrote down before had a bunch). You're trying to prepare for all these possible scenarios which ends up just diluting your list. If you want to truly go stax intensive, check out Angelforge's list. On boards like /r/cEDH, his is usually referenced when someone is trying to go that route. The nice part you might like about his is that the resource denial factor allows you to sometimes win just by beating face if you aren't finding a combo fast enough. It's pretty hard to defend against all the hatebears when you have no lands and no creatures after all. You mention being nervous about the threat of walkers- if you have enough stax/taxing effects, they probably won't be able to even land a walker. And if they do, they likely won't be able to defend it. Also, take a look at his removal package. There are cheap and sufficient answers for just about anything while also not bogging down the list. It's all about card value and efficiency. Should always be asking "what does this card bring to the table? Is it cost effective (meaning, if it's above 3-4 CMC then it better be amazing)? Is it too fringe?" As for if you want to go the combo route, mine is referenced a lot for that. I include some stax effects as well, but they are there primarily because mardu lacks ramp and thus tends to not be as fast. It basically brings other faster combo decks down to my tempo level. Another thing I kind of picked up on is that you worry a whole lot about your life total. Think of it as another resource. As long as you aren't in imminent danger of losing the game, spending life on stuff like card draw or whatever is perfectly fine. One last note, look at the difference in Avg CMC between your list and mine and Angelforge's. 3.25 vs 2.44 and 2.35. Minimizing CMC means fewer dead draws, you worry less about Bob triggers, and you can drop your combo and stax pieces much faster. Admittedly, even mine at 2.44 is still a bit too high and I've been thinking of ways to lower it.
Here's some more cards you should probably add whether or not you prefer combo or stax:
So yeah, there's my closing bit of advice. Not sure what else I'd add without sounding repetitive in any future comments. Ultimately it's up to you about whether you want to go the really competitive stax or combo route, but here are the suggestions for going either way. It's tough giving suggestions for decks that want to be somewhere between casual and truly competitive since a lot of the options can be looked at as either unfun or too slow.
1 week ago
One of the strongest aspect of playing GoST in duel commander are the artifacts that can allow you to cast him on turn 2. Ramps after that are not that important.
On the latest update, duel commander starts at 20 life and very likely, you'll encounter more burn decks (Zurgo, Vial/X) which has crazy low curve. Stock up on your low cmc counterspells such as below (no 1-3 almost nearly mandatory)1. Mana Tithe2. Force Spike3. Spell Snare4. Spell Pierce5. Blue Elemental Blast or Hydroblast if Zurgo is plaguing your meta
Lastly, I think your land count is very low. In DC, tempo decks generally do not want to miss land drop + threat in the first 4 turns, which means they usually play 39-40 lands and no ramp before 0 mana.
Remember, turn 2 dropping signet means 1 turn skipped of not dropping threat and not keeping your counterspell mana open.
1 week ago
This looks like a great way to use this new legend...my first thought when it was spoilered was "oh no, I might have to build another stax list in GB now" but I wasn't sure about how to do it. My main concern was that it isn't effective against creatureless opponents because you rely on putting counters on creatures, counters having a negative effect, you know...usually you don't want to put these on your own creatures.
You play a lot of creatures yourself, so you will have targets for counters, but I can see some bad interactions there. I wouldn't play mana dorks with Cursed Totem but replace them with mana artifacts. you are still missing Sol Ring, Mox Diamond, Chrome Mox, Lotus Petal, Mox Opal, Mana Vault, Grim Monolith, Voltaic Key, Coalition Relic, maybe Mind Stone and Golgari Signet. You are good to go with 32 or 33 lands then and you can also cut the mana creatures - it's faster and more reliable imo.
Harbinger of Night is an interesting card, but in this build...I don't know if that works. I see that you have Blood Artist and Zulaport Cutthroat, so you might be able to pull off a one time trick with that: harbinger + commander, have them both survive one turn (does that happen?) to get tokens equal to the number of creatures on the table, then play blood artist and have them survive another turn (!) so harbinger kills all the tokens again and everyone loses much life. Honestly, I don't see that happen in a multiplayer game PLUS it only does much if there are already a lot of creatures out.
2 weeks ago
Also, most 0-1cmc Equipment are pure trash. Bone Saw, Accorder's Shield, and other such Equipment have no place in a tuned Voltron list. They don't do enough in an format where you're fighting against multiple opponents with higher life totals.
There's no need to be fancy. Drawing off of Sram should be seen as a bonus, not an excuse to dilute a deck with crap. Bad Equipment that suddenly cantrip are still bad.
Flagstones of Trokair does absolutely nothing unless someone's using mass land destruction. Even in the event of that, one Plains is meaningless as the player who cast the mass land destruction spell should have sealed their victory with it. Otherwise, they're wasting everyone's time and ruined the game.
Eiganjo Castle's damage prevention is extremely narrow and minuscule. Why bother with a land that prevents 2 damage to a legendary creature when this deck has three of the Mirran Swords, Darksteel Plate, Mother of Runes, and Eight-and-a-Half-Tails?
Fetchlands are pointless in a mono-coloured deck. The main purpose of using Fetchlands is colour-fixing, which Mono-coloured decks do not need.
Deck-thinning through Fetchlands is a completely negligible gain. The lone Sun Titan in the 99 doesn't change that.
My land base is extremely tight. I can't just plug in every single utility land available. Some utility lands are simply not that great in this deck or in Commander in general.
I don't use the other two Mirran Swords because they don't generate the same level of value the others do.
- Outside of its impractical milling, Sword of Body and Mind only creates 2/2 Wolves.
- Sword of War and Peace is completely boring and doesn't generate any tangible value at all. Protection from White also causes issues with Godsend and any Aura additions that make their way into this deck.
Why would I force space in this deck for them when their effects aren't worthwhile?
I plan on adding Flickering Ward. It's a really good utility card.
But I don't have any current plans on adding other Auras. This is still an Equipment Voltron deck. I'm not going to fill the deck up with Auras. No intention of using Angelic Destiny.
Dispatch is conditional. It requires metalcraft to be active for it to kill a creature, whereas Path to Exile and Swords to Plowshares can always kill a creature regardless of my boardstate. Path and Swords are the King and Queen of White's creature removal. Dispatch is the court jester.
Ancient Den and Darksteel Citadel aren't used because they don't do anything. Every utility land in this deck offers some meaningful ability. The artifact lands only produce mana. Ancient Den is also collateral damage from an opponent's artifact sweeper. There's too little gain from the artifact lands.
I'm keeping mana rocks to an absolute minimum. With Equipment being a central focus of this deck, every other artifact can end up as collateral damage against an opponent's increased use of artifact hate directed towards my Equipment. I have a few mana rocks in my Maybeboard, but Mox Diamond's potential for a Turn 1 Sram will win out. No interest in additional mana rocks beyond that.
Mass land destruction has too much stigma attached to it and I personally don't like them for Commander. Never going to use them. If I'm going to win, it's through an Equipment-boosted creature, not because I popped everyone's land and they couldn't play the game.
I've had this deck for over 5 years. I've exhausted pretty much every option available to construct a deck that I'm comfortable with and enjoy playing. Not every card can fit into a single deck and not every person likes the same cards.