|Commander / EDH||Legal|
Printings View all
|Tempest Remastered (TPR)||Mythic Rare|
|From the Vault: Relics (V10)||Mythic Rare|
Combos Browse all
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.
|Have (2)||, CampbellStev|
|Want (11)||ItsJustGreg , zinner , ThirdOf5 , Qolorful , drippydropz , xpo308 , flabtastic41 , SakuraStorm , nsfranklin , thundersleet , XaeroSpectre|
Mox Diamond Discussion
7 hours ago
Plaguecrafter and Sylvan Library are both great cards if you anticipate the games going long.
Assassin's Trophy is (IMO) the best B/G removal spell in the game. If your meta supports slower walker dependent decks, The Elderspell might fit.
3 days ago
Unfortunately I didn't have enough occasions to playtest my deck as lately I've been working a lot and acquiring some of the more expensive cards, so I can't tell much about newest version - it looks solid when I goldfish but it might need a little more test-runs in actual play.
About Earthquake - if you want to get rid of dorks then I'd go for Electrickery since it's overload costs just like Earthquake but it can hit Birds of Paradise AND stay away from our creatures. Also when you start paying more it actually might get a little worse since it's for worse Pyroclasm or for worse Anger of the Gods . I'd personally just think about creatures that I'd like to wipe most often with this kind of card and search for better version. The only redeeming quality of Earthquake is it's flexibility so it can be actually tested during games to answer the question "how much damage is enough?". Anyway it's symmetrical so our poor dorks might die from it too. Fire Covenant might be better as an asymmetrical effect.
I think that Chrome Mox is better in more cEDH builds where you can dump a dork early game and just roll with it since these kind of builds run 10+ dorks or redundant draw/tutor effects so players often get rid of extra copies in hand to get more speed.
With Mox Diamond however, I think that if you can afford it then it can certainly go here instead of 1 land. That's because we've got to a point where our ways to draw cards look good so there's no worry in losing 1 land card early and mid/late-game it can be used as a great color fixing artifact. Also counting artifacts as lands we still have 37 total so it looks good in higher CMC decks like our builds.
3 days ago
How about Chrome Mox , Mox Opal , Mox Diamond , Mana Vault , Mana Crypt and Sensei's Divining Top instead of the janky equipments? Also, I would probably run stuff like Mana Drain , Force of Will , Swan Song , Pact of Negation and the new Force of Negation in a mono blue combo deck like this (if money is not an issue).
You can also add Intuition and Reconstruction so you have an additional tutor to search for your artifact combo pieces. (Search for Reconstruction , Buried Ruin / Academy Ruins and the combo piece.) Good thing about these cards is that they are also useful on their own.
Tolaria West can be a useful tool to tutor for specific lands or your zero mana stuff (especially usefull if you add pact of negation).
4 days ago
Vlasiax, I am trying to figure out whether/not the deck does in fact want Chrome Mox and/or Mox Diamond , and if so, what 2x cards to cut in order to slot them in. A land slot, perhaps Sheltered Thicket and a piece of interaction, perhaps Earthquake ?
1 week ago
First playtests led to many changes:
- Flux Channeler out for → Phyrexian Revoker : Does not enough for the deck's strategy. Replaced by something new to test. Pithing Needle is already strong.
- Pyroblast out for → Chaos Warp : Pyroblast is a strong card, as you will most of the time encounter at least one blue player in a game pod. At worst, you may discard it to loot effects. But the Oathbreaker format allows only 60 cards and therefore available spots for suboptimal cards are scarce. Plus I don't play enough loot effects in the new version of the deck. Replaced by another removal.
- Faithless Looting out for → Retrofitter Foundry : Replaced by something new to test with cmc-1.
Manabase and ramp changes:
- Buried Ruin out for → Academy Ruins : Upgrade.
- Mishra's Workshop out for → Volcanic Island : Not enough artifacts to make Mishra shine.
- Chief Engineer out for → Curse of Opulence : Not enough artifacts to make good use of the Engineer. Replaced by another ramp option being tested.
- Mox Diamond out for → Fellwar Stone : Not enough lands and/or land recursion. This mox is very good for fast play and competitive decks. This is not the strategy here.
- Storm the Vault Flip out for → Tangle Wire : Not enough artifacts and manacost too high for what it does. Replaced by something more staxy. Tangle Wire is a salty card, but I like to consider this card more-or-less for ramp. See section above for explanations.
1 week ago
Yeah, I didn't want to be impolite, but there are so many glaring issues, that I am inclined to believe he hasn't actually played in a cEDH table.
I tinkered with Azusa for like a year and a half and one Gilded Drake or Phantasmal Image was usually enough to ruin the whole game for the table since blue player inturn gets Azusa in a deck better equipped to make use of 3 land drops a turn.
One Root Maze and you're out of the game. Some deck can literally outpace you and the whole purpose of Azusa is to race... If you lose that race you always lose. How do you kill without combat? How do you remove anything?
1 week ago
dazhaun upon further testing; I actually came to the conclusion that I really don’t need nor want Mox Diamond in my list: I rarely got to a point where I had the amount of lands in hand to actually play it late game; and with my lower land count I rarely ever got a chance to play it on the early turns and benefit. The only time it ever felt good was when I kept a 3 lander with the Diamond, and peeled my fourth land off the top: allowing me to ramp and meep mana open for protection... but see; I didn’t really accomplish anything with the Diamond. All I did was effectively skip my draw step and play an additional land for turn: and in a deck where I really want to draw into more fas for my engine I just couldn’t justify the slot nor the price.
I did however, add Mox Opal . It doesn’t suffer from making me waste resources to turn on, has an equally niche application early game; but is almost never bad late game unless I just got whacked by a board wipe.
1 week ago
Unlike with triggered abilities where player turn order matters, the player who would have their action replaced is always the one who chose which replacement effect to apply, even if they don't control all sources of permanents that apply these effects. So this means is that if you have an Underrealm Lich and an opponent controls a Notion Thief , you can choose to have the opponent draw the extra card instead of you, or you can choose to filter the top three with the Lich.
But in the case of a few of the examples you gave above, replacing the effect with one ability would cause it to then be replaced by another. This gets kinda confusing the more it gets compounded.
I think you already know this, but to understand this, it's critical to be aware that the one replacement effect only applies to the one action once. This makes it so that the game doesn't end in a draw with two Notion Thieves in play, and allows things like Thought Reflection and Mox Diamond to function.
So, let's run through it. Neither the caster nor the turn order matters that much, so your examples will play out very similarly.
Player A and player B each control a Notion Thief. Vision Skiens is cast.
For the two cards that player A would draw, player B's Notion Thief replaces that effect and player B would draw them instead. But player A's Notion Thief replaces that effect and player A draws them instead. Player B's replacement effect already applied to this action, so it doesn't try to apply to it a second time.
For the two cards that player B would draw, the same happens in reverse. When dealing with two players and each control a Notion Thief, functionally what happens is they cancel each other out.
For the two cards player C would draw, they choose which replacement effect will replace their draw. They can choose between player A or player B's Notion Thief. If they choose player A, then player A would go to draw those two cards, but player B's replacement effect applies and so player B draws them instead. If player C had chosen player B's replacement effect instead, then player B would have gone to draw those two cards but player A's Notion Thief replaces that draw and player A draws instead. If player C has a preference for which of these two players would draw the cards, then that choice is in player C's hands, but player C needs to have their own draw be initially replaced by the player they don't want to draw the cards.
Player D has the same set of choices to make as player C.
Because the turn order doesn't matter except for the order in which the players make their choices, I'm hoping you understand how it would play out in each scenario, given my example above. I can explain more though, if you want.
Mox Diamond occurrence in decks from the last year
All decks: 0.46%
Commander / EDH:
All decks: 0.08%
W/U/B (Esper): 0.48%