|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Modern Masters 2015 Edition (MM2)||Mythic Rare|
|Scars of Mirrodin (SOM)||Mythic Rare|
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- A question regarding the use of Mox Opal.
- Can I tap multiple Mox Opal's for mana before sacrificing them?
- Can I tap a second mox opal for mana before statebased actions?
- Does the player on the play have an upkeep first turn?
- If I have a Scrap Trawler in play, a Walking Ballista on the graveyard, and I sack a Mox Opal, would Walking Ballista return to my hand?
Metalcraft — : Add one mana of any color to your mana pool. Activate this ability only if you control three or more artifacts.
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Mox Opal Discussion
4 days ago
The transition to modern, the font of many interesting new decks. I'm gonna talk some ideas, feel free to ignore them all or take whatever is interesting.
In terms of creatures, you have access to a wealth of interesting 'artifacts matter' creatures, from Ardent Recruit and Court Homunculus, Flayer Husk to Galvanic Blast and Dispatch, Salvage Scout and Slag Fiend, Thraben Inspector and Lupine Prototype. There is a lot of options, and its all good for different things. Rummage around and see what looks fun- something like Scourglass vehicles has real potential.
The issue with getting access to all that fun new stuff is that everyone packs artifact hate in their sideboard. Fracturing Gust or Shattering Spree or Ancient Grudge is everywhere. This is largely due to affinity, a very low to the ground (almost all 0 and 1 drop) artifact deck running Cranial Plating, Arcbound Ravager and Steel Overseer, as well as the proliferation of Myr Retriever combo decks.
I'd give some thought to 1 drops and Springleaf Drum, but not get too set on it. (affinity makes use of its big brother, Mox Opal too). You're already looking to tap your creatures and ramp, so it looks strong, but remember that affinity is already doing this thing and doing it well, and everyone is prepared.
Running closer to a midrange strategy with a white disruption package (I'm not sure I can convince you to splash black for Tidehollow Sculler Lingering Souls and Duress variants, but with aether hub and access to all of modern's fixing, its well within reach), you can look at using cards like Nevermore, Path to Exile/Chained to the Rocks, Ghostly Prison and the like to put up barriers to other people's strategy a lot better than in standard. This means that your ability to crew your vehicles should remain more intact. The big thing is making those big artifacts still be useful when your opponent casts a lot of removal.
I expect your deck to survive the regular playsets of Path to Exile or Fatal Push due to its composition, but I'd love to see a little more card advantage and card-blanking woven in there, especially when it can help crew. Who knows, perhaps Vendilion Clique vehicles will be meta soon. I certainly have no idea what will be viable in modern next year.
1 week ago
You should cut cards that do not contribute to the stax strategy or towards winning for cEDH:
Increase your land count to 28 at least
Try experimenting with Oath of Teferi/The Chain Veil + Felidar Guardian + Altar of the Brood and/or Tainted Pact + Laboratory Maniac as a way to win the game. I also like Isochron Scepter + Dramatic Reversal combo in a stax build.
1 week ago
I'd run Blasphemous Act over Damnation, and possibly Personal Tutor as an additional tutoring source to find wheels. Chasm Skulker seems slow here compared to the rest of the deck, and would probably be my first cut.
Hope this helps! :)
1 week ago
Things that stick out to me:
I'd also take out Palinchron, Deadeye Navigator, Null Rod (It hurts you too much as is), Horn of Greed, Arcane Denial, and Buried Ruin
There would be 3 other slots, but this was what jumped out to me.
1 week ago
1) I don't see the value in running Vault of Whispers and Great Furnace. They are vulnerable to Wasteland/artifact destruction and aren't fetchable. If you were running Tainted Pact as an extra dig spell they would make sense (so you have a lower chance of hitting a card with the same name; e.g., Swamp). However, with only 7 basic Swamps your Lake of the Dead is going to often whiff.
2) Unmask is loss of card advantage. If it acted as a discard outlet instead of exile it could be useful for pitching a combo piece out of your hand before casting Doomsday but, exiling a card as the cost just feels bad.
3) Cutting down the already limited pool of creatures from 12 to 10 makes using Diabolic Intent that much more difficult.
4) Are you using Ricochet Trap to target itself with a counter or using it to save an artifact/creature from destruction? Casting for 3 CMC seems heavy for this deck for a spell that isn't a board wipe. Using it as a counter spell target seems okay since it's just R to cast but, I would run Defense Grid over Ricochet Trap all day long. Defense Grid also has the added bonus of adding to Metalcraft for Mox Opal.
1 week ago
One of my favourite things I noticed when Jhoira came out was the interaction with Retraction Helix. With Jhoira, paradox Engine and any 0-cost artifact (preferably a Mox Opal or Mox Amber, it makes infinite mana and infinite draw.
It's just a thought for your deck, but it definitely finds its place and earns its keep in mine.
2 weeks ago
ok, so first thing's first, your commander doesn't help at all with what the deck wants to do, combo off. He's way too expensive, offers little to no utility, and is all around bad. If you HAVE to stay in esper even though Breya gives you exactly what you want and red is a good color, I would recommend playing Zur the Enchanter as your commander. he is typically the go-to for esper colors. the best part about him is that he is relatively inexpensive, and doesn't requite a buildaround. All you need for him to be worth it is a few enchantments you should have anyway, things like Necropotence, Mystic Remora, Rhystic Study, etc, all provide fantastic card advantage and utility to the deck.
Tolarian Winds: this card is a worse Windfall, because normally you don't want to replace a full hand, but rather fill an empty one. windfall does this very well and messes with opponents the same way winds does.
Demonic Tutor: tutors are very good in combo decks. nuff said
Enlightened Tutor: your combo is made entirely of artifacts, why aren't you running this?
Mystical Tutor: good card
Ad Nauseam: once you get your average cmc down by like 1.75, this card is a 5 mana instant speed draw lots.
Draw enchantments (Necropotence, Mystic Remora, Rhystic Study): These are stables in any UBx EDH deck. all of them are good at almost any point in the game, and they all draw TONS of cards, with Necropotence drawing the most and sometimes digging straight to the combo.
Mana Rocks: These are pretty cost restrictive but things like Mana Vault, Mana Crypt, Mox Opal, Chrome Mox and friends will help you keep the value train going after you draw tons with spells or wheels, and sometimes allow you to win on the same turn.
Laboratory Maniac + Demonic Consultation: the way this works is that you play laboratory maniac and then play consultation naming something that isn't in your deck to mill your entire deck and win the next time you draw.
Thanks for reading this wall of text, feel free to ask me any questions!