Mox Opal


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions Mythic Rare
Modern Masters 2015 Edition Mythic Rare
Scars of Mirrodin Mythic Rare

Combos Browse all

Mox Opal

Legendary Artifact

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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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -4%

44.09 TIX $41.43 Foil


Mox Opal Discussion

Winterblast on 5 color Reaper King Superfriends

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.

Winterblast on Please Hold (Oloro Stax)

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.

I would also Play Talisman of Dominance and Talisman of Progress, Coalition Relic too (maybe instead of the Signets because they can produce mana themselves without paying 1 first).

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.

mtgplayer100 on Eggs!

1 week ago

Yes, serum instead of Sleight of Hand. To make Scrap Trawler real good, you need Mox Opal as well. I suggest you cut the baubles and flasks for them, since they're only good when your comboing off.

As for the sideboard, Leyline of Sanctity is a real good one to have against discard.

Winterblast on Hapatra, Stax of Snakes

1 week ago

This looks like a great way to use this new 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.

xyr0s on Omen Burn Machine V.1

1 week ago

Mine was in scars/zendikar standard, so I had Tezzeret to give card advantage, Preordain, something that could proliferate, Everflowing Chalice, Sphere of the Suns, Mox Opal, Wurmcoil Engine, and gods know what else. But the format was slower (I didn't get to play any real competitive standard at the time - I just started playing then), so it was easier to get away with durdling for a couple of turns. the whole idea was to kill and counter creatures if necessary (Doom Blade and Mana Leak were both in the format), until I could play omen machine. Tezzeret could make a random artifact (like something that had been used for ramping) into a 5/5 creature, or give card advantage (he doesn't draw, but searches for cards). Probably it would be good to play Serum Visions to get a bit of control over, what you get to play for free and when.

But I'm not sure that Omen Machine is as good in current day modern, as it was back then in standard, as card draw is much less of a thing. Decks like burn or infect do not draw any extra cards - you get to change their sequencing (drop a card in the draw step), but nothing really important. Thought-Knot Seer gets randomly better/worse with omen machine. Since you can't draw cards, its leave-the-battlefield trigger is irrelevant.

Zillabrony13 on That'll be one Zirilian dollars, please.

2 weeks ago

Also, take out a lot of your ramp. 8-12 ramp cards are recommended for most EDH decks and 24 ramp cards are way too much in my opinion. You cheat your dragons into play most of the time. Take out Braid of Fire, Caged Sun, Coalition Relic, Commander's Sphere, Darksteel Ingot, Everflowing Chalice, Fellwar Stone, Fire Diamond, Gilded Lotus, Mana Vault, Mox Opal, Star Compass, Thran Dynamo, and Worn Powerstone. If you add in Sword of the Animist and Solemn Simulacrum, that brings you down to 12 ramp cards, 3 of which double the mana your Mountains produce and two of which are lands that don't take up spell slots.

Winterblast on Why not Cthulhu?

2 weeks ago

I personally haven't built an Animar deck yet but I would try to go for an aggro/combo deck. As a general idea I would say you only need: artifact/enchantment removal that are NOT implemented on a creature (because of Humility and Torpor Orb for example), a good amount of spells that prevent opponent's spells in your turn (Dosan the Falling Leaf, City of Solitude, Leyline of Lifeforce, Vexing Shusher and maybe the new prowling serpopard from Amonkhet), a method to get counters on animar very fast, massive card draw and tutors, (mostly) colorless big beaters. Everything that doesn't fall into one of these categories can be considered for cutting imo.

Coiling Oracle, Wall of Blossoms would be cool for card draw upon entering, even better with cloudstone curio and aluren (which would be an infinite Loop then, drawing your whole deck if you want). On the other Hand the gearhulk, nyela, urzas incubator...well, cards like these don't do much and they are slowing down your deck. I would also reconsider using those mana makers that cost 2 mana to play - too slow imo. Rather use artifacts, such as Chrome Mox, Mox Diamond, Lotus Petal, Mana Crypt...with a lot of colourless creatures also Mana Vault and Grim Monolith with Voltaic Key (Trinket Mage to search for it and other useful stuff), Mox Opal is also possible then. the great aspect is they don't have summoning sickness and you can get your eldrazi titans out, even if your animar doesn't survive Long enough. you could indeed remove quite a few of your slower mana creatures in exchange and speed up your deck alot.

BrandonMurrayBMM on Sram, Senior Edificer | Equipment Voltron

2 weeks ago

Sorry but there is no reason not to run the 0 drop equipments. It makes your deck a 93 card deck and in a 99 deck format, that's relevant. Their effects are relevant in combat and certainly not useless at all or you must not have played enough Sram. Extra toughness and vigilance matter the most but drawing cards is good regardless. The deck isn't cheerios just because if you run them, you run them because they are good. They are also are broke with Golem-Skin Gauntlets and Puresteel, like most things are. Same with Flagstones of Trokair, Eiganjo Castle, and of course fetches. You run significantly worse land so there is no reason these shouldn't be in over them and yes fetches do help deck thin and do matter with Sun Titan. You should run them. The other 2 swords are still 100% good enough to run and space should be made for them. Flickering Ward is insane and I'd find room for it and Angelic Destiny as well, probably only other aura worthwhile. Skullclamp is broken and should be ran. Dispatch is arguable better than Path as you will almost always have metalcraft which is helped by the Ancient Den and Darksteel Citadel you "dismissed" and aren't running. With those, Mox Opal should be run as it's essentially Mox Pearl. I'd also suggest Mana Vault and Grim Monolith. And the land destruction like Armageddon and Ravages of War are needed and once again combos with Flagstones and Darksteel Citadel. They allow you to control the table and actually kill 3 other players with the time provided or secure your win in a 1v1. Nearly every card in your notable exclusions are great and 100% usable. They certainly should be run, but you come off arrogant when dismissing them for no good reason other than "I dont wanna play these cards because I can't evaluate cards", not to mention you are handicapping yourself while doing it.

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