Mox Amber

Mox Amber

Legendary Artifact

: Add one mana of any color among legendary creatures and planeswalkers you control.

Latest Decks as Commander

Mox Amber Discussion

plakjekaas on Your Favorite Plays

1 week ago

Turn 1: Rograkh, Son of Rohgahh (commander) + Darksteel Citadel + Mox Amber + Colossus Hammer + Masterwork of Ingenuity copying the Hammer

Turn 2: Plains + Ardenn, Intrepid Archaeologist (other commander), go to combat, equip both hammers for free and swing in for 20 commander damage.

multimedia on The Great Dreamer

1 week ago

Hey, interesting version with Dark Suspicions like effects.

Consider cutting some of the lesser sea monsters for more ramp and some more setup for Runo?

Isleback Spawn and Inkwell Leviathan have shroud which prevents them from being targeted by Krothuss to be copied. Lorthos, the Tidemaker, Tromokratis, Charix, the Raging Isle are legendary and copies of them don't give you any value when they're created thus you don't really want to copy them. Even with Sakashima of a Thousand Faces you have better legendary sea monsters here and Krothuss is really the target to be copying when you control Sakashima.

Since not playing any 1/1 creatures then Heartless Summoning is good ramp for sea monsters. Having lots of high CMC sea monsters stuck in your hand/unable to be cast can be a problem. Brainstorm, Frantic Search and Windfall can help when this happens and to setup Runo. Scroll Rack is more expensive price, but has a really helpful repeatable effect.

Another reason other than ramp to add more two drop mana rocks as well as Everflowing Chalice is to have more chances to combo with Hullbreaker Horror + Sol Ring. Mana Crypt, Mana Vault, Mox Amber (when you control Krothuss or Runo) are more expensive price mana rocks that combo with Hullbreaker.

Good luck with your deck.

TypicalTimmy on Why Do Some Players Dislike …

3 weeks ago

My general build is as follows, and let's pick on Jund, assuming EDH.

This is the more budget friendly version. If I'm building a more competitive deck, some swaps I make in place of Coldsteel Heart, Fellwar Stone, Mind Stone and Coalition Relic are the following;

And if I play outrageously high curves, like MV average +4.5, I make room for all 14. Some decks run 30+ mana sources because I have enormous plays to make and that's how I stay ahead of the game. Everybody laughs when you spend 3 turns casting nothing but rocks and dorks, but nobody's laughing when the table is cleared and the game is won on Turn 6 - turn 8.

And the nice thing is that in the event of a Cyclonic Rift, you can generally pay mana to get mana and dump your rocks on the field and keep your hand. Takes a turn to recover, but you skip discarding down to hand size.

Less colors = less signets = more moxen

I don't play 4-5 colors. Too much balancing to consider. I ran a 5c Golos God tribal deck and hated it. Could never land enough permanents to hit devotion quick enough. Ended up a sitting duck for like 6 or 7 consecutive turns, then I'd finally get a few Gods online and would be forced to hold them up as blockers.

Then Golos got banned, lololol

multimedia on Runo stormkirk duel wielding sea monsters

1 month ago

Hey, good first draft. I'm having a lot of fun with Krothuss; Runo is just along for the ride.

Your deck doesn't have a Commander. In the deck editor after Runo Stromkirk text add CMDR.

1x Runo Stromkirk (DBL) *CMDR*

When you save and return to the deck Runo will be the official Commander with it's own category and card image.


Consider cutting a few lands: Temple of the False God and some basic lands, for some more cards to help setup Runo to transform?

Hullbreaker Horror is a new Kraken who has great interaction with Krothuss. Hullbreaker + Sol Ring + Mana Crypt is infinite colorless mana by bounce/cast each of these mana rocks. Hullbreaker + Sol Ring + Mox Amber is infinite colorless mana as well as blue/black mana if you control Runo or Krothuss. If you control token copies of Hullbreaker then these combos can bounce all your opponents nonland permanents and keep doing this on your turn to lock your opponents out of having nonland permanents as well as clear the battlefield of blockers to attack.

Wonder is powerful for Kraken who don't have evasion such as Hullbreaker, Spawning Kraken, 9/9 Kraken tokens, etc. An effect to give all creatures you control flying is needed with Stormtide Leviathan. Buried Alive can get Wonder as well as two other creatures you want to reanimate or help to transform Runo.

Vile Entomber has Entomb which can be helpful with Krothuss. Vile can first support to setup Runo then when Krothuss/Vile attack make a token copy of it to get Wonder while in combat. Baleful Strix is a good Dimir creature and can be repeatable draw with Krothuss. Mutate Strix with Sea-Dasher Octopus on top for a draw engine with Krothuss.


Some upgrades to consider:

Good luck with your deck.

abbatromebone on Lurrus Jeskai Scepter

2 months ago

You can always just have bounce affects for non-cast spells, containment priest also does well. You could also just try supreme verdict or even a Engineered Explosives. I dont recommend tri lands as they enter tapped which makes things harder for you. The only tapped land id recommend is Celestial Colonnade. The control shell really makes the deck more powerful.

  • As for the changes id recommend going down to 2 Dragon's Rage Channeler, and cutting delver. 4x Emry, Lurker of the Loch seems much better. A spicy Thassa's Oracle might be possible elastically if you have remand plus scepter.
  • Ive seen some decks run Unholy Heat which might help you out.
  • some decks run Mox Amber but only do that if you have 8 legendary cards in deck.
  • Serum Visions can also help you get the card advantage you need to win match ups.
  • Underworld Breach could help you recycle your burn spells to give your deck reach.
  • Mana is hard i wouldnt run more than 3 basics. Maybe even 2.
Here is a side board you might want to consider, i put the prices by the cards incase you wanted to look it up. (tapped out isnt always accurate in that regard). Sideboard [15] 1 Prismatic Ending $5.49 1 Blossoming Calm $0.25 1 Sunset Revelry $0.69 1 Torpor Orb $20.99 1 Monastery Mentor $18.99 2 Defense Grid $22.99 2 Blood Moon $19.99 2 Flusterstorm $37.99 2 Tormod's Crypt $0.49 2 Wear/Tear $3.49

ProfEdelson on Heliod-Ballista Companion

3 months ago

I like this idea, unfortunately 2 problems (which you've probably already noticed).

  • You can't play Urza's Saga in a deck with Zirda, the Dawnwaker because it doesn't have any activated abilities (until the first chapter triggers)

  • Zirda won't find Walking Ballista because it doesn't have the specific mana cost of 0 or 1. Mana cost and mana value are not the same thing, so in this case, if you chose not to use Zirda you could still find Mishra's Bauble or Mox Amber with the saga

TypicalTimmy on Where do you personally draw …

3 months ago

My general strategy is to have more spells than the table has removal. I don't worry about one or two people holding up a counterspell or a path to exile. Similarly, I tend to not worry about their plays either.

I get my stuff out faster than the rest of the table, then overwhelm with a force they can't hope to stop.

This tends to make all of my decks very heavily reliant on combat damage and combat tricks, but there are ways to mix that up. In my aforementioned Lathliss deck, I have a bit of cruel control such as with Mudslide and Citadel of Pain, as well as Blood Moon and some others.

Then I passively create damage via Chandra, Awakened Inferno, Impact Tremors, Dragon Tempest, Warstorm Surge, Scourge of Valkas, Terror of the Peaks, Purphoros, God of the Forge and more. Also Sarkhan the Masterless

Ramp, I've got Mana Crypt, Ancient Tomb, Sol Ring, Arcane Signet, Mox Amber, Chrome Mox, Mox Tantalite, Mox Diamond and other staples.

Even cost reduction via Ruby Medallion, cloudkey, Urza's Incubator, Herald's Horn, Dragonlord's Servant and Dragonspeaker Shaman.

I can cheat via Sunbird's Invocation, Lukka, Coppercoat Outcast and Purphoros, Bronze-Blooded - who also serves as a haste enabler on top of like the six other haste enablers in the deck. Oh and Spinerock Knoll.

It even has recursion. For example, Haven of the Spirit Dragon, Vesuva and Thespian's Stage.

...it's like a $1,000 deck... For a $4 Commander, lol

Beware on Black Bolt | Athreos, Shadowborn [PRIMER]

5 months ago

There’s a lot of great interactions you’re missing here. Mortal Combat, No Rest for the Wicked, Black Market

I also don’t think this deck really even wants Sol Ring. Black mana is so deeply essential here the only situation where sol ring is useful is powering out Thrumming Stone.

Mana Confluence is a pretty weak choice of land considering the sheer amount of mana this deck needs. Expedition Map also feels like a wasted slot and should likely just be another apostle. Mox Amber is all kinds of mediocre imo. Same with Sol Talisman. Sure playing demons early is nice but will almost never actually win you the game.

Dark Confidant is unnecessarily risky when you’re running a bunch of expensive demons and angels, especially when Black already has access to large amounts of card advantage.

I also like having some kind of backup to avoid getting my apostles Pithing Needle. I chose Mirror Entity but there are plenty of other alternatives.

I’ve played this list off and on since the printing of Shadowborn Apostle:

https://tappedout.net/mtg-decks/atheros-god-of-wifi/

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