|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Modern Masters 2015 Edition (MM2)||Mythic Rare|
|Scars of Mirrodin (SOM)||Mythic Rare|
|Promo Set (000)||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.
|Want (9)||arcticape85 , Harlekin42 , BocaHawkish , AsteMace , rakshasa86 , HuskyMatusky , littlesniperman , TheBawzz , TwoWieners|
Mox Opal Discussion
4 days ago
I'm afraid I don't have anything constructive to add beyond what SynergyBuild said.
4 days ago
I'm trying to build an hardened scales deck. Sadly I can't and I'll never be able to afford any Mox Opal . I already own almost all of the cards and I'm looking for a budget replacement for MO. I know it will never be the same power level, so please avoi comments like "don't play the deck without it" or "there is no replcement". One thing I was thinking is Mox Tantalite .
6 days ago
Hey man! I have a few suggestions; feel free to ignore any/all of them.
In Vintage, there's an idea called 'Xerox.' This refers to replacing a small portion of your land-base with low-cost cantrips, which can help you find lands if you need them, or dig you past them if you don't. The best ones currently available are Ponder , Preordain and Brainstorm ; I suggest you at least run Ponder and Preordain instead of two Snow-Covered Island s. The reason I'm not so adamant about Brainstorm is that, sans land-based shuffle effects, you're very likely to get stuck with cards you don't want on top of your deck a good amount of the time. If you want to run it, I suggest running at least four fetch lands (like Prismatic Vista or Flooded Strand ). Other cantrips to consider are: Sleight of Hand , Impulse , Serum Visions , Opt , etc.
I don't know how this deck plays, but I do not think the Urza's lands are very good in EDH. It takes some effort to assemble tron in a four-of, sixty card format like modern; in EDH, getting all three of these specific lands can be a huge amount more trouble than it's worth. I suggest just running basic Island s instead, since these produce blue mana and don't die to your own Back to Basics or an opposing Blood Moon / Ruination / Wasteland .
I don't know what the budget on this deck is, but since you're running Power Artifact , I assume it's high. I suggest running Grim Monolith in addition to your Basalt Monolith -- the Power Artifact -combo still works, and this one has the advantage of being mana-positive if you cast it early game.
Mox Opal is really good. It's about $100, but in an artifact deck it is always an all star. If able, run it; if you can't but your group allows proxies, print one out.
I don't think the Darksteel Forge -with- Nevinyrral's Disk combo is very good. It's a lot of mana to get online, and your opponents will have a turn to react (since Nevinyrral's Disk ETBs tapped). I think more mana rocks, like Mind Stone or Everflowing Chalice , are probably better. Especially since you already have Cyclonic Rift with a Mystical Tutor to get it.
Since I've never played with this list, I don't know exactly how the games will go. However, if you find them going long frequently enough (maybe around 50% of the time), you may have some luck with Muddle the Mixture as a tutor. Normally, I dislike this card, as the transmute ability is only sorcery speed and three mana can be a lot to pay. However, it gets so many pieces of your combos, I think it may be worth including; it can fetch up Isochron Scepter , Dramatic Reversal , Power Artifact and (if you should choose to run it) Grim Monolith . It also can get non-combo cards like Cyclonic Rift in a pinch.
There're some cool U artifact tutors to consider. If you want cards on par with your Power Artifact , Transmute Artifact is a pretty busted card that'll grab your combo pieces when you need them. (Side note: Basalt Monolith also goes infinite with Rings of Brighthearth ; idk if you want to run it, but I figured I'd mention it.) Reshape can be a redundant, if significantly less powerful, Whir of Invention .
You may benefit from two or three more mass card-draw effects. I think you should run either Treasure Cruise or Dig Through Time (but not both, since delve can get in its own way), as well as one or two other spells like Fact or Fiction , Thirst for Knowledge , Chemister's Insight , etc. Notice that, except for Treasure Cruise , these are all instants.
I think you may have overlooked Spell Snare as a counterspell. I think this card is, in general, highly underrated in EDH; however, I think it would be especially good here. It is a hard counter for a very frequent CMC, and can easily get rid of an unwanted Demonic Tutor , Sylvan Library or Cyclonic Rift . Better yet, it counters Null Rod , Collector Ouphe , Stony Silence , Kataki, War's Wage , Gaddock Teeg , Thorn of Amethyst and Lavinia, Azorius Renegade . It's cheap enough that leaving up mana for it isn't a problem, and it can keep you from getting hosed pretty well.
1 week ago
1 week ago
This is not bad looking... Highly competitive is probably a bot of a stretch, but not bad.
You could turn it into a Hardened Scales Affinity deck, that would be a huge upgrade, but I can understand wanting to avoid being too artifact heavy. (And buying Mox Opal s.)
As it stands now, your sideboard needs a lot of work.
The main thing you should focus on when making a sideboard for a fair, uninteractive deck, is how you plan to avoid losing to unfair decks.
Then preparing for your worst fair match-ups, and just answering things that are hard to beat.
1 week ago
Hey man! Grixis is fun. I've got some thoughts... feel free to ignore any/all of them.
Your mana base is better than most, but it can still use some work. Consider City of Brass and Mana Confluence . Paying one life for an ETB untapped, chromatic land to generate mana is a great rate, and these two are functionally a second and third command tower. Generally, the one life cost-to-activate is irrelevant.
Similar to your land-base, mana rocks are a great way to hit your colors and ramp yourself faster than your opponents. Since you don't have access to dorks, you need to consider more two-mana mana-rocks; these are, in my experience, vastly superior to three-mana rocks. Consider running a few of the following: Talisman of Indulgence , Talisman of Dominance , Talisman of Creativity , Fellwar Stone , Arcane Signet , Mind Stone , Prismatic Lens and/or Coldsteel Heart . The diamonds ( Sky Diamond , Charcoal Diamond and Fire Diamond ) are really just worse Coldsteel Heart s. If you wanna go and bust the bank, Grixis decks often have the critical mass of artifacts necessary to make Mox Opal good; Mox Diamond and Chrome Mox are also great. Also Mana Crypt .
In general, one-for-ones like Hero's Downfall and Dreadbore are not going to be powerful enough in a format like EDH. You have three times as many opponents, meaning you're facing approximately three times the number of cards you yourself have available. So you're probably going to want to be able to remove multiple threats with one card -- this is part of the reason Wrath effects are so good. I like that you're running Damnation ; consider Toxic Deluge as another, similar effect that dodges Gaddock Teeg 's restrictions. I've always been a big fan of By Force as mass artifact removal, and Cyclonic Rift is always worth including. Finally, Fire Covenant is a great piece of mass spot removal.
One card especially good with Cyclonic Rift is Windfall . Pairing Windfall with a Narset, Parter of Veils (which I think you should definitely run) leads to instant fun. More generally, mass, repeatable card-draw and/or selection is a great thing in EDH and decides most games. Phyrexian Arena is probably the most common way to generate card-advantage in black, but also consider Graveborn Muse , Treasure Cruise or Dig Through Time (I don't recommend both, as delve can get in its own way), Fact or Fiction , Painful Truths (which is quickly becoming one of my favorite cards), Faithless Looting , Dack Fayden and the like.
Adding more cards to your counter package seems like a plausible route for improvement. If budget is no object, Mana Drain and Force of Will are the two best counters available. Also consider Force of Negation , which is excellent against combo decks, Dispel , which is great against Ad Nauseam decks, Pyroblast , which is good usually against at least one or two of your opponents and (on the off chance you run Dack Fayden and ult him) can steal a permanent, Flusterstorm , Spell Snare , Spell Pierce and other such cheap 'n efficient counter spells. If you want to go REALLY deep, I've found Counterbalance to be a high variance EDH card that tends to be good more often than not; you're already running Sensei's Divining Top , which is what really makes Counterbalance busted.
Lore-wise, Nicol Bolas is good at enrapturing and manipulating other, lesser creatures. Consider a Mr. Steal-yo-Gurl package, which is both flavorful and powerful. Sower of Temptation and Control Magic can both make opposing Ulamog, the Infinite Gyre s into your own threats; Bribery is similarly busted, and does not risk getting removed by a Toxic Deluge or (more likely) Nature's Claim . Also consider Treachery and Corrupted Conscience .
Since you're in blue, you have access to the best cantrips in magic. I highly, highly recommend running Ponder and Preordain -- These two don't look like much, but they'll dig you to what you need and past what you don't more efficiently than any other card. Brainstorm is also good, but I'd suggest holding off adding it until you get some more fetch lands in your deck. (Fetch lands' shuffle effect will make sure you don't get stuck with two dead cards on top of your deck.) Prismatic Vista and the off-color fetches like Flooded Strand or Verdant Catacombs are good ways to fill this role.
Your general has built-in discard. Another package to consider, therefore, is a Waste Not package. This is a relatively unique package in that it actually does not need the namesake card in order to be good; Raven's Crime , Words of Waste and Syphon Mind are all good in their own right, and made busted when Waste Not is on the field. Stick a Geth's Grimoire in the mix, and you can really go to town (especially with Words of Waste ).
Finally, as a kinda fun-z last suggestion, there's a 'Words' combo I've always liked that you may find interesting -- remember, though, it's really not the best. If you pair Words of Wind with Baleful Strix and a lot of mana, you can repeatedly return Baleful Strix to your hand with Words of Wind 's ability and make your opponents keep returning permanents. This would likely work best if your Omniscience was on the field, as it would end up effectively reading: ': Each opponent returns X permanents they control to their owners' hands.' However, this is likely a win-more type of thing.
There're some cards I think you should consider cutting in order to make room for my above suggestions. Wasp of the Bitter End strikes me as likely too weak in a format with three opponents; similarly, since Toll of the Invasion only hits one opponent, this should likely be considered on the chopping block. I think a boardwipe like Toxic Deluge is probably a lot better than Tyrant's Scorn . Lazotep Plating is probably worse than a regular hard counter. Finally, if you like the idea of artifact-based ramp in (2), thirty-eight lands is too many. I recommend cutting three to five, depending on how aggressively ramp-heavy you want your deck to play.
Right. That's all I got. Good luck!
2 weeks ago
To start with, simply the easiest way to improve the deck is to mainly lower the average cmc of the deck, essentially fewer big spells and more cards in the 1-2 cmc range that interacts with opponents or ramps you into those big spells (or stops opponents from interacting with you). If you get the average cmc down to the low 3's for example you will likely like your games more often. Now just looking at your current list I am pretty sure your goal isn't to be competitive, as it would look quite different.
Urborg, Tomb of Yawgmoth , simple slot, makes all your lands swamps making the coffers better. Thespian's Stage can let you make more cabal themed lands, as does Vesuva , Expedition Map is also really useful in this sense.
Necropotence is powerful draw that you can drop the same turn as your commander. Reliquary Tower can also allow you to avoid the downside of necro, the deck also has many draw engines so running Spellbook effects can be beneficial anyway.
mana ramp/fast mana, the quicker you can get krrick down, the faster you can abuse him. Dark Ritual can let you turn 2 drop him, Fellwar Stone Mind Stone and Thought Vessel are all mana rocks you can run that are not too expensive atm. Mana Vault Mana Crypt Mox Opal etc. are all powerful ramp for mono color decks.
now you have many expensive spells that can either help you win the game or help you live/draw more phyrexian mana, Aetherflux Reservoir does both while also helping push you towards krrick's other ability.
protecting your commander is very important, as 4 mana 6 life is pricy to begin with, Lightning Greaves and Swiftfoot Boots work pretty well, they even let your commander recoup life the turn he comes down. Painter's Servant and Deathgrip with krrick down just reads pay 4 life counter any spell. Cavern of Souls can let him be uncounterable. Defense Grid can let you sit pretty safe on your turn as well.
Now there was a lot more, but brain tired, I don't sub to other's decklists, but upvote the comment or mention me in a comment and I'll usually look again.
2 weeks ago
SufferFromEDHD I just saw this and entirely my bad for some reason i thought i was talking to the poster of this deck list originally but i now see i was not lol. I do really like your deck and its definitely hard on the group slug, i tend to avoid cards that in a way dont let my opponents not play magic, like Blood Moon i think i would rather just have more punishment with things like Manabarbs so they can play and just get really hurt. Also has Mox Opal worked for you? i wasn't sure of including it because of the metalcraft.
Mox Opal occurrence in decks from the last year
All decks: 0.23%
Commander / EDH:
All decks: 0.05%
WUB (Esper): 0.36%