Mox Sapphire

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Legality

Format Legality
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Leviathan Legal
Limited Legal
Oldschool 93/94 Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mox Sapphire

Artifact

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Andramalech on We Have Jund at Home

7 months ago

Balaam__ it's a different culture, a different era, and I can't be mad for how much you enjoyed your experience with the cards when you had them. Like I said, there's something to the nostalgia. I'm sure you're only giving me a hard time though. I'm sure next you'll tell me about how you use your Mox Jet and Mox Sapphire for drink coasters, I'm sure! You're always a hoot man.

nuperokaso on Win Turn 0 vs Yu-Gi-Oh

11 months ago

If you actually playtest the deck, many times your hand is not that great.

  1. 8 of your tutors put the card only on the top of your library rather than into your hand. I suggest you play Demonic Tutor rather than Imperial Seal.
  2. You have problems with color fixing. You end up being unable to play your cards because you don't have right combination of mana. If your plan is solely to play only one turn, then Lotus Petal is better than Mox Jet or Mox Sapphire.
  3. With Dark Ritual and 8 Lotuses, It's reasonable to get to 5-6 black mana. Some 2 Ad Nauseam and/or Yawgmoth's Bargain would improve your consistency.
  4. Ceremonious Rejection looks bad. If your only plan is to play for one turn, play Pact of Negation. You'll save 1 mana and have more possible targets. It's better if you start the game. If your opponent starts the game, Ceremonious Rejection only works if you have Leyline of Anticipation. And if you have that, you should able to win even with Pact of Negation trigger.
  5. Play 4 Gitaxian Probe and 4 Street Wraith. Your deck doesn't care for life, and you need to get your relevant cards.
  6. If you are allowed to play 4 Black Lotus and 4 Blacker Lotus, then I assume anything is playable. If so, you forgot to include the most powerful card in the entire history - Contract from Below

DrukenReaps on Alternate Ban List

2 years ago

I've never really been a fan of the ban list used for commander. I don't think it addresses potential problem cards the right way. There's always going to be a new problem card printed. I also think there's cards stuck on there that use to be scary and just aren't now. Like when Worldfire came off and no one really cared lol. So I wanted to just go through the mental exercise of designing a new ban list. First thing is I wanted to bring back the old "banned as commander" and therefore have 2 ban lists. The argument I heard most against this is that it's complicated but we play the most complex deck design game in MTG. I think people can handle 2 ban lists. For the banned from the 99 part of the list I was thinking I'd focus on fast tutors and fast mana. Like I said there will always be more problem cards. Many that aren't banned are arguably stronger than banned ones currently. For example Godo, Bandit Warlord + Helm of the Host is arguably easier and more consistent than Cromat + Coalition Victory.

So here are the 2 lists, they do not contain everything. Just wanted to start the idea and see people's thoughts.

Banned as Commander- Braids, Cabal Minion Emrakul, the Aeons Torn Griselbrand Iona, Shield of Emeria Leovold, Emissary of Trest

Banned from the 99- Mox Emerald Mox Jet Mox Pearl Mox Ruby Mox Sapphire Black Lotus Channel Sol Ring Mana Crypt Mana Vault Worldly Tutor Enlightened Tutor Personal Tutor Vampiric Tutor Demonic Tutor Mystical Tutor

I would also simply declare that Companion doesn't work in Commander. So you can play your Lutri, the Spellchaser if you so desire. I think this mechanic as a whole was poorly thought out and poorly tested, hence the changes and bans across multiple formats.

trippy_mcfly on Cumly Cube

2 years ago

Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:

REMOVED:

  • Abomination: too weak in power level
  • Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Birthing Pod: synergizes poorly with the rest of the card pool
  • Black Dragon: too weak in power level
  • Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Bloodcurdling Scream: too weak in power level
  • Cavalier of Night: too on-theme for a black card
  • Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Dack Fayden: too powerful
  • District Guide: synergizes poorly with the rest of the card pool
  • Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
  • Dread Reaper: too weak in power level
  • Edric, Spymaster of Trest: too powerful
  • Eviscerator: too weak in power level
  • Grim Strider: too weak in power level
  • Hypnox: too weak in power level
  • Jungle Creeper: too weak in power level
  • Mind Bomb: too weak in power level
  • Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Nicol Bolas, the Deceiver: too weak in power level
  • Nix: too weak in power level
  • Obelisk of Alara: too weak in power level
  • Patagia Golem: too weak in power level
  • Phantasmagorian: too weak in power level
  • Prismite: too weak in power level
  • Rootcoil Creeper: synergizes poorly with the rest of the card pool
  • Shattering Blow: too strong of an answer to the artifact archetype
  • Shatterskull Smashing  Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
  • Smelt: too strong of an answer to the artifact archetype
  • Smog Elemental: too weak in power level
  • Spirit of the Night: too weak in power level
  • Storm Spirit: too weak in power level
  • Tibalt's Trickery: introduces too much variance for an enjoyable experience
  • Unholy Strength: too weak in power level
  • Vampiric Link: too on-theme for a black card
  • Wooded Bastion: this was included on error instead of its Golgari counterpart

ADDED:

jaymc1130 on Just Complaining... lol

3 years ago

Don't think it's you mate, it's almost 10 am my time and I woke up yesterday right around... 10 am. So I'm almost at 24 hours straight messing around on the ole interwebs watching League of Legends playoffs from around the world.

My only real point was that there are reasons why, specifically, Welcoming Vampire couldn't be functionally identical to Mentor of the Meek. If Markov decks had a choice between a Vampire or a non Vampire that do identical things there's no real choice to make, there'd only be one right answer. If the cards do slightly different things then being a Vampire isn't really as relevant, the choice a player has to make is more focused on which type of efficiency they want in that card slot, or, potentially even deciding to run both and then be allowed a choice in game when they decide to tutor it up based on what they need at that moment in that game state.

There are tons of functional reprints for tons of cards, so WotC is certainly willing to print cards of identical powerlevels with slightly different texture or flavor, but it's not something they can do all the time because certain circumstances sometimes need to be considered so that a functional reprint isn't actually just an outright upgrade for a specific archetype/format/whatever.

As for Necropotence, it's not a card that's personally on my list of "completely busted degenerate nonsense". Just the watch list, lol, and it's been on that list going on 3 decades now. You want cards that should never have seen the light of day? Look at Hullbreacher, Opposition Agent, Time Walk, Ancestral Recall, Paradox Engine, and the original Moxen (seriously, why play lands at all if I'm allowed to just run 20 Mox Sapphires instead per the original rules of mtg?).

Tzefick on Shivers, Finicky Fennec

3 years ago

Grubbernaut My point is more that the effect doesn't seem to match up with the intend of the Commander - if I understood the OP correctly. Moreso blue-white isn't really an aggro orientated color pairing.

Zurgo Helmsmasher is a T3 deck on the competitive cEDH scale (at least to some lists), so while building an exclusively 0 MV deck is unlikely a wise strategy for this Fox, there's already Voltron strategies on the competitive scale that seems slower than what you can do here. In the 0 MV spots you can take advantage of cards like Mishra's Bauble, Spellbook, Briber's Purse, Everflowing Chalice, Chalice of the Void, and there's a few more 0 MV artifacts that are decent enough that they wont hinder you much in an aggro shell while providing opportunities to massively grow the fox (not including high priced cards like the Mox Sapphire). Anything past +4/+4 per turn seems too much for a free trigger on a 2 mana card. Include most if not all of the Cycling lands so you can ditch lands for gas if flooded. Blue and the built in card advantage + filtering of the Fox is sure to give you cards in hand to use your mana or keep it open for responses. And blue gives you plenty of ways to avoid combat blocking as an obstacle, so you only really need to mind responding to removal.

And I haven't even thought that much about how to built that deck, so there's probably more you can do. (The more I think about it, the more I actually want to build the deck, just to see what you can possibly do - but I don't think that's the intent of the Commander and I don't actually want this version to see print.)

Obviously Paradox Haze for double the draws, double the counters.

It's definitely not going to be a T1 deck, but are we really trying to make competitive ready Commanders with little thought?

Also how many decks are really winning on turn 3? It's definitely possible, but I doubt it's a majority of the time. I don't have much experience with cEDH, but considering the decks that are put into the top tiers of the cEDH lists, I think it's more realistic to say they end around turn 5-6 on average.

(And if we're talking cEDH you can speed up the clock and cast Fox t1 and attack on t2 for 6+ damage and then again next turn to take that player out most likely and at that point you can possibly clap a player per attack.)

azja on Yuriko: the 忍者 code | Commander

4 years ago

Hey! Your decklist looks great, it has all of the essential parts down pat (cheap/evasive creatures, powerful ninjas and lots of topdeck manipulation). You could definitely play it as-is, even if it's been a while! But I also want to mention some ideas that I have for potential cuts/additions:

  1. Bitterblossom : Earliest it can create a creature is turn 3, personally I found this too slow. I prefer to play an additional enabler instead, such as Ornithopter or Mausoleum Wanderer .

  2. Deep-Sea Kraken : Very unlikely to hard cast, and you can probably win the game before removing all its suspend counters. Instead, you could play Blinkmoth Infusion or Draco , which are equally uncastable, but deal more damage.

  3. Ink-Eyes, Servant of Oni : Definitely one of the coolest ninjas, but just too slow in my opinion. Some ninjas you could replace it with are Throat Slitter , Fallen Shinobi , or Mist-Syndicate Naga .

  4. Conspiracy and Xenograft : I played these for a long time, but ended up cutting them in favour of more extra turn spells, which are more consistent for closing out the game. My favourites to play in Yuriko are Temporal Mastery which can easily be a Time Walk , and Temporal Trespass which can be cast for UUU, but deals 11 damage.

  5. Bolas's Citadel : A bit of a nonbo in Yuriko decks, which generally want to play super-efficient, high cmc spells. I don't have a direct replacement in mind, but I'll include more suggestions at the end.

  6. Massacre and Toxic Deluge : Yuriko needs creatures on the board more than most decks, so I generally don't play boardwipes that destroy creatures. I prefer to play something like Evacuation or Devastation Tide so I don't lose them permanently.

  7. Teferi's Veil : I'm kinda unsure how this synergizes with Yuriko. Could you let me know if I'm missing something? I'm not super familiar with phasing.

Miscellaneous Suggestions:

  1. Universal Automaton : A very simple, yet effective ninja

  2. Deadly Rollick and Fierce Guardianship : Free removal/counterspell as long as you control Yuriko!

  3. Scheming Symmetry : Can win the game before your opponent draws the card they tutored for. Best paired with Blinkmoth Infusion and Draco if you decide to include them.

  4. Curtains' Call and Coastal Breach : I love the undaunted mechanic in Yuriko decks. Heavy hitters that you can cast for cheap.

  5. Force of Negation : Does a reasonable Force of Will impression to get your opponents who think you're all out of answers.

  6. Mox Amber : Acts as Mox Sapphire / Mox Jet as long as you control Yuriko.

  7. Sea Gate Restoration  Flip and Agadeem's Awakening  Flip: Although their abilities are not too relevant, lands that also deal damage with Yuriko are very powerful.

Sorry this got so long, I hope all of my points made sense! Feel free to let me know what you think! Thanks again for the kind words about my primer!

SynergyBuild on Commander Legends Spoilers

4 years ago

Tbh, massive upgrades for my TnT variant in Opposition Agent and Hullbreacher, just a huge difference in power through fear.

Now cracking a fetch is so much worse than just when Aven Mindcensor existed, which I will still run, or when Notion Thief existed wheels or even just some extra draw was scary, Hullbreacher just is so much worse.

I am cutting Smothering Tithe, and I do love that card but it's just bad in comparison, can't pitch it to Force of Will/Force of Negation, 1 cheaper, flash, means I can drop Enlightened Tutor which I didn't love but sorta ran for a few good options, it's easier to get on my current tutor package, and also has flash.

With 4 flash hatebears, all of which are onesided and hates hard on any lists I know of, but is also cheap and the new ones give me huge benefits, I can get draw, tutor my opponents decks, get treasure tokens, cut off my opponents draw, tutors, and all at flash speed. Insanely powerful.

My Urza list is now going to crush with Hullbreacher cutting draw which giving me tons of Mox Sapphires to give me free cards, and Jeweled Lotus is another Black Lotus/Mox Sapphire depewhen it's drawn. Beautiful.

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