Hello and welcome to Daily Commander!
Today we are going to be talking about Monoxa, Midway Manager!

Monoxa is a four mana 3/3 with whenever you roll a 3 or higher Monoxa gets first strike, 4 or higher menace, and 5 or higher lifelink and paying six mana to roll a six sided die.
Our first Unfinity Commander, which has quite a few Commander legal cards, a Commander that focuses on dice rolls is not the most unusual theme and there just so happens to be some cards that can make all of Monoxa’s abilities to become active.
We just need to remember that Magic introduced ways to roll dice bigger than a d6.

Adventures in the Forgotten Realms introduced dice rolling into black bordered Magic and Commander Legends: Battle for Baldur’s Gate expanded on that by adding a variety of other dice sizes.
It is very much based on variance, but that is sort of the point with rolling dice. We just need to be better prepared for when we roll the dice so that any potential negative effects are mitigated to the best of our abilities.
Barbarian Class is an auto include because it allows us to control variance to a certain degree by allowing us to roll an additional dice and ignore the lower roll, which tend to have less than stellar effects.
If coin flip decks can have Krark’s Thumb, then dice rolling decks can have this.
Not only that, but if we include Critical Hit in the deck then we can give Monoxa double strike and if we roll a natural 20 then we get the card back in the hand, which makes Monoxa much more of a lethal threat in terms of Commander damage.

Now that we have better control of variance, how can we make the most of it? Well the cards that feature dice rolling are varied in their options and results so we have a lot to play with.
Thunderwave can be an expensive Pyroclasm, or it can be a used as a method to clear the field for Monoxa to make a clearer attack.
There is Treasure Chest that can act as ramp, draw, or a powerful artifact tutor if the dice rolls are favorable for us, Earth-Cult Elemental can be an edict effect or a double edict effect, and Nothic can be decent card advantage to a potential full grip of new cards when it dies.
I cannot stress that this is all based on the random variance which is not the most fun thing to play with, but it can be rewarding when it all goes well.

How we win is very much based on the bigger things that we can get into play. Delina, Wild Mage is a potential win condition because it can create a token copy of any of our creatures, Monoxa being the ideal target because the copy is not legendary.
If we roll high enough with Delina then we can do this for a long chain of tokens and deal damage with an army of first strike, menace, and lifelink Monoxa tokens, which becomes more reliable if we have Barbarian Class.
If you’re feeling really daring then we can potentially go try to win with The Deck of Many Things and if we have no cards in hand then we can reanimate an opponent’s creature that when they die, the owner of that creature loses the game.
This is more unreliable and luck based, but that’s the name of the game.
If you have some money to spend, then the Ancient Copper and Ancient Brass Dragons can close out a game by either giving you a bunch of Treasure tokens or reanimating a bunch of your opponents creatures onto your side of the battlefield.
If you manage to have a Delina, Wild Mage out and copy these Dragons, then you can sweep the game in a timely manner.
Monoxa is a random deck that plays with a bunch of cards that are high variance and can prove to be annoying to track and play with and against, but it is a deck that I think is fun for a more casual group.
If you want a Commander that changes up your normal play style and want to have fun and have the chance to maybe win a game or two, then Monoxa is an option to take.
Thank you for reading, see you tomorrow on the next Daily Commander!
Peace,
From, J.M. Casual





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