
Whenever you roll a 3 or higher, Monoxa gains first strike until end of turn. If the roll was 4 or higher, it gains menace until end of turn. If the roll was 5 or higher, it gains lifelink until end of turn.
: Roll a six-sided die.
Monoxa is a dice-rolling aggro-combat commander that snowballs keyword abilities (first strike, menace, lifelink) as your rolls climb. The deck wants to abuse rolling a d6 cheaply and repeatedly, stacking damage-boosting effects and double-strike to turn Monoxa or a wide board into a lethal threat. Turn to turn you develop ramp and roll-payoffs, then attack while triggering dice rolls to keep buffs online.
Prioritize roll-quality and quantity enablers—Pixie Guide, Barbara Wright, and The Big Idea—to make 5+ rolls consistent rather than gambling. Add cost reducers and ramp (Rakdos Signet, Arcane Signet, Treasure makers) so Monoxa's ability and other activations fire multiple times per turn, then layer in double strike (Grappling Hook, Sword of the Animist-style equipment) and protection like Lightning Greaves. To raise the ceiling further, include a roll-based combo or extra-combat package and tighten the curve with efficient interaction.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (BR), by popularity.