bolt Game Changer on the MTG Commander Game Changers list
Chrome Mox card art
Live Play Data

Chrome Mox

{0} · Artifact · Double Masters (2XM)
5%
Live Inclusion
Times Brought
1625
Decks Running
847
Median Cast Turn
3
Drawn → Played
76%
Format

Chrome Mox appears in 5% of multiplayer Commander decks tracked on Playgroup Live. When drawn, it reaches the battlefield 76% of the time, with a median first-cast turn of 3.

Chrome Mox sits in 5% of the 16624 tracked Commander decks on Playgroup Live, appearing across 847 distinct lists. For a zero-mana artifact that demands a card-disadvantage trade at entry, that adoption rate reflects a specific strategic choice: speed over parity.

The draw-to-play figure tells the clearest story. 76% of drawn copies reach the battlefield before the game ends, and 72% of those are cast on the same turn they are drawn. Players are not holding Chrome Mox in reserve. The median first-cast turn of 3 confirms that the imprint trigger fires early, long before the exiled card's value would otherwise be realized.

Chrome Mox is banned in Modern, Duel Commander, Historic, Brawl, and several other formats, but remains legal and unrestricted in regular Commander. It lands most heavily in competitive-leaning pods where a free mana on turn one outweighs the cost of exiling a spell. The commander distribution on Playgroup Live reflects that: five-color good-stuff, artifact synergy, and fast combo commanders dominate the top slots.

At a glance
  • 5% of tracked multiplayer Commander decks include Chrome Mox
  • 76% of drawn copies reach the battlefield before the game ends
  • T3 median first-cast turn, early by any Commander standard
  • 72% of cast copies hit the table the same turn they were drawn
  • 76% battlefield stickiness once Chrome Mox resolves
  • 479 distinct players have brought Chrome Mox to a tracked game

First-cast turn

n=323
33%
T1
8%
T2
10%
T3
13%
T4
12%
T5
20%
T6-9
4%
T10+
Median 3 P25 1 · P75 5 · max 19
Cast same turn as drawn 72%

The "good card" funnel

1625 brought · 479 players
Brought to game
1625
Ever drawn
425
Reached battlefield
323
Still on board at game end
245
76%

Of 1625 Chrome Mox copies brought to games, 425 were drawn and 323 of those were cast, with the majority surviving on the battlefield through the end of the game.

≥ +1.1pp

Players who cast this card win 33% of the time (n=279) , vs 27% when it never left the library (n=955).

When players drew this card but left it in hand, they won 35% (n=89) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.

Observed gap +6.6pp; 95% confidence interval +1.1pp to +12.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

476 instances
4.8%
Library
51.5%
Battlefield
17.2%
Graveyard
7.1%
Exile

Most Chrome Mox copies end the game on the battlefield, which is unusual for a singleton and reflects both its early deployment and high stickiness once it resolves.

Commanders that played this card

in tracked games

The commander list spans five-color good-stuff, artifact combo, and mono-color aggro, showing Chrome Mox earns its inclusion across a wide range of archetypes rather than concentrating in one niche.

Card text
Chrome Mox card

Chrome Mox

{0}
Artifact
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand. {T}: Add one mana of any of the exiled card's colors.
Double Masters (2XM) · Mythic · Illustrated by Volkan Baǵa

Frequently Asked

How often is Chrome Mox drawn in a Commander game?
Across 1152 tracked multiplayer games where Chrome Mox was in the deck, it was drawn 26% of the time. That is consistent with a low-cost singleton in a 100-card deck. Of 425 instances that reached a player's hand, 76% were cast before the game concluded. The remainder is largely a game-length effect rather than a deliberate choice to hold the card.
What turn does Chrome Mox usually land?
Median first-cast turn is 3, with the distribution peaking hard at turn 1. That opening-hand cluster is the whole reason players include a zero-mana mox: it functions as accelerant on the game's very first turn, letting pilots deploy their commander or a key spell one full turn ahead of schedule. Casts in turns 4-5 represent later draws where the free mana is still welcome but less transformative.
Does casting Chrome Mox correlate with winning?
On Playgroup Live, 33% of participations where Chrome Mox was cast ended in a win for that player, versus 27% when it stayed in the library. The +6.6-percentage-point gap is a directional early signal only. Both sample sizes are meaningful, but the confidence interval crosses zero, so read it as consistent with a positive effect rather than proven lift. What is clear: decks running Chrome Mox are not losing more often when they draw and cast it.
Is Chrome Mox banned anywhere?
Yes. Chrome Mox is banned in Modern, Legacy's sister format Duel Commander, Historic, Brawl, and The Lord of the Rings format. It is legal and unrestricted in regular Commander, Vintage, Legacy, Timeless, Gladiator, Oathbreaker, and PreDH. The Modern ban reflects how dominant zero-mana acceleration is in shorter formats. Commander's slower games and 100-card singleton construction soften the card slightly, though it remains one of the format's faster mana pieces.
How concentrated is Chrome Mox data across players?
479 distinct players have brought Chrome Mox to a tracked game on Playgroup Live, and the single heaviest contributor accounts for 4% of all instances. That spread is healthy: no one player is driving the numbers, and the draw and cast patterns hold across a broad pool. This makes the directional signals more credible than a card dominated by a single frequent player.
Why do so many different commander archetypes run Chrome Mox?
Chrome Mox has no color identity restriction of its own, so it slots into any deck. Its value scales with how much the deck needs speed: fast combo and storm lists prize it most, but midrange artifact synergy decks and high-power good-stuff commanders also benefit from floating a colored mana on turn one. The top-commander list on Playgroup Live spans five-color good-stuff (The Ur-Dragon, Esika, Kenrith), artifact combo (Urza, Kinnan), and mono-color aggro (Krenko, K'rrik), showing Chrome Mox earns its slot across very different game plans.