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Monoxa, Midway Manager

Monoxa, Midway Manager

Legendary Creature — Vampire Employee

Monoxa wants a deck that loves coin flips, dice rolls and wild surprises. Its deck may only use black and red cards, plus colorless ones.

  • Mana cost2 genericblackred
  • Black, Red ()
  • Power / toughness3 / 3
  • RarityUncommon

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.

6 generic: Roll a six-sided die.

Build a deck with Monoxa Find it in the app

Archetypes

Cards That Fit Monoxa, Midway Manager

Picked for what they do in Monoxa's deck. When two cards do the same job, the one with the lower comes first. All of them fit Monoxa's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Monoxa, Midway Manager does6

The 6 Cards

Rulings for Monoxa, Midway Manager

explain how Monoxa works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 7 Oct 2022

Each die is identified by the number of faces it has. A six-sided die is a die with six equally likely outcomes: 1, 2, 3, 4, 5, and 6. The roll must be fair. Although physical dice are recommended, digital substitutes are allowed except in cases where the physical die is required for the effect.

Wizards of the Coast 7 Oct 2022

If a die is rerolled, the original roll essentially never happened: it doesn't cause any abilities to trigger, and no effect that cares about die rolls will consider it.

Wizards of the Coast 7 Oct 2022

If an ability triggers "whenever you roll a die," it will trigger whenever you roll any die, including the planar die. This is a change from previous Un- rules. Some abilities use the result to determine part of the effect. If you get a non-numerical result (currently just the planar die, but the future is long), that part of the effect won't do anything.

Wizards of the Coast 7 Oct 2022

Results can be numbers not ordinarily possible on a six-sided die. Spells like Scooch can change the result to 0 or 7, for example.

Wizards of the Coast 7 Oct 2022

Some effects may modify the result of a die roll. This may be part of the instruction to roll a die, or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications.

Wizards of the Coast 7 Oct 2022

Something in the game must tell you to roll a die. If you roll a die for any other reason (to simulate a coin flip, to choose pizza toppings, to create alternate timelines), that roll doesn't count.

Wizards of the Coast 7 Oct 2022

The die roll caused by the activated ability has no inherent effect: you just roll a six-sided die, but any ability that triggers whenever you roll a die will trigger. Abilities that trigger whenever you roll a specific result, such as Monoxa's first ability, may also trigger.

7 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Monoxa, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBRPlayers write colors as letters: B for black, R for red.ChaosChaos decks fill the game with random effects like coin flips, dice rolls and random swaps, so nobody's plan goes as expected. It is built for fun and big stories more than for winning quickly.Open the Chaos pageCoin Flip / Die RollLeaves part of the outcome to chance: a coin flip, a die roll, or a choice made at random. A flip that can only hurt you, like the one on Mana Crypt, does not count, because no deck is built around it. Ancient Copper Dragon, Delina, Wild MageOpen the Coin Flip / Die Roll pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink page