Argent Sphinx

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Rare
Scars of Mirrodin (SOM) Rare

Combos Browse all

Argent Sphinx

Creature — Sphinx

Flying

Metalcraft — : Exile Argent Sphinx. Return it to the battlefield under your control at the beginning of the next end step. Activate this ability only if you control three or more artifacts.

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MM2

SOM

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Argent Sphinx Discussion

_Kane_ on Mairsil, the Pretender

3 months ago

If you're still looking for cuts here are my suggestions.

Overall Ideas: 1. Cut the instants and sorceries. 2. Add better creatures/artifacts with activated abilities.

CUT:

I would look to add more wheel effects to get cards into the graveyard. Although it can feel a little similar to chaos the results are more effective card draw and will fill up your graveyard faster with more additions. Meaning you would fill your graveyard with more potential options for Marsil; and will add more overall card draw potential than the following cards: Probe, Flux, Mystical Teachings, Cathartic Reunion, Careful Study, Gifts Ungiven, Thirst for Knowledge, Frantic Search

Silumgar's Command: There are better creatures/artifacts that can fulfill this role through Marsil and have the additional benefit of being repeatable.

Walking Ballista: 4 mana for a +1/+1 counter is not efficient enough to justify it's inclusion.

Argent Sphinx: I think that relying on Metalcraft in this deck will end poorly in most situations.

Snapcaster Mage: By removing the instants and socrceries Snappy becomes less effective and should be removed.

Galecaster Colossus: Similar situation with this card having no activated abilities, the high CMC, and the ability to only bounce two (with the Colossus and Marsil on the battlefield) non-land permanents a turn doesn't seem worthy of an inclusion.

Decree of Pain: Being in Grixis colors, you have access to more effective card draw and board wipe spells than to justify this cards high CMC even with the cycling component.

Anthroplasm: This card confuses me and I don't understand its use. Care to enlighten me?

Cephalid Coliseum: You have access to better card draw that is repeatable.

Hammer of Purphoros: Unnecessary haste inclusion.

ADDS:

Basalt Monolith: All the ramp. None of the draw backs.

Hateflayer: BOOM, goes the dynamite.

Pili-Pala: The best part of your deck is this card.....

Jace's Archivist: Wheels for days..

Avatar of Woe: Problem solved. Plus can be a cheap cast on its own.

Urborg, Tomb of Yawgmoth+ Cabal Coffers: Need I say more?

Chromatic Lantern, Commander's Sphere, and Fellwar Stone: Three color deck has three colors...

Vandalblast: You're playing red right?

Mercurial Chemister: Ehh, Idk about this one.

Entomb: Tutor time.

Gamble: Great tutor for your deck.

Cavern Harpy: Wow, just, wow....

Training Grounds: Mana reductions are the key.

He_Who_Hungers on Mairsil, the Party Pooper

4 months ago

Cool list. Looking to make my own Mairsil list and will probably take some inspiration from this one. Here's some of my own ideas:

  • Helldozer because Wizards kind of directly told us they wanted us to play Non-basic land removal with Ixalan.

  • Deadeye Tracker because Mairsil hates every graveyard that isn't your own. No, wait, even your own. We want things in cages, not in graves.

  • Dark Impostor because getting rid of things is good. Unfortunately it doesn't copy its static ability, which would've been even better.

  • Syndicate Trafficker because, well, you're going to have that artifact in your graveyard in order to exile it with Mairsil anyway. Might as well make him a tough boy for a turn.

  • Captivating Crew because it's always nice to look for some mates.

  • Soul Conduit because we take what we want. Sometimes, what we want is peoples' lives.

  • Grimoire of the Dead because Wizards like to read. Then kill themselves and come back with some friends.

  • Tatsumasa, the Dragon's Fang ticks the same box as some of the cards you already have included. But becoming a dragon seems like a thing a wizard would do. Also if you don't want to become a dragon, you can stab people with it. You can't stab people with an Argent Sphinx.

  • Hisoka, Minamo Sensei or Kozilek, the Great Distortion because you might as well throw those expensive card into your 'yard before you put them in a cage. And if you get to counter something with it, so much the better.

  • Xathrid Slyblade, because we can suffer losing hexproof if we don't have hexproof anyway.

He_Who_Hungers on Budget Mairsil

4 months ago

Awesome list! Just starting out on my own Mairsil list, if you want I can drop you a link to it when I have a list up (haven't created the deck yet at the moment of writing). Mostly here looking for inspiration. There's some great ideas in yours!I'll leave you with some of my own ideas:

  • Helldozer because Wizards kind of directly told us they wanted us to play Non-basic land removal with Ixalan.

  • Mirage Mirror because it is always nice to turn into a Mountain when Wrath of God is raging.

  • Deadeye Tracker because Mairsil hates every graveyard that isn't your own. No, wait, even your own. We want things in cages, not in graves.

  • Dark Impostor because getting rid of things is good. Unfortunately it doesn't copy its static ability, which would've been even better.

  • Sakashima the Impostor because Mairsil doesn't have any friends, so we need another one so he can be his own friend.

  • Syndicate Trafficker because, well, you're going to have that artifact in your graveyard in order to exile it with Mairsil anyway. Hey look there's Wrath of God again. Hi, Wrath of God!

  • Captivating Crew because it's always nice to look for some mates.

  • Soul Conduit because we take what we want. Sometimes, what we want is peoples' lives.

  • Grimoire of the Dead because Wizards like to read. Then kill themselves and come back with some friends.

  • Tatsumasa, the Dragon's Fang ticks the same box as some of the cards you already have included. But becoming a dragon seems like a thing a wizard would do. Also if you don't want to become a dragon, you can stab people with it. You can't stab people with an Argent Sphinx.

  • Hisoka, Minamo Sensei because you might as well throw those expensive card into your 'yard before you put them in a cage. And if you get to counter something with it, so much the better.

  • Honor-Worn Shaku I have not quite found a use for yet. But if you find something which gets a kick out of Mairsil tapping or untapping, this will be your combopiece. Thought I'd throw it in.

You can hopefully tell Mairsil makes me very happy.

MEWLIO on Reverse Santa Claus

7 months ago

Just take out some counterspells and some walls, I recommend getting ride of:- Glacial Wall- Hover Barrier- Inspiration- Argent Sphinx- Cancel- Void Shatter- Rewind- Impulse- Basalt Monolith- Artificer's Epiphany- Careful StudyI would also put in a few more artifacts and take out some of those draw spells, counterspells and walls, because you want to be able to hit Qumulox and Broodstar and reliably make them super cheap.

foxboy93 on The Pretender

8 months ago

I feel we are saying the same thing. Under the pretense of:"If there is an additional untap ability for 0-1 mana, this is an infinite, damage dealing combo". What I am saying is:"Without clearly having identified there IS another untap ability, this combo is not infinite, due to having to produce 4 mana, and only producing 3 each cycle"

So YES, with the (unlisted) inclusion of another untap effect (provided by something such as Torchling/Morphling/Staff of Domination or some other effect that allows for untapping for 1 mana or 0) then it IS infinite. However, as the combo reads:

"Quicksilver Elemental + Mairsil (with Gilded Lotus/Prismatic Geoscope + Hateflayer)"

And NO OTHER mention of (listed) cards (in the above combo, as written by the OP), to give an additional untap, it is effectively NOT an infinite combo. The original purpose of my first post was to inform people reading that:

"Quicksilver Elemental (exiled with a cage counter or not) will still have the restriction of '...use this ability only once each turn', and must be paid. Paying U does not mean you can use Mairsil's abilities an unlimited amount of time. Mairsil's ability is a static ability and is applied to any creature that gains Mairsil's abilities."

~~~

On a more positive note, I am curious to know how Pack Rat has been working for you. I honestly have considered including it over Argent Sphinx, since 3 mana and discarding a card seems much more reliable than Metalcraft and U. I was trying to figure out the best way to "return (Mairsil) to its owner's hand" to recast if someone tries to kill him, but always liked the idea of Pack Rat. The Myr thing is a bit weirder, since Mairsil would need haste to use his ability. I'd also be interested in seeing a list if you don't mind posting it :3

HarroHunter on Unesh Ball

10 months ago

Oh also I run Equilibrium so I can storm off sort of Tidespout Tyrant style with a couple cheap sphinxes like Argent Sphinx and Conundrum Sphinx, or honorary sphinxes like Metallic Mimic and Phyrexian Metamorph. It's also useful just to bounce creature's you don't like your opponents having.

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