Armillary Sphere


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Common
Commander Anthology (CMT) Common
Planechase Anthology (PCA) None
Commander 2013 (C13) Common
Planechase 2012 Edition (PC2) Common
Duel Decks: Venser vs. Koth (DDI) Common
MTG: Commander (CMD) Common
Duel Decks: Knights vs. Dragons (DDG) Common
Conflux (CON) Common

Combos Browse all

Armillary Sphere


, , Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, and put them into your hand. Then shuffle your library.

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Armillary Sphere Discussion

Optimator on MTG list of EDH Ramp Cards | last update: 21-01-18

20 hours ago

Cards like Land Tax, Wanderer's Twig, Armillary Sphere, etc. don't actually ramp. The fact that they guarantee extra land is ramp-like though. More so in EDH than regular formats, I'd say (since aiming for a large mana count is common in EDH). They also fix mana colors, which ramp often does. Perhaps they deserve mentioning since they are a similar resource to what people are looking for in this guide?

Edit: I guess you could just expand the honorable mentions section to include cards like that or rename the section

JRaynor on Alex’s Vampire Army

1 month ago

I think you need to attempt to balance your creature curve, maybe add some more vampires. Some of the best vampires are 2 and 3 drops.

Assuming you bought the EDH deck - I'd add back in Captivating Vampire, Stromkirk Captain, and Blood Artist. They're all just too good at their CMC not to include.

Other Budget-friendly upgrades - Yahenni, Undying Partisan is very reasonably priced and is one of the best 3-drop vampires. Voldaren Pariah  Flip is pretty cheap and her ability works particularly well with the vampire tokens generated from Edgar's eminence ability.

My favorite non-budget vampires are Olivia Voldaren, Drana, Liberator of Malakir, and Vona, Butcher of Magan and none of them are really outrageously priced either. Necropolis Regent will win games if it's let to live and it just got a reprint.

Get rid of Mind Rot. Tidy Conclusion isn't worth the CMC with the number of artifacts you run. Armillary Sphere - I just don't see the value. I'd run Burnished Hart any day over it.

TaegukTheWise on Roon, Mayor of Value Town

1 month ago

You are correct redace10, Roon of the Hidden Realm decks are very slow and a lot of those decks do need something to speed them up, but for my meta its just as fast as it needs to be. Armillary Sphere isn't everyone's first pick, I have it in since it does perform what is a similar function to the artifacts and spells you named (and it was on hand). I used to have Rampant Growth in the deck but I couldn't ramp if I didn't have green like at all, that's probably a problem with my mana base or whatever I've kept as an opener but I'm a little more focused on playing magic. I think that you're also correct in assuming that armillary sphere isn't the best artifact, but its really not that bad, however I do like the Thaumatic Compass, I'll have to see how that one plays with my deck.

Derevi helps out quite a lot, I do understand the concern, but the ability to tap or untap things is very useful, I just need to attack with 2-3 fliers and I now have a counterspell up, or if I have more to play I can swing with more creatures. For example I want to play more spells with my flipped Itlimoc, Cradle of the Sun, I drop an Avenger of Zendikar with my cradle, produce a huge amount of tokens, play/swing with Derevi and company to play even more spells. She also combos with my birthing pod synergy, so I am still keeping her over exarch. Also if you blink flip cards they revert back to their original face, so that's slow in that department so I would rather untap than blink with Brago (if I had the original Gaea's Cradle I would have a different opinion).

Aid from the Cowl seems pretty awesome, but I don't know what I would cut, if I wanted to cut anything that is, especially for Sensei's top. It seems like the most beautiful nut draw in a creature based deck, which mine is but I do have counterspells and other removal, so that reveal bit on the card is a real turn off since the revolt trigger isn't a "may" that and its "at the beginning of your end step" so its really slow and can only be triggered once, so I can't get a Craterhoof Behemoth trigger out of nowhere (which is fair, but I'm not looking for fair :3). I can see Aid being put in Meren decks however. Rishkar's Expertise relies heavily on the fact that I have a creature in play like Prime Speaker Zegana (a big creature I might add), but unlike zegana it can't block or attack if I need it. But my last problem is that it isn't a blink target, I understand it can get me a blink target but its not going to get me card draw like that repeatedly unless I have an eternal witness to do so, and by that point I would be better off continually blinking zegana for immediate 2-3 card value instead of needing 3-4 cards to keep up the engine.

On a side note, you could make Roon faster by implementing a Tron theme with blink support. Add cards like Assault Suit and Umezawa's Jitte since Roon is a 4/4 vigilance trampler. Stoneforge Mystic is an ETB so you can keep doing that, but then why wouldn't you run Nazahn if you wanted a better and condensed equipment package, or Rafiq if you wanted blue and almost as good Tron as Nazahn. I am sad to say that I don't think you can make Roon faster unless we got cheaper and more efficient threats and draw options in bant.

Optimator on

2 months ago

I would also run Sol Ring, Boros Signet, Fire Diamond, Marble Diamond, Mind Stone, Wayfarer's Bauble, Coldsteel Heart, and Worn Powerstone. 4-8 ramp cards is basically mandatory. It's a shame, because it takes away from deck character and adds to deck homogeneity but that's the format. If you include extra ramp you can save card slots by dropping a few lands. 38 is considered the sweet-spot for lands but I like 36. Elf decks can go as low as 30 lands so play it by ear.

Wanderer's Twig, Armillary Sphere, and Hedron Archive are nice. Knight of the White Orchid is nice but a total flavor-fail. Temple of the False God is good but you kind of have to treat it more like a ramp card than a land card.

Commander's Sphere and Darksteel Ingot are decent even in two-color decks because of their utility.

Sword of the Animist would be somewhat flavorful while ramping.

Pearl Medallion might be worth it since your deck is mostly white. Same with Nykthos, Shrine to Nyx but it's pricey.

Optimator on MTG list of EDH Ramp Cards | last update: 21-01-18

2 months ago

Should there be a special section for things that add lands to hand but don't strictly ramp? Like Armillary Sphere, Wanderer's Twig?

TaegukTheWise on Making an Entrance

2 months ago

Cancel is pretty bad, I get it, its cheap, but I would suggest either the original Counterspell orDissolve since they do more for the mana put into them. Wall of Blossoms or Wall of Omens is a way better pick over Carven Caryatid for obvious reasons. I will always recommend Restoration Angel and Felidar Guardian over instants and sorceries that don't stick around like Momentary Blink. The other upside to Restoration Angel is that she can be a surprise blocker that's out of bolt range and flies, which is always a plus. If you are running into trouble with Torpor Orb and Hushwing Gryff and Tocatli Honor Guard, run Swords to Plowshares /Path to Exile and for the orb: Naturalize/Krosan Grip. In place of those charms I would run Bant Charm, its the best charm you should be playing since it takes care of an artifact (or torpor orb), an instant, or a creature (with torpor orb's effect on it) and Angelic Purge, they're so good! Get rid of the Tamiyo, she doesn't fit the theme of the deck, nor is she directly progressing your game plan, I would recommend Kiora, Master of the Depths, she untaps Roon (and a land), can dig for a creature or land, and if you get her there you can gain spot removal, that and she isn't as mana intensive. I also believe that you need either lower CMC creatures or get a Birthing Pod (pod also combos with Felidar Guardian). Aerie Mystics does nothing, don't get me wrong, they look cool, but they don't do anything when they enter play, and they might protect your stuff, but that's assuming that you have the mana open to do so especially if you want to play those big CMC creatures I mentioned. The sword needs to go, I'm sorry, the sword just sucks hard-boiled eggs. I used to have a control magic in my deck, Its not what this type of deck is looking for, the same goes for the djinn its way too slow. Gilded Drake is obviously better, but its really expensive, but effective. I'm surprised you don't have a Duplicant in here. Minion Reflector and Ashnod's Altar are niche picks from me, I'll let you figure out how they go infinite! If you want an AEtherling then get one, not a goofy enchantment. You would probably need to add wastes to your deck, but Eldrazi Displacer can help you not rely on casting Roon as much and start focusing on the value you need to generate. Get a Mulldrifter, its too good not to have. If you still have Derevi, Empyrial Tactician add her back in. Commander's Sphere is better than the keyrune, hands down. And for the final bit I'll add (if you want more advice just ask or see my Roon deck) is a ramp set, Solemn Simulacrum, Explosive Vegetation, Blighted Woodland, and Armillary Sphere.

zretrareo27 on What to remove, Red White ...

3 months ago

I've not played it out, but Conqueror's Foothold  Flip has good synergy in this deck, plus I can always tap my commander to make it a creature and transform it. Comparing anything in red to Regrowth would be silly if you judge by the mana costs. We will see how it truly functions when I play it.

Humble Defector I have played many times, and it works excellent. In 2 player, it's guaranteed card draw. In multi, it normally fledges allegiances with another player, which helps buy time. What I've found is it's always way more advantageous to me to draw cards than anyone I am up against, save mono-red.

What is it about Armillary Sphere that isn't good? Haven't played it. Helps thin the deck and get cards in my hand. Doesn't allow adding more than one per turn. Good late game to use the ability. What's your reasons?

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