Chromatic Sphere

Chromatic Sphere

Artifact

{{1}}, Tap, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card.

Browse Alters View at Gatherer

Trade

Have (3) metalmagic , Smokingclays , Azdranax
Want (2) MeJeremy , night2

Printings View all

Set Rarity
Mirrodin (MRD) Common
Invasion (INV) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Chromatic Sphere occurrence in decks from the last year

Modern:

All decks: 0.12%

Green: 2.93%

Commander / EDH:

All decks: 0.01%

Chromatic Sphere Discussion

jaymc1130 on Emry, Lurker of the loch cEDH

1 week ago

bmc10

I think no matter what Dramatic Scepter can have a place in a competitive Emry build, the nature of the combo is simply that strong. If some one wants to run that set up I don't really think it's a poor choice by any means, it simply means the deck will have to be tuned differently to make optimal use of the combo. I've disliked it's performance in the iterations I've had it in so far mostly because I had difficulty in one of two areas: consistently getting Emry out and active as early as possible due to the number of additional tutor elements that feel required to reliably find Dramatic Scepter combo, and consistently hitting quality artifact targets for Emry to recur for value or a win (also due to increased tutor density and decreased artifact density). There is very likely some ideal balance where these issues can be resolved well, but I've had much better luck with the approach that eschews Dramatic Scepter altogether so far for increased consistency playing around Emry value. I'm interested in finding the optimal set up for both approaches in due time and figure the best way to do that is constantly check out other interesting Emry lists for the spicy tech that might make the difference.

When it comes to the keys in Emry I'm not quite sure how much value they would hold given typical play patterns for a number of different approaches. There's nothing wrong with having a nice artifact untap ability or two hanging around to generate extra value from Mana Vaults, Sensei's Divining Tops and the like but I don't think these pieces offer a whole lot as combo elements so they'd likely be pieces that only offer value generation. Makes less sense to run pieces that exclusively provide value without offering combo potential when those slots can potentially do both with something like Chromatic Sphere or Golden Egg. I think if an Emry list wants to get into Urza, Lord High Artificer packages with bounce elements like Paradoxical Outcome and Retract while running perhaps some stax elements like Trinisphere they have more merit as the keys would provide a lot more utility in these situations (particularly Manifold Key letting big constructs swing for 20 to the face). I did initially give an iteration including an Urza package with a key a try but it felt like the deck was pulling in too many directions to perform consistently. Again, with optimized tuning this might be pretty viable competitively, but it feels hard to make it work just right.

Scrap Trawler has been a wonderful performer for me so far. It's definitely going to be a card that Emry variants running a KCI package want to include as it opens up some seriously powerful lines (particularly the Intuition line to tutor for a full infinite combo with a single card at instant speed), but I've had a coupe of games now where Scrap Trawler chains simply for value led to a developmental advantage that secured my ability to win a turn or two later. The important thing to consider with a Scrap Trawler inclusion is that the deck will then really want artifacts in the 0, 1, 2, and 3 slots that can consistently sacrifice themselves for value of their own accord. I had one turn that I recall quite clearly where I had a fair amount of mana available to me and a Semblance Anvil plus Etherium Sculptor in play paired with the Trawler and some random Emry enablers when I drew into Memory Jar. I got to play the Jar, defend it with countermagic, sac Lotus Petal, sac Chromatic Star getting back the Petal, sac Mind Stone getting back the Star, tap and sac Eye of Ramos getting back the Stone, play all my returned artifacts for free plus a new one I had drawn, then sac the Jar getting back and exiling the Eye for later and draw a new grip without even using an Emry activation that I would then later use on a second Jar drop and activaton. I wound up drawing into 2 different engines that I was able to play and subsequently won the game. The value Trawler can generate can be pretty nutty at times when it leads to wins out of nowhere, and the combination of Scrap Trawler, Magewright's Stone, Krark-Clan Ironworks, any 0 cmc artifact, and any 1 cmc artifact as an outright infinite engine for mana (and often draw at the same time) is a solid capstone.

jaymc1130 on Emry, Lurker of the loch cEDH

2 weeks ago

firrlo

I played a half dozen more games with Emry last night testing some iterations. Ultimately I just didn't like the performance of Freed from the Real either. Both of the aura's are a lot more narrow than the Spy, but this is a mono colored deck and we won't have access to Jeskai Ascendancy that is the absolute best combo piece, gotta work with what's available. Pemmin's is staying in though, the protection and utility it offers made for better performance and one piece that works with Lion's Eye Diamond or KCI/Eye of Ramos/Commander's Sphere/Implements of Sacrifice and cost reducers to go infinite is worthwhile as it dramatically increases the consistency of going off the turn or two after casting Emry due to dramatically increased chances of Emry mill hitting relevant pieces to recur.

Mesmeric Orb was actually something I gave a try in my initial incarnations and it's performance was atrocious. Too vulnerable a line to any form of graveyard hate, too clunky, to narrow. The deck still needs some form of ability to make use of repeated Emry activations and draw out though, and in fact the drawing out part is significantly more important than the creation of infinite mana part. Infinite draw always leads to infinite mana, while infinite mana with no command zone outlet is largely useless the majority of the time.

Riddlesmith and Vedalken Archmage did not cut it in the handful of games I played with them in, too slow, inconsistent, clunky, easy to remove. Nor does Rhystic Study in my group, just not competitive enough in terms of the value it tends to generate (drawing typically 2 cards and mostly taxing players' excess mana that isn't needed, in which case cards like Thirst for Knowledge offer better value despite not being competitive enough itself). So somehow Emry needs a way to consistently draw, both for value and to combo out, and moving to Chromatic Sphere/Conjurer's Bauble//Mind Stone type cards with 5 or 6 artifact cost reducers seemed logical. Turns out this has been dramatically more consistent while still fast, though a bit wasteful in terms of card slot efficiency.

Krark-Clan Ironworks should likely be a staple for an Emry deck. It's ability to turn any artifact into an infinite mana generator seriously widens the decks scope and allows more focus to be given to the draw aspect. The additional consistency it's inclusion allows cannot really be understated. I actually have yet to try Phyrexian Altar or Ashnod's Altar though I considered them initially. Ultimately those 2 sacrifice outlets are just too narrow in scope and the combo lines to go infinite are way too convoluted and clunky. It seems to make more sense to use a sacrifice outlet that's going to enable 40% of the deck to become combo pieces. Won't be the combo the deck really wants to look for, but KCI will often be the one it finds with very little effort.

I gave both Magewright's Stone and TYE a look last night in the slot previously held by Freed from the Real and found them interesting. With an active Emry, KCI, and cost reduction pieces to play for 0 mana they generate infinite mana quite nicely. I don't know if the "haste" clause is more valuable than needing one less cost reduction piece to enable the line, but I do like the utility of a hasty Emry in the event my first Emry cast got killed off. It might be worthwhile to run both, but I kind of doubt it. I'm sticking with TYE at the moment.

Scrap Trawler is on my radar as my next idea to test out. Seems like an interesting piece to have around with KCI (I'd initially thought of it as a piece for the Altar pair). Would open up some interesting lines, for example: Tap Mana Vault for , sac it for , sac a tapped Magewright's Stone for , bring Mana Vault back to hand, tap Commander's Sphere for , sac Commander's Sphere to draw a card, bring Magewright's Stone back to hand. With the loop can be repeated with Emry recurring Commander's Sphere infinitely to draw infinite cards and generate infinite blue mana. With a single cost reduction piece in play a dozen other lines open up. With 2 in play basically every card in the deck would generate infinite mana and card draw with only a single untap of Emry required. These lines seemed too convoluted to me at first, but after playing around with the deck some and seeing how often it comes by combos incidentally off a single Emry activation given the dearth of fodder I'm starting to think Scrap Trawler might have a place in the deck (in which case I'd definitely run Magewright's Stone in addition to TYE).

Man, Emry is hella fun to theory craft. Just talking about the possibilities gets my juices going.

As a point of inquiry, how are you liking High Tide and is a line with Candelabra of Tawnos+Minamo, School at Water's Edge worth inclusion in your mind? Is Minamo, School at Water's Edge worth inclusion as just a value piece and if so, what kind of artifact density do you feel is needed to justify it as a value developmental piece?

v3n0m29 on Staxing and Taxing: Glissa cEDH Primer

2 months ago

dingusdingo

Thanks a lot for taking the time to comment on my deck with so many good suggestions. Wasteland is def a card that I plan on adding eventually I just haven't gotten around to it. Smallpox and Innocent Blood have been really good in this deck as both early game dork killers or late game recursion spells. The elf package is interesting thought, but I dont know how well it would fit in this deck but I might add a few at a time and see how it goes. First off I will most likely replace Scrap Trawler with Priest of Titania because I agree Scrap Trawler hasn't been pulling its weight.

The "egg" cards you mentioned were in the deck when I first created it but I eventually removed them for more control pieces. I was thinking of adding one, but I dont think just one would do enough to warrant a spot. If I were to add eggs I would like to add at least three for me to notice their presence. I might try one out in place of Sword of Fire and Ice but I will admit, I love that card even though it might not be that good. Its removal for lower P/T creatures and draws me a card. Thinking about it, I might toss in a Mishra's Bauble or Chromatic Sphere instead of it as a test but well see. Sword of Feast and Famine was actually a card I recently removed because when I was able to untap my lands with it I was never able to capitalize on it. If I do decide to drop Fire and Ice I might add an egg and see how that goes.

Once again, thanks for taking the time to comment on my deck.

dingusdingo on Staxing and Taxing: Glissa cEDH Primer

2 months ago

Very nice deck. I have a paper Alesha, Who Smiles at Death list, so I can appreciate another paper non-blue stax deck.

Things I enjoy

Hope of Ghirapur is a very saucy include and is a strong Glissa recursion target

Grim Flayer is like Dark Confidant #2

Tainted Wood and the other tainted lands are EXTREMELY under rated

Ulvenwald Tracker has some crazy strong synergy with Glissa (first strike and deathtouch)

Areas I can see improvement

First, Tree of Tales and Vault of Whispers raise risk while providing extremely marginal benefit (Mox Opal metalcraft). While it is recurrable with Glissa, you risk the chance of things like ETB tapped, get sniped on a land drop on turn 1 or 2, having it turned into a Mountain, or just having it not untap. Having 2 more basics will allow your Crucible of Worlds to be a BEAST with fetchlands and makes games against other stax decks easier. Similarly, you can ease off a touch with the non-standard dual color producers, because its only a two color deck. While these cards are certainly nice, cutting another 2-4 for various utility lands I bet you won't notice a drop in color consistency because of the high fetch density. I would also consider Wasteland and Ghost Quarter, which conveniently work extremely well with Crucible of Worlds in a stax deck. Green also has access to Ramunap Excavator, as well as the highly cancerous Exploration and Burgeoning and Azusa, Lost but Seeking. Blowing up a couple lands a turn makes players scoop pretty fast.

I think you should run the elf squad. Turn 1 elves make mana faster which helps A LOT. Stax decks needs to have strong starts, to get ahead of players so you can bury them with symmetrical and asymmetrical effects. Llanowar Elves Fyndhorn Elves Elvish Mystic Elves of Deep Shadow. I think these will help your consistency and speed. Also consider Priest of Titania. These are also great mid and late game targets for Skullclamp.

Dark Tutelage should be Phyrexian Arena. A 2 color deck shouldn't struggle too much with the extra B in the cost.

Artifact based draw that graveyards itself provides huge incidental value with Glissa. Specifically, Chromatic Star and Chromatic Sphere are worthy of includes. You could even grab Barbed Sextant if you strongly liked the chromatic effects.

Mana Web is a great effect when it goes, but I have personally found this card to be lackluster in color identities that lack White or Blue. It needs supporting cards to make it go, like Winter Orb and Static Orb. Blue and white get the benefit of having further extensions with Hokori, Dust Drinker and Stasis, and I really believe this card belongs mostly in decks.

Smallpox and Innocent Blood are synergy inclusions, but they are rather marginal if drawn later in the game. You could consider swapping one of them into Damnation. I don't think Sickening Dreams is worthwhile if you aren't running a combo to draw 50 cards and kill the table with it.

Tormod's Crypt could be worth running. Ezpz recursion target that you can always pop for value if someone has a creature about to die on the stack. Helps against fish hulk which you think is a bad match up. Also every deck has some way to gas from the GY.

You run some creatures that seem value oriented, but I think should be replaced. Wurmcoil Engine Ravenous Slime Scrap Trawler. I don't think you're getting enough meaningful action on combat for wurmcoil, I think ravenous is pretty marginal at beats as well as GY patrol, and scrap trawler is redundant with your commander and doesn't really advance your game plan.

Similarly, I don't think Sword of Fire and Ice is doing enough. Although Sword of Feast and Famine could be a worthy include.

Cartre on Black Heartless Retrieving

3 months ago

sergiodelrio thanks for the feedback.

I dismissed fetch lands at first because I had Night's Whisper and Sign in Blood and I was worried my life total would be crushed, but now that I replaced them with Conjurer's Bauble and Chromatic Sphere I think it's fine, so thanks for reminding me!

I'll be adding fetch lands as soon as I can figure out how many. Thanks!

Hellizha on

4 months ago

Hi there dude!

I love the idea behind your cEdh! Taigam, Sidisi's Hand is such a underdog! Since this is a budget version you are looking for, I would consider to have more cycle\cantrips effects.

HF! Good luck in your future games <3

dingusdingo on I Walk the Line of Perfect Symmetry

4 months ago

I have spent quite a bit of time brewing with Scheming Symmetry , here are cards I had in various builds that you may find interesting.

Ghost Quarter

Gives a shuffle effect if the opponent searches for a basic, so best used when you are holding another guaranteed shuffle. It also sends lands to the graveyard, opening them up to be hit by Surgical Extraction

Psychic Surgery

Whatever they search for, just exile it. Scheming Symmetry is not a may, so it will always guarantee a trigger off Symmetry, even if the opponent sees the combo and searches a land. This card also punishes fetch lands and will do work for you.

Top Deck Mill Effects

Seen with Lantern. Codex Shredder Cathartic Adept . Might as well as mention Lantern of Insight with these cards, which enables them but also Lantern can force a shuffle with Symmetry.

Quicken

Ultra spicy tech. Use Quicken then Symmetry at opponents end step, so that you will untap and get the card before your opponent. Just make sure you grab something that forces a shuffle or mills a card.

Miracle Cards

Notably Temporal Mastery and Reforge the Soul . I have found that Reforge at 1x in decks with Symmetry feels great. Terminus is a great solution to aggro decks if you run white.

Isochron Scepter

Can't imprint Symmetry, but you can get great cards for the deck like Extirpate or Surgical Extraction or even Glimpse the Unthinkable . Another card that feels great as a 1x in decks with Symmetry.

Chromatic Sphere and Chromatic Star

You can get instant access to the cards you tutor, and these filter mana.

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