Chromatic Sphere

Legality

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
Mirrodin (MRD) Common
Invasion (INV) Uncommon

Combos Browse all

Chromatic Sphere

Artifact

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

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Chromatic Sphere Discussion

Pieguy396 on Second Tron

1 week ago

Hey there! Sweet deck you have here; I've never seen UW Tron before! That said, I do think there are a couple of large issues with your deck, mainly revolving around your mana. The biggest issue I see is Cryptic Command. You're a Tron deck, yet you're looking to cast a triple-Blue spell by turn 4 or 5? That just doesn't seem reasonable to me. Same goes for Sphinx's Revelation, and Supreme Verdict in the sideboard. I can definitely understand wanting to be a UW control deck as well as a Tron deck, but I just don't think it's possible.

I'm not saying that this idea doesn't have merit, though; I just think that you should ease up on your colored mana requirements. Chromatic Sphere and Chromatic Star are two great ways to fix your mana, allowing you to cast spells like Serum Visions and Approach of the Second Sun even with only colorless sources on the battlefield. I see that you have Prophetic Prism for a similar effect, but the difference between 1 mana and 2 mana is huge in Modern. I would cut the Cryptics, the Sphinx's Revs, and the Prisms for 4 each of Chromatic Sphere and Chromatic Star. Then, I would highly recommend running some playtest games against popular Modern decks, and see how it goes. Good luck!

Agent_Curley on Titans of the Multiverse 2.0

1 week ago

Chromatic Sphere and Chromatic Star just feel like they're not doing much for me during my play tests, it might be because I don't understand why they're there besides to produce whatever mana color I may need. I might just be drawing way to many because my last playtest I wound up getting to turn 10 and basically all I ever played were those two cards and a few others, lol.

greatgoofini on

1 week ago

Chromatic Star is a better Chromatic Sphere. And personally I would run a second Fling over Temur Battle Rage.

TheDuggernaught on

2 weeks ago

Okay. tends to me the most aggressive Tron deck in that it typically runs more tutor and dig spells to reliably hit their tron lands on turn 3-4 to cast Karn Liberated. Most lists I see run 3-4x Karn Liberated, and 1-2 Ugin, the Spirit Dragon. All the lists I saw ran 4x Ancient Stirrings, 4x Chromatic Star, 4x Chromatic Sphere, and 4x Expedition Map. In addition, all but 1 list ran 4x Sylvan Scrying, and 1 list also ran 4x Prophetic Prism. Another list yet ran 4x Relic of Progenitus. Land totals seemed to vary between 18 and 21. the land of choice was typically Grove of the Burnwillows or some Karplusan Forests. These lands are especially good if you want to run any number of Sundering Titan. For control, every list ran at 3-4x Oblivion Stone. In addition, most lists then ran either 3x Kozilek's Return or Firespout. For creatures, I saw a lot of Wurmcoil Engine, Worldbreaker, Walking Ballista, and Ulamog, the Ceaseless Hunger. Although, you can honestly run pretty much any Eldrazi titan. I personally really like Kozilek, the Great Distortion in Tron as it gives the deck access counter spells -- something that otherwise does not have. It also refills your hand -- which is almost never a bad thing. I did also see 1 list with Thought-Knot Seer, which might not be a bad include as it gives you the ability to take a peek at your opponent's hand. It also survives all the board wipes except for graveyard trigger on Kozilek's Return.

TheDuggernaught on

2 weeks ago

Growing Rites of Itlimoc  Flip does not work well with Eldrazi. You want lots of creatures with growing rites -- which is not something Eldrazi do well. Eldrazi go tall instead of wide. They play with big creatures, not lots of small ones -- which you would need to make growing rites work. If you want to play growing rites, you likely need to play Elves. There are a couple of variations of elves -- one of which you might like. It does not play Primal Surge, but it is capable of playing out its entire deck on turn 3 or 4. I can go into details if it piques your interest.

I would also contend again that if you want to play a bunch of Eldrazi with primal surge, you that you just are not playing a good deck. the Eldrazi do not enter with haste, and since the Eldrazi are technically not cast, you do not get their on-cast triggers. They are just put into play. The only way Eldrazi work with Primal Surge is also with Xenagos, God of Revels, to give them haste. In this case, you would likely only want to run a 1 or 2 of Emrakul, the Aeons Torn, and that is it for Eldrazi. And again, you would likely only want to then run 1 copy of Primal Surge and a bunch of tutors to ensure that you hit both of the combo pieces.

If you were to go with the Primal Surge strategy, you could run tron lands, but I would not suggest it. The reason being is that if you play tron lands, you also want to run Sylvan Scryings and Ancient Stirrings to help dig for those tron lands. if you run these, then they get in the way of your Primal Surge. Therefore, the best strategy is likely to run 4x Arbor Elf, 4x Utopia Sprawl, 3-4x Garruk Wildspeaker, 4x Voyaging Satyr, 3-4x Overgrowth, and 2-4 Nykthos, Shrine to Nyx, with a total of about 22 lands. This is pretty similar to what you are already running. I would likely contest though that it is not that you are only drawing lands -- it is likely that you are just not drawing cards that let you do anything. This is because you have so many cards that cost so much mana. This is all fine and dandy if your opponent never does anything to try and stop you... but they will. Every time. Therefore, if you trim the deck of most of those high end cards, you have more room for cards that actually do things in the early to mid game.

This then brings me to my next question. How attached are you to Primal Surge? I ask because it really does not do anything better than other options. If you want to cast an Eldrazi? Just play Tron. If you want to combo with Edrazi? Just play Tooth and Nail. While it does not grab your entire library, the best use of grabbing your entire your library is usually finding your best cards -- which Tooth and Nail does. You could run surge in conjunction with Prismatic Omen, and Valakut, the Molten Pinnacle. But why not just run Scapeshift? Primal Surge also limits the cards you can run and you do not want to tun any other cards that are non-permanents. This really hampers your options for interacting with and controlling your opponent. There are just not many things that Primal Surge has going for it that other cards do not do better or cheaper.

Your wants just seem to be all over the place for this deck. Decks that suffer from an identity crisis do not function well. If they try to do too many things, they wind up doing none of those things well. You want Primal Surge, and control; but you cannot run most good control cards with Primal Surge as they disrupt surge's ability to dump so much value onto the table. you also want the deck to be aggressive, but all your threats are cost 7+ mana. You want to run growing rites with big huge eldrazi that cost a lot to put into play. But by the time you have enough creatures to make the growing rites flip, it will likely already be turn 6,7, or 8, and you can already hard cast the big creatures without the extra mana. From what I can tell, your best options to match as many of your criteria as possible would be:

Gx Devotion: green devotion ramps with the typical Arbor Elf, Utopia Sprawl packages. they also run the Nykthos, Shrine to Nyx with Voyaging Satyr, and Garruk Wildspeaker. Most lists will look to ramp into Tooth an Nail for Emrakul, the Aeons Torn and Xenagos, God of Revels and will be . However, you could certainly run a , , or list. These lists also have the neat combo of Eternal Witness and Primal Command -- which essentially locks your opponent out of their draw step for at least 4 turns while tossing creatures with double in their mana costs to ramp your devotion more so that you can cast those Tooth and Nails. If you include a Temur Sabertooth, you can lock your opponent out of their draw step indefinitely.

Tron: Most tron lists these days are . However, there is a long history of Tron being or even just . These lists look to assemble their tron lands as early as turn 3-4, and start churning out big threats such as Wurmcoil Engine, Karn Liberated, Walking Ballista, World Breaker, Ugin, the Spirit Dragon, and eventually those big Eldrazi titans you like. Mosts lists will run Oblivion Stone as their removal. But other control options depend on your colors. Blue will have counter spells like Remand, Condescend, and Spell Burst. Black will have Fatal Push, Inquisition of Kozilek, Thoughtseize and Collective Brutality. red will have Pyroclasm, Kozilek's Return, and Firespout. White will have Path to Exile, and Condemn. Most lists will run Ancient Stirrings, Sylvan Scrying, Chromatic Star, Chromatic Sphere, and Expedition Maps to help them tutor, dig, and fix their mana.

Elves: Lots of routes to go with elves. The one you might like involves Cloudstone Curio, Nettle Sentinel, Heritage Druid, and Elvish Visionary. Through these card interactions, you are able to generate lots of mana and draw lots of cards that will eventually end with you playing a huge Craterhoof Behemoth. This can happen as early as turn 3 or 4. Even without the Cloudstone Curio combo, elves can generate huge amounts of mana early and flood the board faster than just about any other deck. Ezuri, Renegade Leader then makes your eleves very hard to kill.

Primal Surge: The list would likely have to be , (Jund), or maybe even 4 color. would be your basic list, and would run primarily for Liliana Vess, and Rune-Scarred Demon, and or Sidisi, Undead Vizier to act as a tutor to pull up your Primal Surge. You could then run Emrakul, the Aeons Torn, Craterhoof Behemoth, or maybe Rampaging Baloths. Akroma's Memorial could be used to give your creatures haste off of the surge. Red would give you access to Xenagos, God of Revels.

And no on Mirror Gallery. A 5 drop that does not impact board state will always be a bad card. Compare it with Thragtusk. Thragtusk puts your opponent on a 4 turn clock, gains you 5 life, and leaves behind a 3/3 when it leaves the battlefield. All this, and Thraggy still does not see much play because there are even still better things to be doing with 5 mana.

colton815 on Tron-tastic

3 weeks ago

i really think you should add green for Sylvan Scrying and Ancient Stirrings because they both greatly help assemble your lands, with the latter also being able to add your big bombs to your hand. as it stands now, you currently dont have nearly enough ways to search your lands. Chromatic Sphere and Chromatic Star also help with that. Ugin, the Spirit Dragon is another big bomb thats extremely good in tron, as are Platinum Emperion and Platinum Angel

heres my own tron deck for comparison:


LaTRONda

Modern* colton815

69 VIEWS | IN 1 FOLDER


Burg+1 on Eldrazi-V (v2.4)

3 weeks ago

Have you thought about Chromatic Star or Chromatic Sphere

TheDuggernaught on Modern Ramp Help Needed

3 weeks ago

This looks a lot better! However, I ma not sure I would want to run the Arbor Elf + Utopia Sprawl package in addition to tron lands. You need a green mana source in order to turn 1 Arbor Elf, which is not always feasible when you are running 12+ colorless lands -- and sometimes you may not want to if you have 2-3 tron cards in your hand (in which case, the Arbor Elf package just feels bad). Instead, aiming to consistently hit your tron lands might be a better option. As such, including those Expedition Maps into the main would be my go-to option. Most lists will also run Chromatic Stars, Chromatic Spheres, Ancient Stirrings, Thirst for Knowledge, and or Relic of Progenitus to help dig through your deck for threats or to finish your tron package. The stars and sphere also help make your mana base a bit more reliable.

As far as threats go, there are lots of options. Some list like Batterskull as an extremely resilient threat. Wurmcoil Engine is never a bad card. Karn Liberated (especially deadly as he costs exactly 7 -- the amount of mana you get from your tron package), and Ugin, the Spirit Dragon are solid finishers. Sundering Titan can destroy your opponent's mana base. Mindslaver is my personal favorite in tron. You can run a Gifts Ungiven package to search for Life from the Loam, Mindslaver, Academy Ruins, and any other card (normally a tron land). No matter which cards they put in your graveyard, you will be able to establish a Mindslaver lock you permanently lock your opponent out of their turn. Academy Ruins can also recur tron's board wipe of choice being Oblivion Stone (although you can also run All Is Dust). If you wind up wanting to run the Sundering Titans, one thing I might suggest is to run down your your lands with basic land types. Instead, run cards like Yavimaya Coast, Temple of Mystery, Hinterland Harbor, or Botanical Sanctum.

Another counter spell I forgot is Spellburst.

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