Damping Sphere


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Brawl Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Damping Sphere


If a land is tapped for two or more mana, it produces instead of any other type and amount.

Each spell a player casts costs more to cast for each other spell that player has cast this turn.

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Damping Sphere Discussion

Rwhr2d2 on RW Mana Control Burn

2 hours ago

Seal Away Condemn Oust instead of Crib swap? Getting to 7 mana in modern is also pretty difficult, at least outside Tron.
While more expensive, Lightning Bolt is much, much better than Lightning Strike. Instead of Comet Storm Pyroclasm or Anger of the Gods is a better way to sweep away creatures without being as mana intensive. Ghostly Prison is also typically better than Windborn Muse, as most decks aiming to kill with creatures have removal, with the bonus of it coming down several turns earlier. 4 Baird, Steward of Argive is likely too many since you will wind up with copies stuck in hand.
Maindeck Curse of Exhaustion and Damping Sphere are strange. If you want a budget taxing option, Lodestone Golem is decent. Vryn Wingmare also can tax combo based decks such as Storm, as well as many decks playing few creatures.

I don't know how much this would win at a modern FNM but it seems somewhat similar to which is a fun deck, if you enjoy Blood Moon.

cplvela0811 on Salty Control

1 day ago


In all honesty, I have not come up against a lot of Eldrazi Tron, as of late. I know they use the 12 Urza lands, so I would make an intellectual connection regarding Damping Sphere. Little aggro is fine, but big aggro is a pain. especially when their top-decks are better. Because of this and Humans, I opted for the 2x Damnations in the main.

Hollow One, is a pain! straight up. Against any deck, even Tron--2x Hollow Ones dropped on turn 1 is nearly lethal--depending on their T2 play and your hand. Abrupt Decay & Fatal Push are neat, but cannot do what is necessary. The smaller guys are fine. Cast Down helps a bit, and is literally included for Reality Smasher/Hollow One decks. I may need 2x. I wish i had your Terminates! XD

Thank you. that is very kind of you.

StopShot on Sidisi's Rage Quit Stax. v 5.0

2 days ago

Ahh, I've gone up against different meta's that use combo-kill. Sadly black is not too good at using tax effects to stop combos naturally.

What I can recommend to better go against a combo-kill meta in general would be:

Mind Slash: Repeatable Hand-Disruption.

Tainted AEther, Spreading Plague: Punishes creature spam combos.

Torpor Orb: Stops abusable ETB effects.

Damping Sphere: Kills Storm or Repeatable-Cast combos.

Blood Artist: Counters death-loop combos.

Mesmeric Orb: Ruins combo decks that don't run recursion.

Null Rod: Stops artifact combos.

Planar Void, Silent Gravestone: Hates on graveyard combos.

Hex Parasite: Repeatable kill target planeswalker.

Orb of Dreams: Denies loops that bounces or blinks lands, artifacts, or hasty creatures.

Orbs of Warding: Combos that target players or deals 1 damage per loop means nothing to you.

Every combo is different, so I gave a generic list. I'd only consider the cards listed that apply specifically to your meta, however; Mind Slash would probably do wonders for your deck.

cplvela0811 on Salty Control

3 days ago


Thanks for the comment. That is a valid point, regarding Cemetery. To be fair towards the card - I had been rocking it, for the splash and being Control, was better than a fast-land. As you can see, there are few sources for it already, considering the low amount of cards here.

Field of Ruin is great, in theory, however, being a tri-color deck, makes a colorless land very situational (I know it plays well with JTMS). The mana base has been well, and even gets me some Snapcaster Mage into Cryptic Command - reliably. I did take your advice though. I removed a single forest, for 1x Creeping Tar Pit.

That Tron match-up. I completely forgot Damping Sphere! That's a 2x for one special (Tron & Stormy). Honestly, this deck performs pretty decent against tron in comparison to "faster" shells. It is still softer to it, no doubt. The helps out a lot and Ceremonious Rejection is no slouch. I thank you for indirectly reminding me of Damping Sphere.

ToolmasterOfBrainerd on The Perfect Balance (Grixis Primer)

5 days ago

I've been feeling a little down with grixis at the moment because the local store I play at is at the competition level of an SCG Open, or day 1 of a GP.

Leyline is sounding better and better to me. It shuts off Logic Knot, Search for Azcanta  Flip, and Snapcaster Mage from control decks, which is enough to justify boarding in a few copies. Vs Jund it shrinks Goyf, turns off K-Command and Liliana, the Last Hope's -2, as well as some sideboard cards they play. Against Junk it makes Lingering Souls much more manageable.

I don't know if that's enough to justify playing down 1 card in the matchups, but it's worth testing.

If I do pick it up, my sideboard might become 4x Anger of the Gods, 4x Ceremonious Rejection, 4x Leyline of the Void, and 3 flex slots to shore up the control and midrange matchups. Maybe only 3 Leyline, but still. Kind of a weird sideboard plan, but if it works I'll do it.

So what about Eldrazi? Damping Sphere is beautiful vs Tron, but there's a lot more Eldrazi than there is Tron these days and Damping Sphere isn't very good against Eldrazi. I predict RG Eldrazi will pick up a lot of metagame share over the next few weeks, then fall off again.

Ceremonious Rejection is really good, but only if they don't have Cavern of Souls. I'm sharing your hate for Cavern of Souls right now. That card has no right to exist in modern. Terminate is pretty good against RG Eldrazi, but that deck is basically a pile of 2-for-1's.

I miss Infect and Twin. Those decks would have been great at punishing Eldrazi decks. Eldrazi doesn't have enough removal to stop a Twin player from comboing and their 2-for-1's are useless against the explosiveness of Infect.

Roryrai on Fast Mana is Fair and Balanced - JWC Storm Primer

6 days ago

I tested Memory Jar for a bit at first but honestly it feels incredibly slow. At CMC 5 it severely limited what else I was able to play in the same turn, which essentially pushes the storm turn back by 1. While having a free wheel effect the following turn is nice, as well as the potential for instant speed hand disruption (cracking in response to a tutor, for instance) it just feels like it's a lot of investment up front, and the payoff isn't quick enough. I think you could definitely run it and have success with it, it just won't be as effective as things like Wheel of Fortune. If you're looking for a budget wheel effect, Windfall is your best bet.

In terms of comparison to other decks, I don't believe we're quite on the same level as things like Chain Veil Teferi, Blood Pod, or the best Hulk decks, though we can definitely compete with them. We're a bit low on control in the storm version of the deck (though I know some people are working on a stax build of Jhoira), so it usually gets used to protect ourselves more than anything. That doesn't mean we don't have tools to deal with other top decks (Grafdigger's Cage shuts down Hulk lines, Pithing Needle turns off Teferi, etc.) but those hate pieces are more accidental than anything else, since the primary game plan is always to storm, ideally with protection.

We also have a surprising amount of resilience, at least to direct removal. Due to the volume of mana rocks in the deck, even if Jhoira gets removed it's not the end of the world to have to recast her. However, because we're so reliant on having her in play, repeatedly facing spot removal does add up. Additionally, we're extremely weak to Stony Silence, Null Rod, Eidolon of Rhetoric, and Damping Sphere. If one of these lands, we pretty much can't win until it goes away, and our tools for making that happen are limited. Artifact removal, both targeted and mass, can be really problematic as well. For the colors we're in, however, it does feel like we have a good amount of resilience.

Pervavita on Burn Quest

1 week ago

Ramunap Ruins I think would be nice as a last ditch game ender; even if it doesn't end the game often for you chances are the few points of life loss in the course of a game will mean nothing to you.

Harsh Mentor you might want to consider as it really hurts those greedy mana bases.

Rampaging Ferocidon should be good in the sideboard for you against life gain decks and token decks.

have you tested Rift Bolt? If you set up right you can suspend it the turn before you crack your Quest and then on your upkeep your Rift Bolt goes off (no mana this turn) and you crack your Quest in response to have a free 6 points of damage followed by your other spells.

Abrade can give you some flexibility in your sideboard as well to deal with artifacts that are troublesome like Damping Sphere but also give you a removal spell if you deem you need it in a matchup.

Hope that helps you out.

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