Creature — Sphinx
When Inspired Sphinx enters the battlefield, draw cards equal to the number of opponents you have.
: Create a 1/1 colourless Thopter artifact creature token with flying.
Printings View all
|Magic Game Night (GNT)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Inspired Sphinx Discussion
8 months ago
Your deck is also kinda... unfocused. I wouldn't run Ajani's Welcome or Ajani's Pridemate outside of a lifegain deck. Same for Auramancer, Ajani's Chosen, Sigil of the Empty Throne or Hall of Heliod's Generosity and enchantment decks.
If you want your deck to be more flying focused, i'd add some of the following cards: Windreader Sphinx, Prognostic Sphinx, Inspired Sphinx, Azor, the Lawbringer, Sephara, Sky's Blade, Winged Words, Empyrean Eagle, Warden of Evos Isle, Thunderclap Wyvern, Archon of Redemption, and/or Gravitational Shift
8 months ago
Coat of Arms would be a fun addition to this deck. Dissolve is a fun counter spell. Elixir of Immortality has the ability to shuffle your graveyard back into the deck. Sphinx Ambassador and Inspired Sphinx are good additions to this deck, as is Rescuer Sphinx. If you want some inspiration, check out my own Sphinx tribal deck ^^
9 months ago
EDIT - added links
Some Maybeboard cards I think should be in the main deck: Benthicore, Inspired Sphinx, Kederekt Leviathan, Pentavus, Intruder Alarm, and Soothsaying. Myr Turbine and Heartstone are kind of meh, I'd replace with Genesis Chamber and Unstable Obelisk. I'd also swap some counterspells - Geist Snatch, Summoner's Bane and Lazotep Plating in for Cancel, Dissipate and Rewind.
Cards I'm not really impressed by: Stormsurge Kraken, Tidespout Tyrant, Windreader Sphinx(depends how much flying you end up with), Sphinx Ambassador, Darksteel Colossus, Pathrazer of Ulamog, It That Betrays. I think it's better to focus on big guys that also have ETB effects than use these.
Some other cards to consider (plus the ones I sent you): Erratic Mutation, Synthetic Destiny, Evacuation, Aether Gale, AEtherize, Crystal Ball, Interpret the Signs, Precognitive Perception, Seer's Lantern, Ugin's Insight, Treasure Map Flip, Zhalfirin Void.
10 months ago
The Game Night exclusive cards still don't have any legality set, so they make any deck they're in illegal according to the deckbuilder. They should have the same legality as any other card that doesn't pass through modern or standard. The affected cards are: Militant Angel, Inspired Sphinx, Rot Hulk, Goblin Goliath, and Avatar of Growth.
11 months ago
user:DiverDown Did some small digging on the issue, and I have found at least one common denominator.
The following cards from Magic Game Night - (GNT) have incorrect legality:
And in Global Series: Jiang Yanggu & Mu Yanling - (GS1), only the cards listed below works:
- Brilliant Plan
- Cloak of Mists
- Giant Spider
- Meandering River
- Timber Gorge
- Welkin Tern
This shows that only NEW entries in the database are affected by this bug, cards that existed before which only got an updated image in the sets didn't get affected.
I have tried to edit cards(using the "fix card" function) but that does not yield any result at all, everything looks okay in the forms when submitting the cards.
I also tried submitting an entry of an existing card in another set/expansion to see if it changed something, but it didn't.
So the entries in the database are probably corrupted, manual deletion and readding is maybe a way to go for individual cards. But what causes the bug I have no idea of.
To investigate this issue further it would be good if I have more cards to look at, so tag them here if you find any.
Arvail : I hope not, except for this bug I think it works somewhat good.
11 months ago
Can we please get the Legality fixed on the Mythic Rares from Game Night (GNT)?
The incorrect legality also means that decklists that have them don't show up in Deck Builder searches by format because they "aren't legal".
1 year ago
All of the new cards from Game Night (GNT)...
...show up as not legal in any format, but they are legal in Legacy, Vintage, and Commander.
1 year ago
Cards Missing From Initial Build
Goblin Welder Jhoira, Weatherlight Captain Thopter Engineer Thopter Squadron Blade of Selves Coldsteel Heart Commander's Sphere Retrofitter Foundry Vedalken Orrery Treasure Map Flip Fire Diamond Sky Diamond Thirst for Knowledge Gamble
More Removal/Wipes Blasphemous Act - Staple Release the Gremlins - Gives more tokens Rapid Hybridization, Pongify - Staples and can give yourself a 3/3 token Meteor Golem - High CMC, but can destroy Enchantments which is a huge weakness of the deck.
Master Transmuter - Cheats out your big artifacts, but kind expensive.
Curse of Opulence - A weird staple for this deck, but I think you can figure out why.
Think about how fast you can make tokens. Does it make Purphoros, God of the Forge worth it?
Check through what effects require set up and make sure you don't have too many compared to stand alone cards. Even though Krark-Clan Ironworks does ramp, I wouldn't count it as ramp because it requires set up. Same goes for Storm the Vault Flip (But you have 36 actual lands which is totally fine)
Gamble, Mystical Tutor, Fabricate, maybe Hoarding Dragon (?) - Combos in decks are strong and fun, but really hard to pull of without a descent amount of tutors and/or redundancy. Ignoring combos, each tutor can search out a key cards.
Dramatic Reversal - I don't think you have enough mana rock/dorks to get to infinite mana, and without that it's kind of a waste of a card.
These combos in general don't really synergize with the goal of the deck (infinite mana more than infinite turns) like an infinite token combo would. I think there is a combo with Scrap Trawler and Hangarback Walker that I vaguely remember that you might want to try to find.
Everflowing Chalice - I always go colored mana over colorless if it costs the same, even if artifacts don't need it. It has potential to ramp you a bit more late game, but you usually don't need the ramp at that point.
Inspired Sphinx - 6 mana for a draw 3, maybe 4, and a hefty costed mana sink doesn't seem worth it to me.
Mycosynth Lattice - I might be missing something, but it seems a little narrow sited. It works a little with Darksteel Forge and Combos well with Hellkite Tyrant, but if the deck makes a bunch of tokens you don't need it to win with the Hellkite.
Cut Phyrexia's Core -Negligible effect unless you have a consistent way to abuse LTB triggers.
Caldera Lake - There are far better lands.
Swiftwater Cliffs - Its fine if you want to stay budget.
Reliquary Tower - I don't see a way for you to draw a bunch of cards and overflow your hand, so this isn't really needed.
Scalding Tarn - Obvious include if you want to spend the money.
Myriad Landscape is a 2 land fetch and taps for mana.
Overall, good base. It has potential to go from 0 - 100 and kill everyone out of nowhere.