|Commander / EDH||Legal|
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|Archenemy: Nicol Bolas (AC2)||Rare|
|Promo Set (000)||Rare|
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Creature — Sphinx
Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it.
Whenever Prognostic Sphinx attacks, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
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Prognostic Sphinx Discussion
4 weeks ago
As a matter of fact, after playing around with the deck for a while I have been thinking about taking out the both Jace, Unraveler of Secrets and the two Dovin Baans (they seem to only work as draw engines that die after a few turns, for me at least) and I definitely see how Jace, Architect of Thought would work much better in this deck.
Unfortunately, I usually find Geist of Saint Traft to be a bit fragile and prefer creatures with more evasion (unblockable, flying), larger bodies (at least 5 usually), or ways evade removal (manlands and indestructible). As for Dragonlord Ojutai... it looks like a much better version of Prognostic Sphinx and I'll definitly consider it, but my original plan was to swap in a couple Torrential Gearhulks and maybe some Snapcaster Mages as soon as I got my hands on a few copies of Cryptic Command. And lastly! I've already been thinking of swapping out my current planeswalkers, and all three of the abilities on Gideon of the Trials line up with what I want my deck to do!
2 months ago
Basic stuff: Land based ramp is more reliable than mana dorks. Many opponents bring sweepers like Pyroclasm in the sideboard, and that shuts you right out of the game. So, I'd suggest exchanging Birds of Paradise for Search for Tomorrow. It costs you one mana in turn 2, but that's it. If you absolutely want to use creatures for ramping, you could go with Arbor Elf, and its best friends Utopia Sprawl and Garruk Wildspeaker. Kiora, Master of the Depths can do a decent impression of garruk in untapping stuff, but you'll really miss the beast tokens.
You need more lands. Playing an extra mana source every turn, and not hitting your land drops, just feels bad - you'll have the same mana as your opponent who only plays lands as manasources, but you have to do a lot more for it. If you want to play creatures at 6+ mana, you'll need something 25 lands, maybe 26.
2 months ago
Nice deck. Why didn't I think of the Strionic Resonator for Narset, brilliant!
I know its a no-creature deck, but I think Prognostic Sphinx is pretty sweet with Narset. Recurrent scry 3 is a big deal.
3 months ago
A big part of modern's UW control decks is winning through Celestial Colonnade, but that's stupidly expensive right now. I would definitely recommend getting a playset of Faerie Conclave so you can get some experience with manlands.
3 months ago
Thanks a lot solarbeam! I took in a lot of your suggestions, added what I could find in my collection, and added what I could buy from my local comic shop. I switched out lands, got some cheaper draw spells, and traded out Torrential Gearhulk for Prognostic Sphinx until I can purchase a few copies of Cryptic Command.
3 months ago
Cool deck! I'm thinking of putting Prognostic Sphinx in my UW control... How well does it work for you in modern?
4 months ago
Then discard everything to Prognostic Sphinx except for one card, Psychic Spiral someone for an annoying but not quite lethal amount, rinse and repeat. This deck has been a lot more degenerate than I expected.
5 months ago
-2 Stubborn Denial +2 lands.
The reason for these changes is because you're always going to be on the back foot if you're playing a control deck, so a card like Unsummon isn't very good because it's tempo based, and card disadvantage. Similarly, Stubborn Denial will only be super good after you have a wincon out. Ultimately, making your land drops is more important so that you can play your big stuff on time. Otherwise you'll be stuck casting an unsummon with 4 lands and a 7 drop in hand, in which case you aren't winning in terms of card advantage.
Speaking of card advantage, you should draw cards if you're a control deck! If you just kill and counter all their stuff, you won't have anything left, and your opponents probably have more ways to kill you than you have ways to defend yourself. For that reason you need a way to refill after you run out.
TL;DR: Hard counters, card advantage, 26 lands, and hard to beat end game :D