Sapphire Medallion

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare
Tempest (TMP) Rare

Combos Browse all

Sapphire Medallion

Artifact

Blue spells you play cost (1) less to play.

Price & Acquistion Set Price Alerts

C14

TMP

Ebay

Recent Decks

Sapphire Medallion Discussion

Joumba on Phenax, Milltacular

4 days ago

Nice deck mate, +1

I see you got some good ramp with cards like Thran Dynamo and Sapphire Medallion etc, so a Fleet Swallower might be a interesting addition for you!

However, your mana curve is already quite step and 33 lands might be a bit too little. Of course, your testings and opinion is of paramount importance and up to you. 36 to 38 lands are usually a good number.

I personally would not rely on planswalkers that much outside of a deck that can use counter manipulation (with Deepglow Skate for exemple) or focus a bit more one walkers ( The Chain Veil ). But again, thats up to you.

Good luck!

fatereaver on Mizzix madness

1 week ago

In Mizzix, there are a few suggestions I'd make:

Reiterate is a better Reverberate.

All Is Dust becomes a 0 cost board wipe near the game's end.

Spell Burst is a recurrable counterspell with Mizzix's discount.

Sapphire Medallion isn't strong with a commander that naturally discounts, also since it's not a mono-coloured deck.

Brainstorm isn't strong if you can't shuffle away the dead cards, or you're just casting a worse, instant-speed Ponder

The sweet spot for Mizzix is hitting 4 Experience Counters. This is where cards like Capsize come back to the hand for free. One main win-con I have in my deck is a Red mana generator like Mana Geyser and recurring a copy over and over with Reiterate, then blasting the opponents with a mega-fireball/comet storm. You could also use that large mana pool to use something like Reality Spasm if you want to create infinite blue mana instead, and mill yourself out with a Laboratory Maniac on the field.

NV_1980 on Hello again...

2 weeks ago

How about adding some mana rocks and some draw options to increase this deck's speed somewhat? In terms of mana rocks:

Draw options:

Craven183 on Sphinx Tribal

1 month ago

Hey Jon!

Hope you don't mind some suggestions from ya boi Owen. I've looked thoroughly through your list and have some ideas to propose to you. Totally up to you whether or not to use these cards (I won't be offended either way- at the end of the day this still looks like a solid, fun list!). But here are some suggestions:

  1. Replace some of the counterspells: I've noticed you've put a lot of counters in here. This is good- make sure people can't achieve their wincons. But 19 might be a little too much- mono blue can work very effectively with just 10 counterspells (especially with the draw and topdeck manipulation you will be able to achieve with this deck). Here are in my opinion the top ten best budget counterspells: Arcane Denial, Swan Song, Counterspell, Mana Leak, Foil, Pact of Negation, Summary Dismissal, Disallow, Muddle the Mixture, Condescend. And of course you have access to Mana Drain which could easily replace any counter out of the ones I just listed. Even if you want to stay at 19 counters, I would highly recommend taking out Annul, Ceremonious Rejection, Essence Scatter, and Spell Shrivel to put in cards like Swan Song, Arcane Denial, and Foil.

  2. Draw Spells: You've got good stuff in here like Pull from Tomorrow and Stroke of Genius, but sometimes paying X every time you want to draw cards can be a bit too much (especially when you are trying to cast high cost Sphinxes). I'd recommend removing Stroke of Genius, Fact or Fiction, and Fortune's Favor to put in Frantic Search, Dig Through Time, and Paradoxical Outcome. Frantic Search lets you untap lands, Dig Through Time is just too good, and Paradoxical Outcome can let you net mana off of bouncing Sol Ring while also letting you get more ETB effects off of your replayed creatures. For strong early game draw, I'd recommend removing Braingeyser to fit in Mystic Remora.

  3. Ramp: Since your average CMC of the deck is 3.48 and blue gives very little access to land ramp like green, you'll need to back that up with a buttload of artifact ramp. You need to put in Thran Dynamo, Mind Stone, and Sapphire Medallion. They will help you a LOT. Having Dreamstone Hedron, Everflowing Chalice, and Caged Sun in here addition to the other artifact ramp will definitely give you an edge over other players in mana. Also I'd recommend putting in at least 3 more islands.

  4. Acid Rain: This card makes me lol against mono green players. It seems entertaining but may be a useless draw when playing against decks that don't run green. Or even if they do run green it could be something like my Surrak Dragonclaw deck that only runs a few forests with most everything else being nonbasics that don't have forest type like Karplusan Forest. Due to this, if you want to put in some land hate, run Frozen AEther. People will hate you but it's not too mean and it certainly puts you ahead and gains you even more counterspell advantage.

  5. Sphinxes: Here are some Sphinxes I've found that I think would really do you a lot of work and versatility in this deck: Guardian of Tazeem, Chancellor of the Spires, Sphinx Ambassador, and Deadeye Navigator. Yeah, I know the Navigator isn't a Sphinx but he can blink your Sphinxes to get their ETB effects as well as Unesh's trigger. Endless value for only 2 mana.

  6. Target Removal: I would recommend taking out a couple counterspells in order to fit in Reality Shift, Rapid Hybridization, Pongify, AEtherspouts, or AEtherize. These cards have insane value. Everyone expects a counterspell, but nobody expects their Pathbreaker Ibex to suddenly become a 3/3 Pepe the frog at the end of main phase.

  7. The Immortal Sun. This card would do wonders for this deck- you saw first hand how well it worked on Saturday night. Imagine James trying to play that goddamn Teferi, Temporal Archmage with Immortal Sun out. Glorious.

  8. Terramorphic Expanse and Evolving Wilds. Think about these two for a second. They come into play, you sac them and go fetch and island and put the island into play tapped. Your deck is mono blue- so the only thing you can fetch with these is a basic island. If you just replace these with basic islands they'll come in untapped.

Anywho- those are my recommendations! Hope they help and I'm really looking forward to seeing you play this deck! Sorry I went into so much gross detail about my suggestions but I really do love looking through lists and then writing about them.

Cheers!Owen

Stefouch on Commander Theory: Choosing the correct ramp pack

1 month ago

And also:

For white, I use :

Saharez on Inalla, She Who Combos EDH

3 months ago

I don't know if you allready tested it, but Cloudstone Curio is a nice piece in budget Inalla.

It get's increasingly more powerful with cost reducers so as Sapphire Medallion, Jet Medallion, Urza's Incubator and Herald’s Horn.

I found Sedraxis Alchemist to be a great piece of interaction aswell.

That would be a subtheme in your gameplan.

On topic, you should add some effects such as Careful Study, Faithless Looting, Frantic Search aswell to get some of your reanimation targets into the graveyard.

On the topic of reanimation Dance of the Dead is a nice alternative to Animate Dead, I would play both to make sure I didn't get in trouble losing either of them, especially since they are solid cards on their own.

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