Sphere of Resistance

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
MTGO 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
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Vintage Masters (VMA) Rare
Exodus (EXO) Rare

Combos Browse all

Sphere of Resistance

Artifact

Spells cost more to cast.

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Sphere of Resistance Discussion

sonnet666 on [List - Multiplayer] EDH Generals by Tier

9 hours ago

Athraithe, buildingadeck, You guys need to stop being rude. We're talking about moving a commander out of T4. It doesn't need to be on par with AN Sidisi. I think it was very clear that Hissp brought up Sidisi as an example of a low-interaction commander that wins by out-racing disruption. He did not seem to suggest that Godo = Sidisi.

This deck plays very similarly to other T3 decks that mitigate their color identity's weakness with otherwise sub-par cards. You think Sram, Senior Edificer can play around dedicated hate? Not a chance. If someone lands a Sphere of Resistance you better hope you have one of your two removal pieces in hand. That's why Sram's in T3.

Hissp's deck was also not a work in progress. If you read into the discussion on his deck page you'd see that he has sound reasoning for most of his card choices and had taking the deck as far as possible. This decklist was perfectly acceptable to post here.

Neotrup on Omen Machine Rulings

12 hours ago

If there are no mandatory additional mana costs (including ones imposed by Sphere of Resistance or even Trinisphere (though not technically an additional cost), then the spell must be cast, assuming no other restrictions like required targeting. If there are additional mana costs, the player has option as to whether or not they want to activate mana abilities or not, and can effectively make themselves unable to cast the spell.

Bchong on Stack Attack

1 month ago

Instead of having a lot of the bigger draw effects like Sphinx's Revelation or Blue Sun's Zenith you should be running things like Brainstorm Ponder Mystic Remora Preordain Serum Visions these are just better cards and just in general if you have blue in your deck you should almost always be running these cards.

You should take out the less impactful cards. These are cards like Pentarch Ward Reality Acid Solemn Simulacrum Palinchron Angel of Invention Clever Impersonator Phyrexian Metamorph Stonehorn Dignitary Luminate Primordial DuplicantAltar of the Brood Disdainful Stroke Counterspell Disallow Return to Dust Spine of Ish Sah. Admittedly some of these cards are good in a Brago deck and they are fun to play with. But you are neglecting the fact that you don't have enough ramp, or a consistent and wincon that can be tutored for. While you have the tangle wire and static orb combo as one wincon, you have a lot of random cards that in the end don't do that much.

In a competitive match you need to be throwing things like Thorn of Amethyst or Sphere of Resistance turn 1, because your opponent will be close to wining by turn 2 or 3. A stronger card that you need is Blind Obedience this will have more impact by itself than all the creatures you have combined. This is because your game plan is way too slow. For you to get real value out of your cards they must be on the battlefield for more than 1 turn. This is of course only if you are trying to be seriously competitive. Having oppressive cards like Ethersworn Canonist or Arcane Laboratory and other hatebears will actually make people hate you rather than a slow overtime value deck. Because this prevents them from even getting to play magic at all.

By the way you are missing the Aura Thief combo and Cleansing Meditation this will make people concede.

mmcgeach on Sisay Stax

1 month ago

@meowndabout Nice questions! Glad to help with this. I changed the write up slightly, to include a sample blue print for playing the deck. That answers some of your questions, other ones are below.

Fauna Shaman - usually you discard extra mana elves (which aren't that great in the mid-game) to get actual stax pieces or utility creatures. But, also, you can just discard anything. It turns each creature into a Worldly Tutor + free card draw.

Loyal Retainers - this is actually best with Iona, Shield of Emeria, which is decent to run if your meta has some mono-colored decks. However, it's worth leaving in the deck even without Iona, just to get back anything that happens to get killed. It's pretty good reanimation, just by itself.

The Tabernacle at Pendrell Vale - Actually, Magus of the Tabernacle is a pretty good replacement. Tabernacle is here mostly to combat other decks that rely on creatures and mana elves (like us), but have a harder time tutoring for Gaea's Cradle. To perform this function, another answer is Defense of the Heart. Magus might be better since it's a creature and slides under your Thorn of Amethyst effects.

Nullstone Gargoyle - this is a new card I'm testing. It's easily hard-castable with Gaea's Cradle and Nykthos, Shrine to Nyx. And it's a pretty strong lock with Eidolon of Rhetoric. Yes, if I could get this lock together, I'd just cast creature after that.

Recruiter of the Guard - you just get whatever you need for the situation you're in. Get whatever stops your opponents the hardest. You have to know how your opponent's strategies work.

Sanctum Prelate - pretty much always names 2 or 3. These stop boardwipes that sneak under Gaddock Teeg; on three you stop: Toxic Deluge and Fire Covenant; on two you stop Cyclonic Rift and Pyroclasm. I usually pick either 2 or 3 based on which board wipe I'm more afraid of at the moment; but in either case you end up shutting off large parts of your opponents' decks.

Yisan, the Wanderer Bard - this is becoming less important in this list; however I think it's still probably good enough to run. Yeah, you just get whatever is most helpful. You can either get Quirion Ranger on 1 to activate Yisan or Sisay twice per turn, or you get Sylvan Safekeeper to guard Sisay against spot removal. After that, you know, get whatever you need.

Crop Rotation - there's a lot of strong lands in the list. Strip Mine and Horizon Canopy are very good with Ramunap Excavator. You can also get Tabernacle. You can get one of the ramp-lands like Gaea's Cradle, nykthos, or Ancient Tomb. If possible, you should always sacrifice a Flagstones of Trokair.

Creature tutors - You get whatever you really need top stop what your opponents are doing. These tutors let you get non-legendary creatures tho, so sometimes you can get Sanctum Prelate or Eidolon of Rhetoric or Spirit of the Labyrinth if one of those seems really appropriate, or you're in a winning position already, you can go for the kill with Shaman of the Forgotten Way or a lock with Nullstone Gargoyle.

Enlightened Tutor - yes, frequently the most powerful thing to get with this is Living Plane, although there's a lot of great artifact/enchantment stax pieces you may want, particularly Rest in Peace, Null Rod or Sphere of Resistance. It can get ramp in Mana Crypt or Carpet of Flowers. It can also get Lightning Greaves which can be great for Sisay. This card is awesome in this list.

Ancient Tomb is good ramp; Temple of the False God is unplayable crap. There's lots of games where you never get to 5 lands.

Gemstone Caverns, Chrome Mox - these are ramp, which is totally critical. You just exile whatever you don't need. Try to prioritize playing a turn 1 or 2 stax piece with these ramp cards. Also think about when you will play Sisay. If you have these ramp cards, try to set up a sequence where you play a stax card turn 1, a mana creature turn 2, and SIsay turn 3.

Null Rod, Stony Silence - these only shut off our artifact ramp, not our creature ramp. Only play them if they're going to hurt your opponents more than they hurt you. But the deck is pretty much designed so that it's usually pretty asymmetric, although certain hands and board states can make it more nuanced.

Carpet of Flowers - just any other stax piece, maybe Reclamation Sage or Scavenging Ooze, depending on what your meta needs.

Arid Mesa, Marsh Flats - originally I wanted to hedge against running all the fetches with Root Maze, which makes fetches freaking terrible. However, this could be revisited.

You can totally run snow lands if you want to.

Grand Abolisher - I haven't wanted this; usually I'd rather have more Thorn of Amethyst effects - Glowrider and Vryn Wingmare, which make counter spells really hard to use.

Containment Priest - this or Scavenging Ooze is a fine card if your metagame has a lot of reanimator decks. It does hurt our own reanimation (and Yisan), so I wouldn't play it by default.

Solemnity - this doesn't do anything...

Growing Rites of Itlimoc  Flip - I don't think this is worth a 3-cmc non-creature spell. :(

Ashes of the Abhorrent - This can work if your meta has a lot of reanimation or storm...

Disenchant - I'd rather run Reclamation Sage, then maybe Manglehorn.

Ericsteez on H: foil unstable mountain, IMA ...

1 month ago

Hey everyone.

I have a MountainAether Vial

I'm looking for Urborg, Tomb of Yawgmoth , Elesh Norn, Grand Cenobite I'm also looking for a Winter Orb Sphere of Resistance dark ascension Thalia, Goblin Guide, Bitterblossom

Any fodder will do to make up some $$ in trades. Will send first and provide references and pictures

theopip95 on $1500 Blood Pod

1 month ago

Hey great deck I love it. I have been toying with the thought of blood pod for a while now and have a question regarding the deck. Why does the deck run Sphere of Resistance over Thorn of Amethyst? I ask because Thorn of Amethyst affects this deck less while still affecting your opponents?

Decrepit_Angel on Paradox Scepter Storm: cEDH Primer

2 months ago

Some more potentially useful information now that I have a few hundred games completed with this deck across varying metas.

  1. I feel that Toxic Deluge is more or less a mandatory addition. Stax is on the rise in the cEDH meta (or at least everywhere that I play this deck it keeps showing up) and the inclusion of this single card more than tripled my success against creature based stax decks. This card has saved me so many times from Yisan, Tana/Tymna, Brago, and various other decks that I have even contemplated the addition of Rolling Earthquake as a second copy (despite not being cast-able through a Gaddock Teeg).

  2. I also added back in Natural State for the same reason as Toxic Deluge. Given how often I see Sphere of Resistances, Trinispheres, Null Rods, Back to Basics, Blood Moons, etc. in my meta, this was not difficult to justify.

  3. I have said it before, but I will mention it again. I hate Winds of Change. When evaluating cards for inclusion in a deck, especially if I am not convinced of their value, I note times that they were bad/average/good in game. I had 45 times that it was bad compared to 6 that it was good and 15 that it was average. Although it is an easy win with Notion Thief and as you described, a spice inclusion, I cannot justify the inclusion myself. I am well aware that it is intended to be cast either with a Notion Thief in play or post Ad Nauseam to guarantee the win, but I had many times that my Notion Thief would be killed while it was on the stack and it would do little to nothing considering I would usually be low on cards in hand by the time I attempted the win. There are also just times where my hand was dead and I needed to use it to hopefully draw into a better one which seemed to without fail give an opponent a winning hand before it got back to my turn. This could be said of any Wheel of Fortune effect, but at least the other wheels in the deck are usually card advantage on their own, whereas Winds of Change is always card disadvantage without a Notion Thief in play. Also, it is incredibly rare that an Ad Nauseam resolving is not enough to win the game and feels almost entirely unnecessary to be casting this after Ad Nauseam.

  4. Having run both Tormod's Crypt and Nihil Spellbomb for a significant amount of time in this deck, there is absolutely no question in my mind that Nihil Spellbomb is far superior for the deck. The ability to cycle it if it is not relevant or to use it to draw the card that was tutored for with an Imperial Seal effect greatly surpasses the incremental value gained from it costing one less mana.

  5. Lastly, now that I also followed the path of removing Jace, Vryn's Prodigy  Flip to see if I ended up missing the card, I agree that it really isn't necessary in the deck.

Oh, and a funny story, I actually found a backup backup win con for this deck. I somehow survived a Sadistic Sacrament stealing all of my win-cons by already having Paradox Engine, Isochron Scepter and Timetwister in hand when they cast it. (Swan Song and Nihil Spellbomb were exiled by a Rest in Peace earlier that game).

Despite knowing that I had no win cons left, I proceeded to make infinite mana with Paradox Engine/Isochron Scepter/Pyroblast/. I drew my library with Thrasios and with nothing better to do, overloaded Cyclonic Rift, followed with Notion Thief and Timetwister to Mind Twist my opponents hands away. From here I cast Chain of Vapor to return my Isochron Scepter to hand and recast it imprinting a Mana Drain. I cast Vial Smasher and all of the mana dorks in my library and in the most janky possible manner slowly killed all of my opponents with small creature beats while Mana Draining anything they cast.

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