Sphere of Safety

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Uncommon
Return to Ravnica (RTR) Uncommon

Combos Browse all

Sphere of Safety

Enchantment

Creatures can't attack you or a planeswalker you control unless their controller pays X for each of those creatures, where X is the number of enchantments you control.

Sphere of Safety Discussion

Argy on Pioneer Enchantress (SPICY! MUST CLICK)

1 day ago

I tested this against a Burn deck, as I thought that would be the most challenging for it.

I think 21 lands is too few. I know you have Enchantments that let you get two for the price of one, but these don't hit the field until Turn 3.

Many times I was waiting for one more land to drop, and getting a good opening hand without having to Mulligan was impossible.

Super Aggro decks go with 21 lands. This is a mid to late range deck, as its core mechanic takes time to build up. I would run 23 lands at least, but if this were my deck I would run 24.

If Nyx-Fleece Ram doesn't hit the field by Turn 2, this has no early game.

A bunch of 2/2s (that you don't really want to chump block with) can't hold off 2/3s for very long.

In a Burn deck the problem becomes worse, as spells that can kill a Creature by spending one are plentiful.

That's if you can even cast any Creatures by Turn 2, once again lack of land means you often can't.

Something like Sylvan Advocate may help to stall a little, and gets a boost later in the game.

In StuBi's deck we found that Ixalan's Binding gave better value than Banishing Light

Yes, it comes down one turn later, but the effect of preventing the Opponent from casting the same spell again is more than worth it.

I would run Fumigate instead of Doomwake Giant The life gain might keep you in the game a bit longer, and you will hit more stuff.

This would have been especially good against Burn, as few of your Creatures stayed on the field.

The other thing you could consider is adding some Valorous Stance and/or Titanic Growth in either your Main or Sideboard.

That would save some of your Creatures, give the opportunity to get rid of big Opponent threats, and also pump for lethal.

Declaration in Stone is also good. You'll have to play around to see what works the best.

As far as which cards you might cut - you have way too many 4 ofs. I see this in a lot of decks. Although it might seem to make a deck more consistent, it actually has the opposite effect. Due to all cards wanting prime place at the table, none of them have it.

In my opinion, these could be cut back to 3:

3x Herald of the Pantheon
3x Starfield Mystic
3x Gift of Paradise
3x Verdant Haven
3x Eidolon of Blossoms

Remove Sphere of Safety for Authority of the Consuls You want that effect earlier, rather than later.

That's my take on things. Be aware that sometimes decks play differently on paper than in the TappedOut playtester.

This is particularly pertinent for lands, which often show up with more regularity.

Hope that helps.

Caerwyn on Life Lost v2

3 days ago

I would add the three talismans for your colours-- Talisman of Progress , Talisman of Dominance , and Talisman of Hierarchy . More ramp can never hurt, particularly since some of your combo pieces are a bit expensive to cast.

Vimozahr also made some good suggestions-- Sanguine Bond is a good redundancy for your combo, and, as an enchantment, is less likely to be removed. However, I do take issue with some of the other suggestions--the discard enchantments are mediocre unless your deck is designed to abuse them (i.e. Nekusar, the Mindrazer ) and they'd likely end up being dead cards most of the time with your build. Aminatou, the Fateshifter and Felidar Guardian is a cute combo, but also requires you to draw into a third combo piece. None of those three cards have great synergy with your deck overall, thus making them rather mediocre draws outside a combo win (whereas your other combo still has decent synergy with other elements of your deck, allowing them to further your victory even if you cannot combo off).

I would cut the following:

  1. Dictate of Kruphix - I find cards like this are quite bad in multiplayer. Sure, they give you an extra card per turn; but they also give each of your opponents an extra card. So, in a four-player game, that means you get one card; your collective opponents get three. As such, you're increasing the chances someone will draw into their way of stopping you more than increasing your chances of winning.

  2. Sphere of Safety - I do not think you have the critical mass of enchantments necessary to really make this worth five mana. If you need another prison, consider Norn's Annex or Ghostly Prison instead.

  3. Faerie Tauntings

Hikarumei on Faeries Tribal

3 days ago

so the way I see it you're actually quite close (33 basic lands means 25 basic lands brings you up to 82)

Sooooo creatures

  • Zephyr Sprite (basic 1 drop flyer, but a 1 drop flyer is good on its own)
  • Wydwen, the Biting Gale (3/3 flyer with an ability that gives you bounce to save itself or add faerie casts)
  • Wasp Lancer (3 mana faerie flyer, that's it)
  • Vendilion Clique (ok, pricey but a good way to say no to an incoming problem)
  • Thieving Sprite (another way to say no to an incoming threat)
  • Silkbind Faerie (untap effects are very exploitable, although often rare)
  • Silkbind Faerie (easy to be a 3/3 flying vigilance for 3)
  • Ringskipper (this one is kinda mostly filler but could be obnoxious to get rid of)
  • Quickling (ok I think this is a diamond in the rough, 2 mana, get a body AND save a faerie from impending doom)
  • Oona's Gatewarden (i know defender BUT WITHER IS SUCH A GOOD MECHANIC)
  • Nightveil Sprite (2 mana 1/2 flyer that lets you look at the top card of your library, with the option to toss)
  • Mistbind Clique (forcing your opponent into an all out play can create quite the opening, timing it before the end of a phase limits their options on what they can do with all that mana)
  • Metropolis Sprite (With anthems that ability could be nasty, especially since early game flyers are often going unblocked)
  • Knacksaw Clique (I hate myself for suggesting this monster of a card but even if you aren't stealing their cards, your permanently removing them and that's just nasty)
  • Faerie Vandal (drawing 2 cards in a turn isnt hard in blue, so in many cases it will get +1/+1 every turn)
  • Faerie Mechanist (counts as an artifact AND sifts for more)
  • Fae of Wishes (that adventure lets you pull solutions out of thin air)
  • Eye Collector (1/1 with a decent ability)
  • Brazen Borrower (again not budget but another great adventure)
  • Faerie Guidemother (1 drop white with an ok adventure option)
  • Phyrexian Metamorph (clone that can hit artifacts always good, especially in EDH)
ANTHEMS

Other Stuff

My sanity is lasping soooooo…. Also might want to think of artifact / enchantment recovery cards and good ol’ Elixir of Immortality

MenacingBunny on RW Prison

1 week ago

Chained to the Rocks is the main prison element. You can be prison without cards like Ghostly Prison . This is the closest to Modern prison that we'll get without including Sphere of Safety .

Lanzo493 on Big Bogle || WARNING: ABSOLUTELY MASSIVE ||

1 week ago

Cards to cut: Blessing of the Nephilim , Scourge of the Nobilis , Faith Unbroken , Eidolon of Countless Battles , Xenagos, God of Revels are all great cards, but not the best option for Uril. Uril already pumps himself, and protects himself, so the only thing he needs is evasion. Trample, protection, unblockable, flying, and anything similar. I do like Ancestral Mask and All That Glitters because they're cheap for what they do.

Suggestions: Unquestioned Authority , Sterling Grove , Sphere of Safety . Protection is very valuable. So is shroud for enchantments that doubles as a tutor. It's nice to have a pillow fort so you won't be attacked for having few creatures out, too.

Lemky24 on Life Gain Commander

3 weeks ago

Frozen AEther has very little synergy with the rest of the deck

Greater Auramancy the card is good and great enchantment protection but it is not needed here

Sphere of Safety not enough synergy for the deck, I would say good in a 20+ enchantment deck, otherwise just use Ghostly Prison or Norn's Annex

Hedron Archive the card draw is nice but you have card draw built into your commander, I would use the 3 cost mana rock that taps for 2. Worn Powerstone

Burnished Hart maybe, good ramp for your colors, but is just a maybe

Solemn Simulacrum very good, but I think you can have a better card in the spot, no real way to abuse/recure him

Vampiric Tutor great card but more of a legacy card. I would use Demonic Tutor which also has no card disadvantage

Mystical Tutor same as above, Merchant Scroll

Enlightened Tutor same as above Idyllic Tutor

Cut 3 lands (dont need fetches, they are nice but not a necessity Polluted Delta , Marsh Flats , Flooded Strand , Prismatic Vista , Silent Clearing )

Some notable cards I would include are Sphinx's Revelation , Suture Priest , Auriok Champion

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Sphere of Safety occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

White: 0.29%

GWU (Bant): 0.84%