Sphinx Ambassador

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
2010 Core Set (M10) Mythic Rare

Combos Browse all

Sphinx Ambassador

Creature — Sphinx

Flying

Whenever Sphinx Ambassador deals combat damage to a player, search that player's library for a card, then that player names a card. If you searched for a creature card that isn't the named card, you may put it onto the battlefield under your control. Then that player shuffles his or her library.

Price & Acquistion Set Price Alerts

M10

Ebay

Recent Decks

Sphinx Ambassador Discussion

Craven183 on Sphinx Tribal

5 months 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

Chiberia on Something Wicked This Way Comes

6 months ago

SaifurCommander

I'd never seen Sphinx Ambassador before, very interesting, and useful! I know my friends decks inside and out, so knabbing a good card is pretty much guaranteed, Consecrated Sphinx has always been on the fence with me, it screams KILL ME, and with a deck thats goal is too wait things out I'm not sure it has a place.

SaifurCommander on Something Wicked This Way Comes

6 months ago

Have you considered Sphinx Ambassador or Consecrated Sphinx? They add a bit of control aspect, and Ambassador is great because it's damn near impossible to know, out of 99 cards, what you're going to pick for them to guess. Consecrated adds some card advantage, too.

noshadowkick on Unesh, A Riddle of Sphinges

7 months ago

Dude, I just tried to post an in depth comment and for some reason tapped out just deleted my post instead. I don't have time to re-type everything but here is the gist of my thoughts.

1) You run several more sphinxes than I do. How have the ones like Sphinx Ambassador and Arbiter of the Ideal been performing?

2) Land count seems low. Have you run into issues getting Unesh out on time?

3) I highly recommend Trading Post the card draw and artifact recursion are the best parts, but making tokens and gaining life can be great on defense and untappers just take this card to the next level.

4) What do you usually tutor for with Tolaria West? I may pick one up and give it a shot.

5) I like that you run multiple pieces of spot removal, I think I'm going to give Rapid Hybridization a shot.

6) It doesn't seem like you run any sweepers outside of Cyclonic Rift. Have you had issues with not being able to reset the board when you need to? Evacuation is a great option.

SaifurCommander on ☭ Soviet Russia: The Deck ☭

8 months ago

This looks like an incredibly fun control deck. Have you considered adding Sphinx Ambassador for a little more fun? Give it something to evade blocking and you make them guess or keep a creature. It's a fun bit of head game.

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