|Commander / EDH||Legal|
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|2010 Core Set (M10)||Mythic Rare|
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Creature — Sphinx
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.
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Sphinx Ambassador Discussion
1 month ago
3 months ago
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:
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.
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.
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.
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.
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.
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.
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.
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.
4 months ago
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.
4 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.
5 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.
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 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.
9 months ago
As a more detailed comment from the one I made the other day-
Part I) Cards to remove and why:
A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.
B) Storm Sculptor- Basically the same reason as Angler Drake.
C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.
Part II) Cards to consider removing and why:
A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.
B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid
C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.
D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.
E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.
F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.
G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.
Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:
A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.
B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.
C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.
D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.
E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.
F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.
G) Stealer of Secrets- Another small dude that gets you card advantage early on.
Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.
A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.
B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.
C) Dissolve- Yeah it's another counter spell but this one lets you scry.
D) Voyage's End- Removes a threat and lets you scry.
E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.
F) Phyrexian Ingester- Blue Duplicant.
G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!
H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.
I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)
J) Reality Shift- Cheap exile effect with an insignificant drawback.
K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.
L) Rapid Hybridization- Same as Pongify.
M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.
N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.
O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.
P) Krosan Grip- Good cheap removal.
Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.
R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.
S) Evacuation- The blue version of a board wipe.
Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.
A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.
B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.
C) Archaeomancer- You want this almost as much as you want eternal witness.
D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.
E) Equilibrium- Works on both your creatures and your opponent's.
F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.
G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.
H) Nephalia Smuggler- Reliable flicker effect.
I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.
J) Omenspeaker- Same as the owl.
G) Cryptic Annelid- More scrying.
H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.
I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?
J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?
K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.
Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.
A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.
B) Rogue's Passage- Why is this not already in here?
C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).
Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).
B) Genesis- Bringing back your dead creatures is usually a good thing.
C) Sphinx Ambassador- Fun big card.
D) Colossal Whale- Another fun big card.
E) Hunter's Insight- Easy way to get a good amount of card advantage.
F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.
G) Artful Dodge- More unblockable.
H) Boundless Realms- ALL THE RAMP
I) Protective Bubble- The blue whispersilk cloak.
J) Aqueous Form-Unblockable AND scry
K) Into the Wilds- More ramp is nice.
The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.