Whenever you cast an instant or sorcery spell, you may put a charge counter on Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage equal to the number of charge counters on it to target creature or player.
Printings View all
|Duel Decks: Izzet vs. Golgari (DDJ)||Rare|
|Rise of the Eldrazi (ROE)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Sphinx-Bone Wand occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Sphinx-Bone Wand Discussion
2 days ago
If the plan is to Polymorph, I would cut the Deadeye/Drake package, and just run Oracle/Leveler. I think the better plan is to always know that Talrand is lethal if Mass Polymorph resolves. Other than that, I would probably try and lower the curve a little. Cut some of the more expensive countermagic and run things like Winds of Change and Chain of Vapor. Dispel and Miscast should also be in here, and maybe even Foil for another free hard counter. It’s bad, but we don’t have access to Force, and losing three cards is better than losing the game.
Let’s cut some of the other expensive win cons like Sphinx-Bone Wand to run a few more mana rocks, like Coldsteel Heart and Sky Diamond. We only have one primary win condition now, but it’s much more effective and resilient, and we can keep our combat damage backup plan. If we really wanted to, we could play Proteus Staff to try and stack our deck in the event we draw both combo pieces/have had them killed, but I think that’s just super greedy and going to be a liability most of the time.
Amass the Components could be See Beyond. That way, we could keep the escape option if we accidentally draw our wincons, but we lower the cost by two. We could also shave Distant Melody and replace it with Chart a Course. It might be less cards total, but it’s half the price, and is always letting us see two cards. Careful Study could be in here too.
That’s all I can think of for now, but I really like this concept. Mostly, we just really need to bring down this curve. Best of luck!
Copied from my response on reddit.
3 months ago
DrukenReaps - thanks, this is a good thought that hadn't occurred to me. I'm running kind of a lot of token decks right now but this is going on the maybe list for sure. Seems fun. I dig 'removal tribal' but she'd have to get in line behind Teneb, the Harvester and Shattergang Brothers. I haven't checked out her EDHrec page in a while so I'll look there too.
goodair - appreciate the reply. I've considered cutting consult and emphasizing ramp and storm, but I'm intrigued by this idea of using her as a ramp+burn commander. Aria of Flame, maybe Sphinx-Bone Wand and Flux Channeler? Torment of Hailfire? Could be a lot of fun...
4 months ago
Saw the link and request for budget suggestions. I haven't played Melek but I am currently playing Mizzix of the Izmagnus and used to play Keranos, God of Storms. I'm a fan or UR all-around. The suggestions below are fairly generic since I'm unsure of how you want to win. Suggestions are based around cards I've used before in 60-card formats or in EDH with the previously mentioned legendaries, and should be under $5 each.
- Primal Amulet Flip
- Goblin Electromancer
- Thryx, the Sudden Storm
- Curious Homunculus Flip
- Seal of the Guildpact
- Firebrand Archer
- Electrostatic Field
- Niv-Mizzet, Dracogenius
- Sphinx-Bone Wand
- Sentinel Tower
6 months ago
If I may make a couple of suggestions, you should look into Thousand-Year Storm . Also, Ral, Storm Conduit deals one damage each time an instant or sorcery is cast or copied. Finally, Sphinx-Bone Wand snowballs quickly.
Edit: Had suggested scepter, but I apparently can't read so I removed it :)
7 months ago
How do you like to win with
Swarm Intelligence can be pretty fun especially when it is also out with Thousand year storm.
Scroll Rack is tooo good with Elsha, but it is $$
Hey check out my deck Guerrilla Kung-Fuuuu!!!
8 months ago
You might like these: Precursor Golem , Heat Shimmer , Sphinx-Bone Wand , Joust , Survive the Night , Rally the Righteous , Wojek Siren , Launch the Fleet , Desperate Stand , Rouse the Mob , Bonus Round , Crimson Wisps
10 months ago
Ok, here we go;
Explosive Vegetation & Skyshroud Claim - at 4cmc they occupy very awkward spot for ramp, both regarding the fact that at 4 mana you can do better things and the fact taht they don't really help you speed into faster Riku cast. Hence these should be cut IMHO
Rude Awakening - for your purposes, there is almost a strictly better card than this. At 5cmc and at sorcery speed, this is very risky and limited. Turnabout costs 1 mana less (though it's , which is a very different cost), works at instant speed and can be used occasionally to disrupt others' wins.
Tempt with Discovery - you don't have any key lands you want to tutor for. This is just a "fun" and vastly overpriced piece of ramp for you. You can and should play better ramp than this.
Bag of Holding - I assume this is here because of the flavor. But it's a terrible card in here. You'd be surprised how much of your "need" for proxying would be alleviated if you wouldn't play bad cards.
Mind's Dilation - cute, but haos rarely works in your favor. And at 7cmc it's hella expensive for such randomness
Arcane Melee - there is a card you might like more. THis costs 5 mana and gives the discount to your opponents, which isn't really good. Jace's Sanctum gives you a smaller discount, but costs less to cast and gives all your spells additional value.
Chaos Warp - this is good in color combinations that lack some kinds of removal. With both green and red at your disposition, you can certainly deal with a wide array of threats, and paying 3 mana to remove something seems like too much.
Archmage's Charm modal spells are cool. But in a 3c deck is a red flag. You can't really expect to cast this reliably. In 1 or 2c, it would be ok, but in here it seems like a nonbo.
AEtherize - this seems irritating at best, and at 4 mana surely you should be casting better removal than this.
That's 10 slots to work with.
First off, ramp. Your land count seems fine regarding your commander's cmc and ramp requirements. But your ramp package is horrible. If you want to do stuff and do it soon, you need to play better ramp than you currently are. Better ramp should also enable you to keep more 2-land hands and make your mid-game stronger, which seems to be a problem as it is now.
Also, this would make Isochron Scepter and Dramatic Reversal stronger options. Scepter would already be very cool in the deck. And with this many artifacts around, Dramatic reversal would become a decent ritual. And those two together with new and improved ramp package are a neat combo you can use to finish games.
This would leave you with one flex slot. My suggestion would be either Swan Song or Nature's Claim , depending on which you fear more; spells or permanents. Also, regarding the meta and specific wincons you're packing, Natural State could be a decent replacement for Claim if you mind the lifegain.
Further optimization would aim to lower your curve, probably by compacting the copy theme and x-wincons, to include more cheap filtering/draw spells for value casting
11 months ago
I'M TELLING YOU, SAITAMA'S SERIOUS PUNCH RIPPING A HOLE IN THE ATMOSPHERE IS, IN FACT, A SCIENCE-FRIENDLY IDEA. OH, & THIS IS A BUMP AS WELL.
BTW, That was a reference to ONE PUNCH MAN; & even Season One in this case. I wished people liked Season II More though...
@sylvannos: For Damage ideas, I'm very confused about the "METRIC FUCKTONS" you used as a comparison. This is planned as compatible for Multiplayer; so I will have a bigger problem as you stated. If we're dealing w/ Double Damage, a strict minimum of 6 Damage, ALL of which is every turn no matter what, I already put in Kozilek #1, & I just put in Past in Flames , but Colorless Sources? That is a problem. Sphinx-Bone Wand is powerful, but cost heavy. Aetherflux Reservoir is also useless as I can't gain life. Staff of Nin doesn't even do much; & there is no Untap Material Mono- has up their sleeves as far as I know... Any ideas? The supposed Metric Tons you said made no sense to me; maybe a clarification is in order?