Sphinx-Bone Wand

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual 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
Duel Decks: Izzet vs. Golgari (DDJ) Rare
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Sphinx-Bone Wand

Artifact

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.

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Sphinx-Bone Wand Discussion

Entrei on Glimmer in Mizzix EDH?

2 weeks ago

If you don't mind, may I take a look at your list? Would help me with suggestions in general.

However, I would advise Sphinx-Bone Wand in general.

Pieguy396 on Kruphix Control

3 weeks ago

Hey there! I would cut the following cards:

  • Brainstorm, as it's really only useful if you care about the top card of your deck, or if you have a lot of shuffle effects.
  • Horizon Chimera, as I don't think it really does that much.
  • Mystic Snake as 4-mana counterspells need to have a good extra effect to be of much use; a 2/2 chump blocker isn't generally that.
  • Sphinx-Bone Wand, as it doesn't generally get that useful until it has several counters, and your opponents will generally kill it before it gets that far.
  • Essence Scatter, as I find that the restriction on only countering creatures is often too restrictive.
  • Mana Leak, as most people have more than 3 mana open when they cast spells you really care about.
  • Bounty of the Luxa, as I find that it almost always does the opposite of what you want it to - drawing cards when you want mana, and vice-versa.
  • Beacon of Tomorrows, as there are much better extra turn spells out there.
  • Artisan of Kozilek, as you don't have all that many great reanimation targets, and you have better finishers.
  • Dissolve, as scry 1 isn't that much of an upside, and 3-mana counterspells aren't that great, either.
  • Probably a land, as you have plenty of card draw and ramp already.

Hope this helps!

Shredwick on Ramos, Insanity Engine

3 weeks ago

SlavicGhaespar I was leaning towards taking out the sunbursts, as they're more for extra bonus rather than popping off combos. I'm not sure I want to take out Corpsejack Menace or Hardened Scales cause they make Ramos skyrocket. I might take out up to two lands, but I'm not sure which ones. This is a temur deck with a splash of orzhov, and the lands I have in all mostly make temur colors. and bounding a scry land and scrying again next turn is really helpful getting to my combo pieces faster.

sebastian1994 as above I threw in the sunburst/modular cards as extra bonuses, knowing that if I had to, they'd get slid to the side. I'm not really looking to take out any more cascades, as they really make Ramos amazing since they're all multicolored. Sprouting Vines is a great early game card to ensure I never miss a land drop. Sphinx-Bone Wand is amazing late game. Mirari can go, though, since neither its cast nor the copied spells trigger ramos. Again, it was thrown in for utility.

Thanks for both of your helps!

sebastian1994 on Ramos, Insanity Engine

3 weeks ago

Some cards I think that you could take out are the Modular and Sunburst cards that you have in the deck. Unless I'm missing a specific rule, I don't think that those cards will trigger Ramos, Dragon Engine since those cards don't change color based on the different types of mana spent to cast them. The ones like Arcbound Wanderer and Clearwater Goblet are still colorless and therefore wouldn't give Ramos any counters when cast.

Other than those, depending on what exactly you want to accomplish with the deck, you might want to consider taking out some of the cascade/storm cards. Captured Sunlight, Sprouting Vines, and Bituminous Blast are the ones that I would consider taking out first.

It looks like this might be one of your anticipated win conditions, but I think taking out Sphinx-Bone Wand and Mirari could help to focus your deck a little bit.

Overall this looks like a really fun deck to pilot! I hope these suggestions help.

Suns_Champion on OH LORD JESUS IT'S A FIRE! | Neheb EDH

3 weeks ago

Megalomania thanks again! I'll have a look!

shiki1335 Thanks for the comment!

Obsidian Battle-Axe I like because it gives Neheb haste, extra power, and that 1 extra toughness that lets him survive stuff like Inferno and Bloodfire Colossus. Mask of Memory is good and I'll consider it.

Inferno. Hmmmm. Fanning the Flames might be a good replacement.

Akroma's Memorial is just too good in my meta and too easy to cast with Neheb. Sphinx-Bone Wand doesn't do enough soon enough.

I'll also consider Seething Song.

Thanks all!

Theorak on Neheb The Eternal

1 month ago

Yep you need more ramp, and utility so that your spells don't just stay one-offs.In short I would say, get inspired here: http://tappedout.net/mtg-decks/neheb-the-eternals-crazy-junkyard/

Personal tips that I would like to see in that deck: Sphinx-Bone Wand is every spell better, Pia's Revolution punishes removal of key pieces, Blasphemous Act is a staple, Key to the City is way better card draw. Valakut, the Molten Pinnacle wonder why no list has this - it's good even with just Expedition Map and 30+ mountains!

TaegukTheWise on Bantman, He Never Sleeps, He Only Blinks!

1 month ago

Have you ever considered extremely hard to assemble infinite combos? In my Roon deck I use Minion Reflector, It's still there to give some form of value, like Inalla. I tend to stray away from infinite combos myself, since I feel they are extremely cheap and have no real bearing to actual skill, (like Kiki-Jiki, Mirror Breaker and Deceiver Exarch/Zealous Conscripts, AKA 2-3 piece combos), but I have a leniency towards extremely hard to set up combos. It makes them fun since it can be exceedingly satisfying because they are extremely easy to disrupt, whether or not an opponent happens to know what the combo pieces do, or if they are even part of a combo. Now I understand that it's still an infinite combo, but allow me to say that these are 5 to 6 piece infinite combos that really never fire off during a game (because 100 card singleton), but the pieces at the same time still have a place and give you value. Its basically like a game of bluffs, just hope your opponents don't know what the individual pieces do until its too late! I find 4+ piece infinite combos are highly similar to dying to Sphinx-Bone Wand, except its not that obvious.

Sacramentho on Talrand, Master of NO

2 months ago

Thanks for your advice Shinwizzles!You are totally right about Illusionist's Bracers, I had misunderstood that card so I will exchange that for something else. Jin-Gitaxias, Core Augur is definitely a good card, but he's a little bit too expensive for my budget.I've had a blast with Sphinx-Bone Wand so I will keep that in the deck even though it might not be the most competitive.Guile and Future Sight are two really nice suggestions that I will definitely think about adding to my deck.Once again, thanks for your comments! :)

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