Sphinx of the Guildpact
Artifact Creature — Sphinx
Sphinx of the Guildpact is all colours.
Hexproof from monocoloured (This creature can't be the target of monocoloured spells or abilities your opponents control.)
Printings View all
|Ravnica Allegiance (RNA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Sphinx of the Guildpact Discussion
1 month ago
You are incorrect and are conflating two different, but related rules. It's a pretty easy mistake to make, but the distinction is quite important.
Here is the definition of color, which is what Happily Ever After checks:
105.2. An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object’s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.
Golos has no colored mana symbols in its mana cost; it has no color indicator (the dot found next to the card type cards like Ancestral Vision ); it has no characteristic-defining ability (such as Sphinx of the Guildpact 's ability).
As such, the object that is Golos has no colors--it fails to meet any of the requirements for the card having a color.
Instead, you are think about color identity, which is defined by an entirely different rule:
903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).
2 months ago
Haha, thanks for tagging me here. I think land base shouldn't stop you and I believe you can find your way into a solid mana base here.
Danielisaias is certainly right is the idea that guild gates may be a good approach but there are certainly many ways to get the mana base right. IF you want to go the guildgate path, here is the cards you want for that build.
Lands Now I am not entirely sure, but I believe that around 10 gates is the best way to build this. Since our ramp and mana fixing is primarily green, we will include 1-2 copies of all gates that include green. Then add 0-1 of the other gates as relevant. IF you were to run all of the following ramp, you will most definitely not need more than one copies of most gates. In addition Gateway Plaza is a great gate that effectively taps an additional land when it enters. You can probably run 4x Evolving Wilds and put in mostly forests and 1-2 of each of the other basics if you want.
Open the Gates - A land of your choice that you can play the next turn. Like a wildcard land
District Guide - Will build a board presence and get you a extra land of choice
Circuitous Route - Terrific ramp straight onto the battlefield and includes gates
Support creatures and spells
Gatebreaker Ram - Powerful when 2+ gates are in play
Gateway Sneak - Ok card draw, guaranteed when gates are played
Guild Summit - Great way to refill hand late game and good set up in the early game
If THAT wasn't enough, here's more!
If you don't want to build a gate deck, you are already almost there. All the "land fixing" cards from the gate build are still relevant here but not as good without the synergy.
Mana Geode - This is a simple card, effective for ramp into any color and scry can fix your draw.
Beanstalk Giant - Not only is he mana fixing/ramp but he is also a giant threat!
Deathsprout - Harder to build in, but is a awesome combination of removal and ramp!
Whisper Agent - in this deck would simply be a pseudo-removal while draw fixing
Faeburrow Elder - I haven't played with him before so I don't know how good he is. Seeing as he can only ramp you mana you already have access to he is hard to judge. However, know that cards like Whisper Agent or Sphinx of the Guildpact will give Faeburrow Elder substantial bonuses.
… I think I went overkill with suggestions. Sorry ;)
2 months ago
6 months ago
Please link the cards when you post a question in future, it makes it somewhat easier to deal with.
No, I'm afraid not. In EDH, all the cards in your deck must conform to the 'colour identity' of your Commander. Hex Parasite as a card doesn't have a colour, and as a permanent doesn't have a colour. But this is different from the colour identity of the card.
The colour identity is derived from the colour of the card + the colour of any mana symbols in its mana cost and rules text, except for reminder text.
- Hex parasite has in its rules text, so it has a black colour identity.
- Dust Stalker has in its mana cost, so it has a black & red colour identity.
- Pontiff of Blight has only in its reminder text, so its colour identity doesn't include white.
- Sphinx of the Guildpact as a card is all colours, so it has a WUBRG colour identity.
6 months ago
I would get rid of the Bioessence Hydra is only worth it with a lot of Planeswalkers. I would add in instead Pir, Imaginative Rascal and his buddy Toothy, Imaginary Friend . Also Sphinx of the Guildpact has nothing to do with your strategy better add Thrummingbird . Thicket Elemental is also something to consider to get rid of and instead run Vigor . Omnibian is also something i wouldn't run --> Deepglow Skate is better. Bloom Hulk also is not really something you would want to run Inexorable Tide is miles better.
9 months ago
Looks like a cool idea for a deck. It seems like the only way to get to your Sphinx of the Guildpact and similar high mana cards is with Mycosynth Golem , so I think a route for your deck might be playing 4x Mycosynth Golem and going for many more cheap "cheerios" style artifacts.
9 months ago
@Gattison that is the best gd deck name!
9 months ago
I'm honestly surprised nobody has built a deck around this guy already, either, but, eh, I'll be first again.