Sphinx's Revelation


Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Mythic Rare
Return to Ravnica (RTR) Mythic Rare

Combos Browse all

Sphinx's Revelation


You gain X life and draw X cards.

Price & Acquistion Set Price Alerts




Sphinx's Revelation Discussion


17 hours ago

I love the look of this deck! I wanna try it. Only two things popped up to me when looking it over. Fewer walkers than I expected, and the two mana artifacts. They seem kinda random that could be replaced with other things like maybe lifegain spells such as Blessed Alliance since it seems you're not afraid to take some damage from your commander/covenant/dismember. Or draw power like Sphinx's Revelation or Esper Charm or something. Idk.

ParivarGaming on Tuvasa, the Sunlit

1 week ago


I reworked the deck a bit by now, trying to give it a clearer structure. Also I added Open the Vaults after reading your comments.

Sphinx's Revelation though never seemed like a very good card to me. To really profit from it you would have to pay like X = 5 or something, adding up to a total of 8 mana spent, meaning you probably can't cast any other spell that turn and therefore missing a whole turn, which in commander usually equals missing 3 turns. But I must admit I have no experience playing it.

Thanks for your advice,


swanseahammer on Tuvasa, the Sunlit

1 week ago

Looks good :) Might I suggest adding a bit more recursion? Purely based on the amount of Control Magic type auras you have. Hanna, Ship's Navigator and Dowsing Shaman are very good repeatable recursion cards. Also, a bit more card draw never hurts, Sphinx's Revelation is awesome in the late game to refill your hand.

Skulloelegy on C18 - Varina, Busted or ...

2 weeks ago

The filtering effect is being overlooked by a lot of people in favour of zombie tribal -- That's fine, but that filter is bonkers when you break it down; Draw X (X = # of Zombies), Discard X, Gain X life. It's Sphinx's Revelation but as a looter.

In the right deck, you can really abuse this. You can run a suite of zombies ala Tribal and it'll work just as well as having some dedicated token generators.

Myself, I've been looking at her as a control deck, abusing Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre to reload the cards you discard ready to be used again -- House of the Dead [Varina Spellslinger] for reference, but I'm a far way away from optimising it.

She's not broken; She's powerful, certainly, but it's a fine balancing act.

Silverdrake on U/W/R Control

3 weeks ago

3x Logic Knot is really high if you aren't running any Thought Scour. Not necessarily to say you should play scour, but rather that you should trim some of the knots. I'd go down 1-2 knot in favor of 1-2 Mana Leak. 25 lands is also a little high even for a control deck if you aren't running any Sphinx's Revelation or Secure the Wastes. I'd recommend cutting a land in favor of either another Gideon of the Trials, the fourth Cryptic Command, or, my personal favorite, a 1x Disallow. Stops Ulamog, the Ceaseless Hunger cast trigger & can turn Grapeshot into a 1 dmg spell no matter the storm count. Worst case scenario, it's still a Cancel.

TheGamer on Naya Control - Modern - Suggestions?

3 weeks ago

I like what you have going on here. Even without blue, I still feel like there are some specific cards from Jeskai Control lists you should be looking to when making this deck. For example, running 4 Path to Exile is pretty important. Lightning Helix is another great card to keep you in the game against the more aggressive decks.

Also if it's in your budget Tarmogoyf is a good card to take advantage of. It's a card you can get out early against aggressive decks and slow down their aggression, while also able to close out the game in relatively quick fashion.

Lastly, 20 lands is a little bit low in my opinion. For a midrange deck, 20 lands is a very small amount, and you're rocking a control deck. Now I will admit, running a lot of lands is way more important when you're packing cards like Sphinx's Revelation and Snapcaster Mage on things like Cryptic Command, but I still think youre gonna benefit from running more than 20 lands. Id run around 22-23.

Dumgoldfish124 on No.

1 month ago

Hey arvish! Thanks for taking the time to suggest some things, I really appreciate it! With the Blessed Alliances in the mainboard I had been thinking of removing them, for 2 Sphinx's Revelations, and your reaction to them finally pushed me into doing so.

As for Lingering Souls and Secure the Wastes the flashback for Lingering Souls needs black mana so it is only a 3 cost for 2 1/1 flyers and Secure the Wastes would just be another win condition that I don't really need since I already have about 4.

I didn't think about the anti-synergy between Rune Snag and Snapcaster Mage/Torrential Gearhulk, so I'll have to try out Mana Leak, and see how it goes, thanks for making me aware of this.

I had Myth Realized in the deck for a little, but unless I had 4 copies I never drew it early enough. It was fun when I did draw it or had it in my opening hand, but it was pretty much a dead card otherwise.

Finally, I didn't know about the general feeling that 8 counterspells was the magic number, so I have changed that by removing the Spell Snares and replacing them with 1 Fog Bank and 1 Jace, Unraveler of Secrets.

Again, thank you heaps for taking a look and suggesting so many things! It really helped me out, and any further help would be welcomed!

Load more