Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
From the Vault: Exiled (V09) Mythic Rare
Darksteel (DST) Rare

Combos Browse all



As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost to play costs to play instead.)

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Trinisphere Discussion


3 days ago

if you want to beat animar decks you may just want to counter their commander, as it is a commander centered deck. cards like Vapor Snag can get you time, cards like Meekstone make their big creatures not able to untap Trinisphere forces them to pay atleast 3 for their creatures and so on... Beating Animar decks is basically:

  1. disrupting their strategy (mostly by countering their key cards, using stax strategies or removing key cards)

  2. being faster than them (faster combo decks or aggro decks they cant keep up to)

clayperce on Ponza.dec (Deckbuilding Primer)

1 week ago

Awesome! Please don't forget about Steps 3 and 4 above ... we've love to pass on some Tips and Tricks, read your tournament reports, and generally talk about Ponza with you! Good luck (and good skill) with the deck!

Short story: IMO, Trinisphere is better in most metas, but Damping Sphere seems like a pretty good budget replacement, which will hopefully bring the price of Trin' back down to manageable levels. Thorn of Amethyst is a semi-budget option as well.

Long story: Some thoughts on all three options ...

  • They all nerf Bloodbraid Elf (making the Cascade spell cost more to cast) ... Trin' is the worst for us there, then Damping Sphere, then Thorn. I personally don't mind this (e.g., when I want Trin' in a match-up, I REALLY want it, so don't care about the nerf), but some just hate it.
  • We need a dork or Sprawl to play Trin' on Turn 2, so we would mulligan a little less often with Damping Sphere or Thorn.
  • Mid-game, it's trickier for us to cast multiple spells per turn too. This most often happens vs. Control, where we're trying to cast 2x 3-drops so Trin' is better in this case, then Thorn, then Damping Sphere.
  • Trin' makes us pay (3) for a Bolt, which feels pretty bad.
  • Storm: Damping Sphere is better. Trin' makes Baral/Electromancer useless and makes it VERY tough for them to go off without a Repeal or Wipe Away (e.g., 8x Cantrips, 8x Rituals, 1x Gifts, 1x Past In Flames, and 1x Grapeshot for 18 costs (60)). But Damping Sphere makes it impossible for them to go off (e.g., the same sequence costs ~(200)). Thorn is the worst of the three (e.g., the same sequence costs (54) without Baral/Electromancer and (35) with one of the cost reducers. We can also shore up the match-up with more removal and graveyard hate.
  • Bogles: Trin' is amazing in this match-up (since they run so few Lands, it's easy to keep them from being able to cast spells at all). Damping Sphere and Thorn are OK but not great. We can also shore up the match-up with Enchantment hate.
  • Burn: Trin' is great in this match-up (forcing an opp to pay (3) to cast a Rift Bolt after it comes off Suspend is such a good feeling). Damping Sphere and Thorn are OK but not great. We can also shore up the match-up with more removal and lifegain.
  • Gx Tron, Eldrazi Tron, and RG Eldrazi: Damping Sphere is great in these match-ups, while Trin' and Thorn are pretty much useless. Gx Tron doesn't need much help; we can shore up the Eldrazi tron and RG Eldrazi match-ups with big Creatures and more removal.
  • Death's Shadow: Trin' is better (it's almost like Bogles ... since they run so few Lands, it's easy to keep them from being able to cast anything but Tasigur or Angler)
  • Ad Nauseum and As Foretold: Trin' is great here.
  • Ux Control: Trin' is better, since it complicates their counterspells + cantrips in the mid-game, and makes Bolt-Snap-Bolt cost (9) in the late game.
  • Grishoalbrand and UR Breach: Trin' is better, since it complicates their early cantrips.
  • Holllow One, Mardu Pyromancer and 8-Whack: Not sure, but I think Trin' is probably better.
  • Infect: They're all great.

Sorry for the wall of text. Hope that helps!

clayperce on Modern land destruction.

3 weeks ago

I'm with Epidilius ... if you're looking for an LD strategy that's competitive enough to hang on the top tables with Jund, Ponza is (IMO) your only option.

Between 4x Stone Rain and 3-4x Molten Rain (not to mention 4x Blood Moon and 2-3x Trinisphere for additional Mana denial), the deck has plenty of LD. You can add more (e.g., Mwonvuli Acid-Moss and/or Fulminator Mage), if your meta allows, but I would not generally recommend that ... LD is a GREAT tempo play, but it's not a win-con.

Andrew Wolber's list is the current "best deck", and it's hard to wrong with that as a starting point. I can also recommend the PonzaMTG subreddit and our Ponza.dec (Deckbuilding Primer) here on T/O.

Good luck (and good skill) with whatever you decide!

NeverTheTwelve on Stax? In my PDH? It's more likely than you think

3 weeks ago

If you have lots (add the mana rocks) of mana Rhystic Circle is pretty dope.Another thing is in MP if other players are attacking each other (perhaps because they cant literally attack you) you can speed upthe clock by adding Tainted Strike to the best attacker! Maybe you oneshot your opponents and if you can reiterate it someway the fear of using it again will stop your opponents from attacking at all! You can't have Trinisphere, so you must stop your opponents to play magic with tricks like this!

saturn999 on Breaking Maralen Together - Community Deck

4 weeks ago

Blood Clock. bounce maralen to your hand allowing you to draw as normal, then cast her again before passing turn. this would also possibly net you more cards considering you'd have tutored with her prior to playing Blood Clock. so you could set up something for yourself and truly lock out your opponent. also, most of our spells could be 3 or more so Trinisphere in the sideboard could help to further hinder opponent's. And Orb of Dreams, Amulet of Vigor possibly Jester's Scepter. Storage Matrix is rarely used and I think if used in the right deck could be a pain. Was trying to build a Maralen deck with these cards earlier this month but I couldn't figure out any synergies. And they are just suggestions, if you find no use for them no worries! Hopefully you can do it. I'd love to see a control deck that just locks players out. Something new and original! +1

Mike94 on Death is a New Beginning (Esper Midrange)

1 month ago

Love the deck but it looks really inconsistent, I could be wrong though. If I would take it for a spin I would make these adjustments;

Thought Scour is one of the factor's that makes the deck to inconsistent and you can only do it once. You're not aggro so one for one's are not enough, value should bring you closer to your endgame. Search for Azcanta  Flip or Jace, Vryn's Prodigy  Flip are pure value generators. If you are really set on using Thought Scour, maybe Opt could be a great way to make it more consistent, it even draws an extra card but it would use up a lot of card slots though.

Tasigur, the Golden Fang should be good enough as a one of, while this opens another slot I would definitely add Liliana, the Last Hope she has good protection of her own and can help you with your self mill strategy while still gaining value of it. Her emblem wins games one it's own so she is an awesome threat in my opinion.

Grave Titan seems kinda awkward, Gurmag Angler fits your overall strategy better.

Elesh Norn, Grand Cenobite feels a bit underwhelming as a finisher, she has no evasion on her own and doesn't give you anything for a grindy game. Griselbrand seems to fit the requirements to be a potent late game threat.

The Moorland Haunt seems to slow and not mana-efficient in the long game. Ghost Quarter is a main-board answer to Tron and can be boarded out if it's not necessary, 24 seems a bit high with your curve, 23 should also be enough I think.

For your sideboard, I would definitely try to add Trinisphere. Combo decks run rampant at tournaments and this card does a great job at keeping them from going of. I would also run Supreme Verdict instead of Wrath of God. You also don't seem to have an answer against control with their playsets of Snapcaster Mages, Grixis Death Shadow decks and Dredge. So to wrap it up this is how I would fill in the sideboard:

These where just some suggestion I hope you can utilize them!

rockleemyhero on GODO TURNS

1 month ago

Hey ravhin9027. The win condition is simple: cast godo, search for helm of the host, and equip. At the beginning of your combat, you make a hasty token copy of godo that will not die from the legend rule. You attack a player and get another combat. The helms ability retriggers and you rinse and repeat until youve killed all your opponents.

Because that combo is 11 mana (6 for godo, 5 to equip), many of the slots are dedicated to getting us more mana like Seething Song and Treasonous Ogre, or to get double godo triggers. Double godo triggers will allow us to go off as such: Cast godo, tutor up Hammer of Nazahn. Then, play a copy spell on godo, such as Twinflame. The new copy comes into play and tutors up helm of the host, which will Au automatically equip to the original godo (go ahead and sac the new one to the legend rule since we dont care about it), and combo off.

Because our wincon is a bit disruptable and expensive, the rest of the slots are filled with high powered stax pieces such as Trinisphere, Chalice of the Void, and Blood Moon. These pieces are so powerful that they have made mono red dragons an actual thing in legacy. Sometimes a resolved chalice or blood moon spells games for certain opponents.

The deck flow is to ramp hard, set up stax along the way, and cast godo and win. You can goldfish as early as a turn 1 win, and as late as a turn 5 or 6 win.

The best card in the deck is Treasonous Ogre by far. If you pay 33 life, you can go off on the spot, assuming you havent already casted godo this game. That and Mana Crypt are your primary tutor targets off of Gamble.

This deck is specifically designed to be able to compete in extremely competitive cEDH 4 man pods composed with stuff like tazri food chain, partners combo, grixis storm, blood pod stax, selvala brostorm, and everything in between. This isnt a tier 1 deck (although theres truly no such thing as tiers in EDH), but I think it has enough juice to have more than a punchers chance in a cEDH pod. Hope that helps and let me know if you have any questions!

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