Trinisphere

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions Mythic Rare
From the Vault: Exiled Mythic Rare
Darksteel Rare

Combos Browse all

Trinisphere

Artifact

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

zenbeni on Jank Night!

1 day ago

Mirage Mirror maybe as it is highly versatile? Etched Champion Trinisphere are other strong 3 CMC artifacts, but they don't seem to fit in.

Epochalyptik on Paying mana for X

1 week ago

You get all the effects. Note that each new effect is written as a simple "if, then" statement rather than as a replacement effect that overwrites the previous effects.

Note, however, that X is not determined by what you pay. When X is involved in a cost and you get to decide what X is, you declare a value for X and the payment is then derived from that value. For example, you declare X=8. The cost for Subterranean Tremors will then be calculated as , or .

This is important if there are cost-modifying effects, such as those of Trinisphere, Thorn of Amethyst, Goblin Electromancer, etc. You still declare a value for X, but the total cost will be different according to the net result of those cost-modifying effects. Being forced to pay more or less does not change the value of X.

thegigibeast on [List - Multiplayer] EDH Generals by Tier

1 week ago

I created the rules simply to prevent people from turning this (amazing) list into a battlefield about arguing that their commander is the best, wins in the playgroup... BLAH BLAH BLAH. You are fine with what you are doing posting this list, since you are not arguing about the placement, you are simply helping this resource by providing your input, because that is the idea of the list. Even more, it may be contradictory with the rules (I might have to reword them), because the only thing I do not want is people arguing about the placement of their commander too much, but we definitely need help from people playing a certain deck if we want to optimize it, so... I will se for that but so far I think discussions are going great here with the current rules.

So, about Ezuri, Claw of Progress. It is not the first time this commander in particular is talked about. I am sure if we look through the archived comments it has been brought up a lot of times. Before Protean Hulk's unbanning, we thought it was done, but now I definitely think we need to change things around. (and I have not worked on that list sonnet666 did)

As you said, Flash + Protean Hulk could assemble the main combo available to this specific commander, being Sage of Hours with enough space left to fetch one drops to fulfill the requirements, giving us infinite turns, winning the game. Blue can easily tutor for Flash, and green can easily tutor for Protean Hulk. Now we start having some fun. Even more, all the combo pieces you mentionned are good even outside combo. Flash might be good for a big ETB effect, Protean Hulksimply is a good tutor in the deck, and Sage of Hourscould win even without being tutored like that. And togheter they become a 2 cards combo (3 if we count commander but he always is available so easier to have). The best about it is that the combo also is a lot more compact, without the need of dead cards like Memory's Journey simply to get back the combo in case of exile. I would be greatly interested in seing your list, as I think it has the potential to be much stronger than what we actually have (sorry sonnet666). You did not provided a link Erastaroth_The_Duchess_of_Hell, and I would greatly like one.

I am not sure about the inclusion of Dramatic Reversal+ Isochron Scepter though. Sure, it could help you untap all your mana dorks and go infinite in that way but... What will you do with all that mana? Your commander, unlike Thrasios, Triton Herois not a sink, so we loose that access to drawing our deck with infinite mana and winning from there. Even more, Isochron Scepter would be shut down by a card I definitely think should be in the list, Null Rod. I know I don't have your decklist yet, but I am pretty sure Paradox Enginewould be superior in the current situtation (I may be wrong, I often am).

Definitely should be an hybrid between stax and combo. We have a lot of mana dorks, so why not using them to break parity? Winter Orb (+ Gaea's Cradle to break parity even more, with the package to tutor Cradle), Null Rod, maybe things like Rising Waters, Back to Basicsif we can manage to have enough basics in the deck, usual stax like Trinisphere would be good (past the few first turn we no longer rely on casting dorks so it would be good), Thorn of Amethyst, Sphere of Resistance... The deck is running blue, so we have access to artifact tutors, which should make it easy to play the stax game with those artifacts, similar to what a mono-green Yisan, the Wanderer Bardwould be doing, but much better in our case because we actually have access to artifact tutors.

tldr; I think your idea is great, and I can't wait to see the decklist and help you out the best I can!

thehalubi on GAAIV helmet combo / pillow fort

1 week ago

Things I would cut (b/c they're slow or low value):Dovin Baan, Council's Judgment, Oblivion Ring, Detention Sphere, Imprisoned in the Moon, Darksteel Mutation, Rewind, Swords to Plowshares, windborn muse, deadeye, medomai, angel of tithes,Isperia, gwafa, chancellor, render silent, dissolve, negate, misdirection

Things I'd add:Armageddon, Planar Cleansing, HoU planar cleansing, Preordain, Gilded Drake (if you can justify its pricetag its really good), almost every goddamn 2cmc mana rock and below, , Static Orb , Trinisphere, Sphere of Resistance, , tanglewire, new emrakul, alhammarets archive, Dream fracture, arcane denial, mystic confluence, torrential gearhulk, cryptic command, baral cheif of cunting, both teferis, thran dynamo, exclude, evacuate, dismiss, capsize, careful consideration, seat of the synod, darksteel citadel, white artifact land.

Also remove all lands that have to come in tapped, theyre garbage (save for the scryland), replaces with even basics

Post deck in thread in sometime, ill review it again.

clayperce on Serious Ponza

1 week ago

aeonstoremyliver,
Thanks for asking! I'll hopefully do up the full report this weekend. But here are the Burn pieces:

Both were Naya Burn.

Match 1 (0-2): I kind of lost Game 1 to variance ... I mul'd to 5, kept a meh hand, and couldn't draw enough goodstuff before dying. Unfortunately, I didn't see anything but Mountains and spells in Game 1, so I TOTALLY thought it was Mono-R Creatureless. I sided out all the Blood Moons, and probably pulled some Bonfires, so of course died to Boros Charm, Lightning Helix, and Monastery Swiftspear. Lol. I brought in the 2x Trinisphere and 2x Kitchen Finks (I recently moved to 3x in the side online, but I don't have my 3rd paper copy yet). I can't recall, but I probably pulled a Titan or Dragon and brought in Thrun to lower my curve.

Match 5 (2-0): Game 1 was Land Destruction vs. Goblin Guides for a while, but I stabilized with a Chameleon Colossus and then totally closed the door with a Primal Command for 7 life and a Titan. Game 2 was a nail-biter ... I was down to 1 life before I top-decked another Primal Command, again taking the 7 life and a Titan. Whew! I don't recall how I boarded at all (I really need to sit down and do some formal analysis rather than just winging it). But Trin', Finks, Bonfire, Scooze, and Thrun are always contenders, and I try to leave as many Blood Moons in as I can.

Hope that helps!

By the way, I did up a match report about a Mono-W Enchantments deck here.

Draw well!

StoryArcher on Two routes for Mono-Red Land ...

1 week ago

This would be a 'creatureless' version I might consider...

I'm starting to think that looks pretty interesting. Crack the Earth could be potentially devastating, especially against those white creatures with ProtRed. Red Sun's Zenith gives me a potentially recurring finisher and if it comes down to it would at least theoretically keep me from decking myself.

StoryArcher on Two routes for Mono-Red Land ...

1 week ago

Alright, so I was recently inspired by a couple of new deck ideas and one very, very old one and it has me looking at Land Destruction and wondering if its viable for Modern. The baseline of the deck isn't anything revolutionary and currently looks like this:

Creatures:

Spells:

Lands:

Collectively, that leaves me with nine slots, and therein lies the question. I've come up with two different ways to go - add in a little more direct land/resource destruction and then try to lock up my opponent with Trinisphere...

Version 1: (Land Destruction I)

...or use a very, very old trick that worked well for me back in the halcyon days of Ice Age where I used Orcish Spy and Millstone to selectively filter the mana sources out of my opponent's deck before he could draw it...

Version 2: (Land Destruction II)

I'd welcome any thoughts on this, because I'd really like to run a Mono-Red competitive land destruction deck in Modern if I can and I'm not too sure which route to go.

As far as my sideboard goes, I know I'll definitely be using Surgical Extraction as it was an agonizing decision not to simply include it in the main deck, but beyond that I'm not too sure. I figure Pyroclasm will have my mana-producing creatures covered and Shattering Spree will handle artifacts, so I suppose it would all depend on the Meta. The different iterations of Chandra have also started to have their appeal of late, but I'm not too experienced with Planeswalkers, particularly in a competitive setting.

The_Squirrel on loopholes

2 weeks ago

Actually, Trinisphere won't work. It would make Hypergenesis cost 3.

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