• Introduction:

The world has always had mysteries. Sphinxes are nothing but those mysteries, given form and function. Sphinxes love to play riddles, but in their hearths, they truly hate it. Because they are riddles by theirselves. And when their true riddles are solved... They dissapear like dust to the wind.

  • The deck:

This is a tribal sphinx deck, with two major win conditions, one being automill and winning with Jace, Wielder of Mysteries and the other one being purely by combat damage. Sphinxes tend to be beefy, and thanks to Unesh, and also by theirselves, will offer some sort of card advantage or another. Not like you will lack card draw either, being mono blue.

He is THE sphinx lord, and as such we need him: he provides cost reduction and vast card advantage, making him the main card draw engine. Sphinxes are also a bit mana intensive, so his mana reduction is also very welcome.

  • The deck's weaknesses:

We have many sub-par sphinxes, that become playable with unesh, but we need him on play to have this effect, so try to prtect him with our counterspell toolkit. We are weak to very early aggresion too, and we should try to give unseh triggers to our allies rather than our enemies: allies will help us and give us the most cards most of the time.

  • The deck's strengths:

Sphinxes tend to be beefy and they all fly, so you can work as a watered down dragon deck with a lot of card draw. Our 2 wincons offer us some flexibility on the late game, but be aware that most game ending threats are more powerful than your sphinxes, so save countermagic to stop or delay them just enough.

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Date added 4 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

33 - 0 Rares

12 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.81
Tokens Ape 3/3 G, Bird 1/1 U, Boar 2/2 G, Copy Clone, Glyph Keeper 5/3 W, Thopter 1/1 C
Folders MTG Playgroup
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