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Azor's Council of Sphinxs

Commander / EDH Aggro Mill Tribal

IAmTheWraith


The Time for Your Trial has Come

Welcome all to my Azor, the Lawbringer EDH deck! If you have looked at some of my other EDH decks, you know I like building things that lots of other people dont necessarily think of doing. When I saw Azor, I knew that people would be building him for a control deck.

I immediately knew I was going a different route.

Rather than making a control deck, I decided to build Sphinx tribal, which is an interesting tribe that revolves around knowledge and control. Embracing these things in an aggro shell seems difficult, but with some ingenuity, I came up with this. The list contains every color legal sphinx in existence, bar those that either dont do things, or are to difficult to use. I will now go through the list card-by-card, to provide some insight.

While all of these creatures could be considered beaters, I put only these creatures in this category because they dont help the deck in other ways, such as card advantage.

Archetype of Courage, Archetype of Imagination: Giving our creatures first strike is great against decks that have ways to block, but even better is to make all those flyers our opponents have irrelevant.

Argent Sphinx: A good, low-cost sphinx that lets me blink him if I have Metalcraft. Good card.

Cerulean Sphinx: So you want to target this with that removal spell? I say no!

Glyph Keeper: Being able to make a relevant turn 5 play is great, being able to keep it through targeted removal is better.

Goliath Sphinx: Good 7-drop, may be willing to cut for something better.

Jelenn Sphinx: A banner on a creature that can still block? Yes Please!

Jwar Isle Avenger: Being able to play this t3 sometimes is nice.

Serra Sphinx: A flavorful Serra Angel? Sounds legit.

Sharding Sphinx: While it may seem like an interesting choice, it creates 1 thopter, which can create 2 thopters on the next attack, which can then make 8 and so on. Good choice for going wide ;)

Thassa, God of the Sea: In the deck for the scry at upkeep, and also making things unblockable is nice...

The creatures in this list are here because they let me get more cards off of them.

Consecrated Sphinx: I dont need to explain this, do I?

Conundrum Sphinx, Petra Sphinx: A card a turn if you know whats on top!

Isperia, Supreme Judge: A card for each creature attacking me sounds pretty neat.

Sphinx of Lost Truths: An Ancestral Recall on a stick!

Sphinx of Magosi: Draw a card and pumps for 3 mana.

Sphinx of Uthuun, Unesh, Criosphinx Sovereign: Fact or Fiction on a stick anyone?

Vexing Sphinx: Play t3, discard and attack turn 4, put a counter on it, sec turn 5, draw two cards. Seems nice to me.

Windreader Sphinx: Draw a card for each attacking creature? Yes Please!

Arbiter of the Ideal: Lets me put the top card into play for free each turn.

Master of Predicaments: Lets me play a free card each turn.

Sphinx Ambassador: Lets use our opponents creatures against them!

Belltower Sphinx: Turns Lightning Bolt into a mill 3 :D

Chancellor of the Spires: Everyone mills 7 in opening hand, and I get to cast an instant/sorcery among them for free.

Laboratory Maniac: Lets me win if I accidentally draw my deck. (oops)

Kor Cartographer: Nice little ramp card

Guardian of Tazeem: Not online as often as I would like, looking to switch this out for something more relevant.

Grand Arbiter Augustin IV: Cost reduction for me, tax for opponents.

Horizon Scholar, Prognostic Sphinx, Sphinx of Jwar Isle: Lets me scry for the 2 top-card advantage cards in my deck.

All but one of the artifacts in the deck are for ramp/cost reduction, so its not worth separating them into sections as I did the creatures

Elixir of Immortality: Here to gain life in a pinch, also if my yard fills up, its nice to have.

Gilded Lotus: 8 mana turn 5 is nice.

Hedron Archive: A rock that I can use to draw cards when I dont need the ramp anymore, seems nice.

Herald's Horn: Here for card advantage, and cost reduction. Major powerhouse in this deck.

Mind Stone: Refer to Hedron Archive.

Seal of the Guildpact: Casting Azor from the command zone for 4 is always nice.

Sol Ring: Need I say more?

Thran Dynamo: Better things to do on turn 4 than ramp, but, its good if I happen to be able to cast it turn 2.

Urza's Incubator: Refer to Seal of the Guildpact, except even for mono-colored sphinxes.

Wayfarer's Bauble: Some land ramp in the form of an Artifact, nice in a deck without green.

Mana Crypt: Its nice to have 7 mana turn one.

Instead of going card by card, I will explain what I wanted in a manabase. I wanted something resilient, versatile, and consistent, but I also wanted to interact and impact the board. I do this by fetchlands, duals, and lands like Reliquary Tower and Strip Mine.

Always Watching, Dictate of Heliod, Favorable Winds, Glorious Anthem, Path of Bravery: These are here to buff our team into lethal threats!

Collective Restraint, Ghostly Prison, Propaganda, Web of Inertia, Sphere of Safety: You want to attack me? Ill make you pay!

Moat: The ultimate pillowfort card that doesnt affect me :D!

Brave the Sands: Being able to attack and block is nice.

Land Tax: Commander Staple here!

Sphinx's Tutelage: Mill the mono color player while we draw. Seems fun.

As Foretold: on 4+, this starts dropping bombs my dudes.

True Conviction: A card for the ultimate Alpha Strike!

What?! No counterspells?!

This is a personal choice. If I wanted counterspells, I wouldve built a control build. This is not what Im going for, nor will any find their way into the deck unless it severely helps my gameplan.

Cyclonic Rift: You want to block? ILL BOUNCE EVERYTHING!!!!!

Psychic Spiral: Another one of those cards that keeps me from milling myself.

Sphinx's Revelation: Flavor win, anyone?

Archangel's Light: Another one of those cards that keeps me from milling myself.

The interaction between Archetype of Imagination and Moat is really nice. It keeps my opponents from attacking, and keeps anything that doesnt have reach from blocking. This ends games, simple as that.
If you like the list, dont forget to +1! Also if there are any combos/interactions that Ive missed, please let me know!

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Date added 6 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

43 - 0 Rares

22 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 4.36
Tokens Glyph Keeper 5/3 W, Thopter 1/1 U
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