Commander's Sphere

Commander's Sphere

Artifact

: Add one mana of any colour in your commander's colour identity.

Sacrifice this: Draw a card.

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Commander's Sphere Discussion

KingLonsur on What is it? Dragons?!

2 days ago

i'm not sure as to what your budget is but if you're still looking for suggestions.

you can use Mana Crypt Sol Ring for generic ramp. Arcane Signet Fellwar Stone for color fixing. Commander's Sphere Mind Stone to draw when they're useless. Orb of Dragonkind helps you dig through your deck in a pinch. And finally Urza's Incubator reduces their cost.

multimedia on Nihiloor Nightmares

5 days ago

Hey, well done for a first deck on such a low budget. I haven't seen this Commander before.

When you're just starting out building decks in Commander it can be helpful to have some basic deck structure guildlines to follow.

This is just a basic structure to get things started. It doesn't cover everything and your final deck may have different numbers for each part of the structure such as you might have more creatures. Some cards can cover more than one area such as Palace Jailer who is creature removal and can be repeatable draw which is really helpful.


Ramp is something all Commander decks need since you don't want to only rely on lands/land drops to make mana. You have Sol Ring which is really good, but that's where the ramp ends here. Only Sol is not enough ramp.

I always explain to new Commander deck builders that you need to be able to sacrifice (cut) some of the fun cards to add ramp to your deck. Since doing this will help gameplay so that you can more easily cast your Commander and the other big fun cards you want to play. In the case here my advice is consider cutting at least 9 cards to add more budget ramp?

Some cards to consider cutting to add more ramp are creatures who don't do enough for their mana cost: Gods' Hall Guardian, Living Tempest, Dread Rider, Shepherd of Heroes, Kor Celebrant, Ronom Unicorn, Brinebarrow Intruder


Like ramp all decks also need draw that comes from single draw effects and more importantly repeatable draw sources. Currently your deck has three good single draw effects Baleful Strix, Champion of Wits, Cloudblazer and one repeatable draw source Jace, Wielder of Mysteries. There's a reanimation theme here that can get you more draw from these creatures which is good, but consider more draw?

Jailer and Rose can be repeatable draw sources with the Monarch Emblem. When you have the monarch then you draw a card at your end step. Only one player in the game at one time can be the monarch and it can change players. As long as you are monarch you get the repeatable draw at your end step which is a big advantage.

For an opponent to become the monarch they have to do combat damage with a creature to you or play a card/effect that makes them the monarch. When this happens you loose the monarch and that opponent becomes the monarch. You can get back the monarch though by doing combat damage with a creature to the opponent who is the monarch or playing a card/effect that makes you the monarch.

Some cards to consider cutting to add more draw: Withercrown, Grave Endeavor, Arcane Endeavor, Smite the Monstrous, Extract Brain, Wand of Orcus


The area of your deck that you have a lot of is removal. I count 23 single effects of removal here. You can afford to cut some removal to improve other areas of your deck: Withercrown, Befuddle, Iron Verdict, Smite the Monstrous.

If you're interested I offer more advice in another comment. Including explaining how blink from single effects or repeatable such as Soulherder and Brago, King Eternal can be powerful here. Would you like me to continue with more advice?

Good luck with your deck.

multimedia on jodah archmage eternal

2 weeks ago

Hey, nice list of cards on a budget. You have several good cards, but also many stinkers.

Do you really play this deck? Or it is a deck you made here for fun? I ask because I don't see how this deck can win a game or consistently function well enough in a real game of multiplayer Commander. If Jodah gets disrupted you're done because your deck is relying way too much on Jodah. Problem is Jodah will be an instant target for removal when he's on the battlefield as your opponents can't let him stick around letting you take over the game. You want your deck to be able to function in gameplay without Jodah.

There's a basic deck structure you can use for a causal Commander deck that's a starting point for building a deck.

This structure doesn't cover everything, just the basics to help to make a functioning deck. For example with Jodah you will want to dedicate quite a few card spots for protection such as Boros Charm and Swiftfoot Boots for him and the big stuff you cheat onto the battlefield. Some areas such as number of lands, lands used in the manabase and ramp become much more important than others. Especially when playing five colors, needing one of each color to cast spells with Jodah and having many high mana cost cards you want to cast.


You have Command Tower which is good, one of the best lands in Commander. When playing five colors then more color fixing from lands in the manabase and ramp sources that can make any color of mana are areas to focus more on and allocate more funds to make gameplay better with or without Jodah.

For lands on a budget if basic lands are the lands you count on most then include ramp and other lands that have interaction with basic lands.

Glade and the four others are called Tango lands and they care about you controlling two or more basic lands for them to ETB untapped. Farseek can search for any one Tango land and put it onto the battlefield tapped.

You have Jungle Shrine which is good, it's called a Tri land and on a budget these lands are some of better lands you can play for color fixing. Consider more Tri lands?

I can continue with more advice in another comment. Would you like me to continue?

Good luck with your deck.

Peoyogon on My First Deck

4 weeks ago

I saw your update and I think your list looks much more streamlined!

Let me try to go over why mana rocks tend to be super important in Commander. Mana Rocks are a term folks use to talk about artifacts that produce mana on their own. They are usually considered a form of 'Ramp' which just means that they are cards that help you make more mana than you would normally have if you only played one land a turn. Ramp is named after the card Rampant Growth which is a fantastic card since it allows you to get an entire extra land out. At any rate, the idea for ramp is that, by investing in some cards early on, you will gain access to more mana in later turns than you would if you were only playing one land a turn. So for example, if you play Commander's Sphere on turn 3, next turn you would theoretically have 5 mana to use on turn 4 (if you played a land), 6 mana on turn 5, 7 mana on turn 6, etc. Though it seems kind of bad spending mana on a card that doesn't do anything right away, that Commander Sphere will give you value throughout the whole game (or until it gets removed). That being said, not all ramp is considered equal. You are right on about Sol Ring being much better than Commander's Sphere. Ideally, you want the most mana per cost that you can find; Sol Ring is so good because it essentially pays for itself plus some! Finding mana rocks as good as Sol Ring is difficult and expensive (things like Mana Vault, for example) so players are always on the hunt for the next most efficient ramp pieces.

Each color is also not equal in its access to ramp. Green has a ton of cards that allow it to just grab extra lands but most other colors have a much harder time. Mana rocks are really nice for Red and Blue especially since they really have a hard time finding meaningful ramp in their colors.

Ramp is also especially good if you can chain them together. Playing Sol Ring on your first turn and then using Ring's mana to also cast Talisman of Creativity is a huge advantage. After playing a land on your second turn, you would have 5 mana to spend; that means on turn 2, you are now able to cast cards you normally would have had to wait until your 5th turn to start playing!

Hopefully some of that makes sense! Feel free to let us know if you have any questions about it to!

Focus_Jim on My First Deck

1 month ago

First off, I wanted to say welcome to magic! As a new player, I know budget may be a concern so I’ll keep any suggestions under $3 (even lower if able) a card. Before I add some suggestions, I want to say I like the unique commander choice. Now onto the suggestions.

The first general thing I would say is you may want to accelerate the speed of your deck. In general, cards that produce mana are crucial to allow the player to cast spells. I see that you added a few of these cards such Fire Diamond. I would suggest adding some more of these cards so you have around 10 in the deck. A few suggestions are the following: Sol Ring, Talisman of Creativity, Fellwar Stone, Mind Stone, Commander's Sphere. Cards like these allow you to play your big splashy spells more often ;).

My last suggestion would be to ask yourself, what do you want your deck to do? I noticed there are two sub themes of the deck of drawing effects and take opponents stuff effects. While not a bad thing, focusing on one theme may help.

That was a lot so I’m not going to ramble more but if you need help with taking specific cards out for the mana producers or want me to clarify more, please let me know! Enjoy the game and welcome!

multimedia on Firja, Judge of Valor Budget EDH

1 month ago

Hey, you're welcome. Well done with the changes.

Angel of Despair is better removal than Oblivion Ring because it's an Angel who can be reanimated many different ways. Emeria Shepherd can reanimate Ring, but it can also reanimate Despair. If you don't want to cut Ring than an Angel replacement to consider is Cleaving Reaper. Reaper can return to your hand from graveyard for 3 life which is nice, but it's not needed here with all reanimation and having to cast Reaper again for five mana is subpar.

Orzhov Cluestone is a lesser mana rock compared to Mind Stone and Commander's Sphere especially with Emeria Shepherd. Consider Wayfarer's Bauble? It's just been reprinted in one of the AtFR Commander decks. Wayfarer is another artifact that has interaction with Shepherd since for two mana search for a basic Plains putting it onto the battlefield to trigger Shepherd. It's also a one drop to keep recurring to your hand with Shepherd to cast again for Firja.

Mentor of the Meek is consistently not going to give enough draw for a three drop. What makes Mentor a strong draw source is when your theme is to create 1/1 token creatures, but that's not the theme here. Angel tokens are the token theme and they're 4/4s as well as most other Angels have more than 2 power which doesn't trigger Mentor. Firja does have 2 power, but her alone is not enough of a reason to play Mentor.

Mentor is not needed since you've added Dawn of Hope which it's a draw source that has overall much more interaction with the theme here. Consider Moon-Blessed Cleric to replace Mentor? Moon is a budget way to tutor for any enchantment who can reanimated, she's also a Cleric.

raefgall on Infect & Proliferate

1 month ago

This looks like it could definitely be scary once it gets going. Very dedicated to its theme.

From a general construction sense, it could probably use a few less lands, a bit more ramp and card draw, and a few less cards on the top end (the mana curve leans high).

Some good mana staples that would help and fit the theme: Sol Ring, Arcane Signet, Commander's Sphere, Fellwar Stone, Everflowing Chalice, Astral Cornucopia, Solemn Simulacrum, Fertilid, Gyre Sage, Rishkar, Peema Renegade, Incubation Druid, Rampant Growth

Since your goal is to get poison counters on ASAP (so that proliferate matters), stuff like Ichor Rats and Plague Stinger would be good additions. Grafted Exoskeleton and Phyresis can make it so some of your other creatures can contribute to the poison damage count. Viridian Corrupter and Relic Putrescence both give you a way to give poison counters while also serving as artifact removal of a sort.

For cards to potentially remove, there are a few that fit the theme, but may be harder to get the benefit from. Melira, Sylvok Outcast and Second Chance don't do too much for you. Door of Destinies doesn't really have a good tribe to name.

There is a sort of sacrifice sub-theme going on that doesn't feel like it fully pans out. The Arcbound creatures are on the expensive side and you don't have a ton of artifact creatures to move the counters onto. Plus, if they hit for regular damage, they're not going to contribute to your infect plan. Throne of Geth and Plaguemaw Beast give repeatable proliferate, but you don't have a ton of things that you want to sacrifice, or ways to get things back from the graveyard to recur them. Martyr for the Cause and Roalesk, Apex Hybrid are only really good if you get exactly Plaguemaw Beast.

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