Commander's Sphere

Commander's Sphere

Artifact

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

Sacrifice Commander's Sphere: Draw a card.

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Set Rarity
Commander 2020 (C20) Common
Commander 2019 (C19) Common
Commander 2018 (C18) Common
Commander Anthology 2018 (CM2) Common
Commander 2017 (C17) Common
Commander Anthology (CM1) Common
Commander 2016 (C16) Common
Commander 2014 (C14) Common
Promo Set (000) None

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Legality

Format Legality
Magic Duels Legal
Legacy Legal
Tiny Leaders Legal
Canadian Highlander Legal
2019-10-04 Legal
Pauper EDH Legal
Casual Legal
Leviathan Legal
Vintage Legal
Oathbreaker Legal
1v1 Commander Legal
Duel Commander Legal
Commander / EDH Legal
Pauper Legal
Highlander Legal

Commander's Sphere occurrence in decks from the last year

Commander's Sphere Discussion

SynergyBuild on Iron man EDH (new fornat)

18 hours ago

Trying to solve the format:


Okay, so, the plan is simple, work our way up from Yidris, Maelstrom Wielder to Thrasios, Triton Hero and Tymna the Weaver Consultation Bloom (Green-Bloom Consult TnT).

Now, why Yidris? Yes, Atraxa, Praetors' Voice is in the right colors, however it is much more expensive to switch from these decklists in that way. Neither Tymna nor Thrasios is in the Atraxa Precon (As seen on Atraxa Precon (Reference)), and Yidris has Thrasios, Triton Hero (Yidris Precon), and when it comes down to it, most importantly are the sultai colors of the pairing, so the manabase isn't incredibly difficult to swap, etc.

Now down to the deck's evolution. While starting with Yidris for it's value is smart, moving quickly over to change out for a Thrasios, Triton Hero/Vial Smasher the Fierce once you make a few dollars, adding in the main engines that drive this archetype. Thassa's Oracle isn't incredibly expensive, however Demonic Consultation/Tainted Pact are certainly not cheap anymore. This means that the best wincons are going to be more controling, and I recommend moving to Vial Smasher as a main wincon.

Keen Sense and Curiosity effects are honestly not a huge investment, and can add a lot of consistency and ability to turn the list into a Curious Control style deck very fast. That can be cheap switches, like Notion Thief, Dig Through Time, and Treasure Cruise to add additional damage and value throughout the game, and just adding some extra cheap countermagic and mana dorks to get them out early and the deck looks really efficient.

Remember, this list already has good synergies for this strategy. Obviously ramp + Thrasios is busted, that's why Thrasios, Triton Hero is so expensive. Just tossing in Vial Smasher as a backup wincon to any number of decent budget threats, some cheap board wipes (think Languish) and some effective removal and the list hits really hard as a strong control deck, easily able to win some games for that cash prize. Being a strongly upgradeable deck, one that gets incredibly powerful on a budget if you have the precon, and also being great out of the box is why this strategy is so good.

Remember for those that wanted Atraxa, or the 5c Dragon deck and wanted to upgrade those to the higher tiers for their manabase, they have to cut tons of dragon and +1/+1 synergies over time, while this deck ran cards like Windfall and Decimate and Burgeoning and signets, Fellwar Stone, Commander's Sphere, etc. Our deck just ran the good cards irrespective of strategy, letting us change out individual cards rather than the whole deck.

Now upgrading the manabase, individual cards, turning more into a curious control deck, perfectly balance in the competitive scenes, hopefully smoking the competition in the early-mid tiers of this format, moving to the Oracle/Consult lines, and tuning will get you far, but make sure you know when enough is enough, as this plateaus with enough money pretty fast, don't go out of your way to get shocks and even mid budget cards (5+ dollars or maybe even less) that can't be used for the Tymna the Weaver side of things. Start looking to upgrade the ramp, interaction, etc. and look to save up store credit to get Tymna the Weaver.

Perhaps prepare by getting manabase that works for both, think fetches at a certain point where either decklist has a use for it, as you upgrade to the best deck of the format, this will be a budgeted version obviously, but even a City of Brass is a great card that just does work for either deck. Getting cheap enablers like Avacyn's Pilgrim, Drannith Magistrate, Aven Mindcensor to replace the Keen Sense style effects from Vial Smasher aren't too expensive, so make sure you are ready to swap cards as you swap commanders. Now work on a bit of manabase fixing and the deck is really ready.

The decklists below look to show where to take the Vial Smasher and Tymna variants on a budget, both based off of some of the cards it would have been expected to have gotten! I personally went for the Dramatic Reversal/Isochron Scepter plan first while testing, as it wasn't overly expensive, and adding in a ton of dorks and rocks for the list was both cheaper than many people might expect, and really really useful when wanting to both have a strong lategame (Thrasios is busted) and also allows for the backup wincon backdooring Thrasios into a Jace/Oracle win!


Iron Man - Mid-Season Curious Control

Commander / EDH SynergyBuild

2 VIEWS | IN 1 FOLDER


Taking the above decklist, refining it for Tymna the Weaver and reposting a similar list and we have the following below:


Iron Man - Mid-Season TnT

Commander / EDH SynergyBuild

0 VIEWS | IN 1 FOLDER


Now, not only are both of these good budget cEDH decks, but they are specifically in the mindset of this format, being the optimal upgrade path to a cEDH list from this mindset, and being the most competitive upgrade path possible, hopefully dominating the format.

Now obviously some people will enjoy the Iso-Rev combo, may move to Power Artifact style stuff after a few hundred wins, whatever floats your boat. I already own duals from store credit in EDH games I run cEDH decks in sanctioned by the store, so it is possible, just depending on the length of the season. Again, my store has a system where each player pays 5 dollars, and gets a 5 dollar coin, they can play in one of two types of pods, one where each player keeps the coin, or the other where people give it to the winner. Under this system, with a $20 allowance per win, assuming 1 win per week you get to build up these lists in roughly 8 weeks based on my estimates.

Make sure to use heavily played cards, discount codes, etc. to get it done even faster! Also, look into other upgrade paths to solve this format, while I tested every list and saw what was closest to the top tier, there may be much more efficient lists early on, so try to get a system to beat this one!


Thank you RNR_Gaming for this challenge, it was super fun to try to solve, and I look forward to perhaps testing my theory in person and crushing everyone xD

Labrodor64 on Mogis, God of Rakdos

5 days ago

The deck is really cool but you’re running a lot of high costed spells yet very little ramp. Think about adding staples like Arcane Signet, Sol Ring, Rakdos Signet, Crypt Ghast, Dockside Extortionist, Solemn Simulacrum, Thran Dynamo, Commander's Sphere ect... Also think about running a couple more lands, 34 is pretty low especially with the cmc of the deck (you should try to lower it too)

MrKillStar on Devastatin Dinos

2 weeks ago

Land base looks good. I would just change Gavony Township and Temple of the False God for something like Reflecting Pool and Cavern of Souls. Its a bit expensive upgrade, but totally worth it.
For mana rocks, I would switch signets (and probably Ikoria 3mana mana rocks too) for Darksteel Ingot, Arcane Signet, Coalition Relic, Commander's Sphere, Mana Geode.
Chance for Glory - I probably wouldnt go with this, unless I could guarantee I wouldnt lose the game. There is a lot of stuff that can easily get you out of the game after you cast Chance of Glory.

I would recommend some cards I use in my Roar of the Behemoths and The First Sliverhorde deck, which could work nicely even here.
Greater Good - would be great card draw as response to someone's removal, etc.
Lurking Predators - with that high amount of big creatures, this could be pretty fun to have.
Finale of Devastation - A creature deck with green, cant miss this... especially if its dino tribal deck. :D
Amulet of Vigor - probably not that useful here, but nice to have this in case you go on lower budget and use tapped lands.
Herald's Horn - to make your dinos even cheaper + again, you have a lot of them, so there is a big chance to draw an extra card at the beginning of your turn.
Aura Shards - Very good artifact/enchant removal for creature decks.
Defense of the Heart - to easily tutor for some big dinos and eat your opponents alive.

PaulMuadDib on Vito, Thorn of Dusk Rose

2 weeks ago

You are going to need more than 12 lands. Whenever I build a deck, I always start with 40 lands and then for every 3 pieces of ramp, which for a mono black deck would be a mana rock or swamp doubler or ritual spell like Dark Ritual, I remove a land.
Please retune the deck with 12 non-land mana sources and 36 swamps for starters and you can think of non-swamp lands you want to include later.
My suggestions for those sources are any 12 of the following, depending on your budget:
Sol Ring
Star Compass
Commander's Sphere
Crypt Ghast
Charcoal Diamond
Soldevi Adnate
Songs of the Damned
Worn Powerstone
Dark Ritual
Everflowing Chalice
Ashnod's Altar
Cathodion
Guardian Idol
Hedron Archive
Mind Stone
Magnifying Glass
Millikin
Prismatic Lens
Cabal Coffers <- could replace a swamp
Bubbling Muck
Pristine Talisman <- defiantly want that

After that you've got the commander, which takes up 1 card slot, so that leaves you with 51 cards to choose from.

I see the bare beginnings of either an aristocrats or a reanimator deck. In my opinion you should push more for aristocrats. It can draw you tons of cards and gain you quite a lot of life. There's no harm in keeping some reanimation spells in there though.

You want a good number of sacrifice outlets. I haven't heard of what a hard number should be so I'd shoot for at least 5. Here's a list of some that I remember off hand:
Witch's Cauldron
Vampiric Rites
Ashnod's Altar
Infernal Tribute <- has a funny synergy with Spine of Ish Sah
Gnawing Zombie
Altar of Dementia
Attrition
Blood Bairn
Bloodflow Connoisseur
Bloodsoaked Altar
Bloodthrone Vampire
Carnage Altar
Carrion Feeder
Corpse Blockade
Culling Dais
Dark Privilege
Diamond Valley
Disciple of Griselbrand
Gutless Ghoul
Lampad of Death's Vigil
Mind Slash
Spawning Pit
Phyrexian Plaguelord

For this strategy you'll need recurring creatures or token generators
Ghoulcaller Gisa
Reassembling Skeleton
Endless Cockroaches
Tenacious Dead
Nim Devourer
Bridge from Below
Open the Graves
Sanitarium Skeleton
Gravecrawler

value
Pitiless Plunderer
Bolas's Citadel

Lifegain
Blood Artist is a staple
Plunge into Darkness is something you might want for the pure lifegain of 3 per creature you sacrifice. Not sure that you want to use the "exile a bunch of your deck" too often.
Bontu's Monument
Corrupt
Drain Life
Shadows of the Past

reanimation
Living Death
No Rest for the Wicked
Sepulchral Primordial
Zombify
Rise from the Grave
Victimize
Apprentice Necromancer
Call of the Death-Dweller

spot removal/board wipes
Mutilate
Damnation
Defile
Hero's Downfall
Vona's Hunger

draw
Read the Bones
Sign in Blood
Damnable Pact
Smothering Abomination
Ransack the Lab
Minions' Murmurs
Harvester of Souls

and so forth. I'd look through some already built aristocrats decks to see exactly whether you want to take that strategy.

Oh yeah, for utility lands I'd choose any of the following within your price range:
Leechridden Swamp
Bojuka Bog
Reliquary Tower
Cabal Stronghold
Volrath's Stronghold
Phyrexian Tower
Myriad Landscape
Terrain Generator
Geier Reach Sanitarium

Tomagotchi on Draw Draw And Draw Some More (Budget)

2 weeks ago

Like what you've got going on here! Atemsis is a great commander! I definitely recommend adding some mana rocks for ramp, so you can get him out a little faster, though. Having your commander out as early as possible is always a huge advantage, along with playing higher mana costed spells early.

Mind Stone, Hedron Archive, Dreamstone Hedron, Commander's Sphere - some standard ramping rocks for budget decks. They accelerate you and you can sacrifice them for cards later in the game if you need to.

Sol Ring - The obligatory Commander mana rock

Everflowing Chalice - Very flexible mana rock that can ramp you early game, or ramp hard late game.

Spell Swindle - This is just a little pricey for a budget deck at almost $3, but its such a cheeky counterspell that can completely turn a game in your favor.

Sphere of the Suns, Star Compass, Prismatic Lens - 2 Drop rocks that can get you a little further ahead early, but might be dead or useless later

Some additional cards that might be worth looking at:

AEtherspouts - This card is brutal against the aggro player in your playgroup. If they swing in with 5 creatures, then they will likely only be drawing those creatures back for the next 5 turns instead of new cards.

Empyrial Plate - This card can make for a nice backup strategy. If you can suit up your Commander with this deal commander damage, it doesn't matter if your Commander's effect whiffs.

Sphinx's Tutelage - Not necesarily an amazing card. But its a cheeky way to deal with other mono color decks sometimes.

I can definitely think of more later, but these might be a nice start to add. I'd say definitely focus on building up by adding ramp artifacts so you can guarantee your commander coming down earlier than turn 6.

ColdDeath on It's Mill-er Time! (Phenax EDH)

2 weeks ago

To increase consistency of the deck I would increase the number of mana rocks and lands. You have 40 cards that are dedicated to mana, I would prefer to have at around 45/50. Include like: Commander's Sphere Gilded Lotus Darksteel Ingot Thawing Glaciers Myriad Landscape etc.

Leyline of Anticipation would be a great addition to you deck I think.

Teh_Mammoth on Azorius Oppression

2 weeks ago

Some stuff which is more personal preference, I'm not fans of mana rocks that cost 3 and only tap for 1 (such as lockets, keyrunes, cluestones, and Commander's Sphere just to name a few).

You'd be better off (if you want to push a bit on budget) with Fellwar Stone, Sol Ring, Talisman of Progress, Arcane Signet

Hope I've helped in some way :)

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