: Gain one mana of any colour in your commander's colour identity.
Sacrifice Commander's Sphere: Draw a card.
|Want (9)||IconPrince , spacejamz , bCubed , ekulnagrom , PhynX , Eruyaean , _signal_ , Xona , DJGam-G|
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|Commander / EDH||Legal|
Commander's Sphere occurrence in decks from the last year
Commander's Sphere Discussion
2 days ago
With limited card draw in your colors, it might be worth playing some more cantrips that buff Bruse and replace themselves.
Bestial Fury and Fists of Flame give much-needed trample. Blindblast, Panic Spellbomb, Panic, Rile, and Stun get past lone blockers, while Key to the City gets past anyone. Shelter protects or allows to get past certain colors of blockers. Dragon Mantle gives you a big buff. Burnout prevents tricksy blue spells in combat or counters against your stuff.
And since you have two commanders, Tome of Legends is doubly good.
5 days ago
I completely agree, in fact Mind's Eye was in the first version of the deck but then I've removed it from the list for a long time, since it is very heavy to cast and you are really never happy with the "mana spent / cards drawn" ratio with such an excessive initial mana investment. That said, I've recently re-included it because the deck has become more and more efficient with prolonging the game, and Mind's Eye gives the luxury of repeated card draw without major conditions to satisfy. Plus, I can guarantee that in combination with Fires of Invention it is fenomenal and if I have one of those two cards in hand and I have the possibility to tutor the other, I almost always do.
Unfortunately, I don't really like Commander's Sphere anymore. Sure, it can sacrifice for free for the draw, but as a mana rock it really is lackluster. Good draw when you need it, but too slow for the early game when you need some speed to survive.
6 days ago
I see someone else has already started brewing the new commander. I really like where the deck is heading! Here are a couple suggestions I would give for the brew:
-1 Beacon of Unrest... In general I dont think you'll be getting enough cards in opponent's graveyards for this to matter very much
-1 Crux of Fate... No dragons in the deck, doesn't seem incredibly good at 5 mana, but you can keep this one in without a huge problem.
I'm noticing maybe too much emphasis on a theft style of play? I personally would go the route of controlling your opponents hand and board until you can ramp to Tibalt and pop off, though this is your choice.
-1 Grab the Reins...7 mana for getting a little value out of a creature the destroying it just isn't good enough when you could be devoting that slot to better ramp options (which this deck desperately needs)
Nothing much to say here, maybe cut a mountain or two for some swamps for better mana? Maze of Ith seems good for protecting walker Tibalt in a pinch
-1 Stormfist Crusader... One extra card per opponent usually won't matter
-1 Glasses of Urza... this card will never be relevant. Ever.
Nothing much to say here in terms of cutables.
-1 Angrath, the Flame-Chained... To expensive, too little payoff
-1 Ob Nixilis Reignited...inefficient card draw/removal engine
Cards to Consider
Note: Add more sacrifice outlets like Yawgmoth, Thran Physician or Phyrexian Altar to prevent your opponents from getting any creatures you stole back. Additionally, I would suggest to find a few more cards of removal and focus on making the deck play as smoothly as possible. Really love where the deck is headed. Good work =)
1 week ago
I see you have Astral Cornucopia in your maybeboard. I would definitely take out Commander's Sphere and replace it with Astral Cornucopia. At minimum, you're achieving the same outcome: Pay 3 for an artifact that produces 1 mana per tap. But, if you proliferate it a couple of times and increase the amount of charge counters on it, now you're producing two or three times the amount of mana per tap. Plus, Astral Cornucopia allows for mana of any color, so you get the added benefit of producing mana of different colors from your commander which may come in handy if you the commanders you're stealing have or activiated abilities. Its a small change, but could it make for a good mana advantage in the early game.
3 weeks ago
Triumph of the Hordes can work as an additional wincon.
3 weeks ago
Here's a few suggestions to get started with cutting.
Light of Hope fits your themes as well
Aetherflux Reservoir can be a wincon as well as slow your casting life loss
3 weeks ago
3 weeks ago
1: There are many weaker card choices. Not having access (or getting over time) is obviously apart of the collection-building aspect of the game; but your decks should avoid the weak cards that are not on theme. Focus on including cards that actively help or are benefited by your theme of heavy ramp with a secondary set of heavy draw. Cards such as Fblthp, Gurmag Drowner, Silumgar Sorcerer, and jace, are primary examples.
2: Finding cards that fit both themes: draw and ramp, is relatively easy and will increase the adaptability and efficiency of the deck. Commander's Sphere is the obvious example currently in the deck. Potential additions (that you should be able to more easily acquire) include Edge of Autumn, Explore, Krosan Tusker, and Seer's Sundial. Harder to get pieces would be Kiora, the Crashing Wave, Aesi, Tyrant of Gyre Strait.
4: Having lots of mana is only useful it's spent casting scary game-winning threats. Threats you may not be aware of that might be fun for you to playtest: Soramaro, First to Dream, Prime Speaker Zegana, and Clockwork Dragon. The first and last cards specifically benefit from the amount of colorless mana you will generate with your general.