Jelenn Sphinx

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Jelenn Sphinx

Creature — Sphinx

Flying, vigilance

Whenever Jelenn Sphinx attacks, other attacking creatures get +1/+1 until end of turn.

VensersJournalist on Eye In The Sky

3 years ago

Thanks for the insight! I’m thinking that going with a more Sphinx-centric build might be good. I do have a spare Jelenn Sphinx in my binder currently, and I was eyeing Unesh, Criosphinx Sovereign. I see it as an improved Sphinx of Uthuun (which I had in an earlier version of this).

The double strike cards all look very promising. I’m trying to keep this on a pretty tight budget (under $100 total if possible), so the Fireshrieker and Duelist's Heritage may be useful.

I’m currently running Neurok Stealthsuit but I suppose it wouldn’t hurt to have some boots/grieves/cloak in there (the latter makes sure I can land combat damage).

Once again, I really appreciate the suggestions!

JANKYARD_DOG on Eye In The Sky

3 years ago

Isperia triggers each time she deals combat damage, so yes, double strike is your friend. Cards that help with that are True Conviction, Duelist's Heritage, and Fireshrieker. Some others I just found are Paladin Class which doubles as an Anthem and stax effect as well. Also Akroma's Will, while being a one shot effect it has other applications. Another interesting one is Avenging Huntbonder. While it doesn't fly it spreads nicely with each subsequent attack. Sigarda's Vanguard is better if you have ways to blink/flicker it.

If you want to go full on anthems it may be beneficial to consider a 'go wide' strategy as well.Favorable Winds, Empyrean Eagle, Sprite Noble, Serra the Benevolent, Thunderclap Wyvern (personal favorite), Inniaz, the Gale Force, Steel-Plume Marshal, Windstorm Drake, Kangee's Lieutenant, Gravitational Shift (I feel this is meta dependent), Kangee, Sky Warden. Rally of Wings is one time effect, but possibly relevant.

Aside from blue's signature Counterspell's for saving your board, there are a few options. Depending on your budget Teferi's Protection is an option as well as Flawless Maneuver. Sephara, Sky's Blade is specific to flyers. Avacyn, Angel of Hope and Eldrazi Monument are pricey but are an option. Bounce spells are versatile here because they can remove a blocker which also nets you handle knowledge, or save a permanent from destruction. Scapegoat at least let's you read them, minus 1. Single target spells like Blink of an Eye can save you racking up commander tax. For commander protection, you got the usual Boots/Grieves but Neurok Stealthsuit and Whispersilk Cloak offer more, the former can be uses as a counterspell of sorts for single target effects.

Hopefully that isn't too much info for ya. Not saying include them all, but whatever you feel works for you. Oh, almost forgot... looking at the Sphinx options only a few really stuck out. The first of which is Medomai the Ageless works with the double strike as well, however cannot attack during any extra turns. That said, you just switch you equipment or target over on the extra turns. Alhammarret, High Arbiter Can view a hand and lock a card in it. If you bounce a commander prior you can name the commander. Jelenn Sphinx while small in the front still offers an anthem on the attack. Unesh, Criosphinx Sovereign, is iffy. I like the cost reduction but am not a fan of cards going to the yard up to you though. Atemsis, All-Seeing was something else I've been considering as an additional wincon. You can use Isperia to fetch cards of costs you're missing.

Ok, now I'm done for now.

seshiro_of_the_orochi on Knight Watch

3 years ago

You're welcome, I'm glad I could help. One final idea is Jelenn Sphinx. It's a heavy hitter with High Alert and even pumps the rest of your team.

DrukenReaps on

7 years ago

I'm not so good at suggesting removals. I usually throw together crappy decks then play them and write down cards that suck then look for replacements. Eventually I get a good or great deck. I'll give it a try though.

Chancellor of the Spires- if it is in your opening hand cool if not that is a lot of mana for not much. Your opponents will need something worth casting too and no way to really know they will.

Heliod, God of the Sun- I'm not convinced this card does enough for you. The token production is too expensive and there are cheaper ways to do just vigilance.

Sandstone Oracle- You are in blue and running a high average CMC. I would expect you to have the most cards in hand most of the time. Speaking of which more unlimited hand size might be good like Venser's Journal or Thought Vessel. Of the 2 I would probably find a place for vessel first.

Jelenn Sphinx- feels over costed. sphinx don't really need much in the way of buffs since they start pretty good.

Sphinx of Jwar Isle- this is just very vanilla. Not always a bad thing but meh.

Sphinx of Lost Truths- over costed.

Again you are probably better off doing some testing then seeing what under-preforms for you but I'm not fond of the listed cards.

SaifurCommander on Making a Sharuum the Hegemon …

7 years ago

So, I'm making a buy/trade list for an Esper Sphinx artifact deck. This list isn't including cards I already have, I'll add that as I go or as people suggest the cards I do have.

Basically, what I'm looking for is suggestions of cards to add or remove from this list.

ComSharuum the Hegemon f7.58

Creatures Sphinx of the Steel Wind 1.43 Jelenn Sphinx 0.20 Magister Sphinx 3.15Medomai the Ageless 0.90 Enigma Sphinx 0.57 Sharding Sphinx 0.46 Isperia the Inscrutable 0.48 Sphinx Summoner 1.29Isperia, Supreme Judge 0.73Sphinx of the Final Word 2.20Unesh, Criosphinx Sovereign 0.73 Sphinx of Lost Truths 0.39 Vexing Sphinx - 0.50Consecrated Sphinx 26.60Glyph Keeper 0.32 Prognostic Sphinx 0.31 Argent Sphinx 0.29 Cerulean Sphinx 0.34 Conundrum Sphinx 0.32Belltower Sphinx 0.19 Petra Sphinx 2.31Windreader Sphinx 0.77Adaptive Automaton 6.51Athreos, God of Passage 11.37Thassa, God of the Sea 6.92 Brass Herald 0.26Heliod, God of the Sun 3.91Thassa, God of the Sea 6.89Erebos, God of the Dead 7.60 Order of the Sacred Torch 0.37

Artifacts Chromatic Lantern 11.99 Expedition Map 2.88Sword of Fire and Ice 46.99Sword of Feast and Famine 25.74 Sword of Light and Shadow 25.43Sword of War and Peace 15.18 Sword of Body and Mind 11.39Thought Vessel 4.20Thran Dynamo 9.02Venser's Journal 3.80Lightning Greaves 3.23Belbe's Portal 8.00 Orzhov Signet 0.25Azorius Signet 1.16Dimir Signet 1.16Panharmonicon 2.70Whip of Erebos 1.89Coat of Arms 7.55Door of Destinies 5.75Urza's Incubator 18.51Darksteel Forge 7.99Instants Withering Boon 0.92Swan Song 1.68 Illumination 0.20Sphinx's Revelation 3.59 Punish Ignorance 0.32 Cyclonic Rift 5.69 Cryptic Command 31.91Counterspell 1.10Fact or Fiction 0.53Enlightened Tutor 10.46

Sorceries Wrath of God 6.07Damnation 18.80 Rite of Replication 2.49Day of Judgment 2.83Fumigate 1.81Demonic Tutor 25.56Supreme Verdict 7.12

Enchantments Oblivion Ring 0.30Ghostly Prison 2.13Rhystic Study 9.18 Leyline of the Void 17.70 Leyline of Sanctity 27.50

Land Command Tower 1.00Reliquary Tower 4.12Opulent Palace 0.25 Orzhov Basilica 0.23Azorius Chancery 0.26

RogueArtificer on Sphinx Tribal Commander

8 years ago

Let's see, drop a couple lands. 38 should be nice with mana rocks, Urza's Incubator (really, who else is running that many Sphinxes?), and Warden of Evos Isle

These are the good sphinxes:Arbiter of the Ideal--Argent Sphinx--Cerulean Sphinx--Consecrated Sphinx (you monster)--Enigma Sphinx--Guardian of Tazeem (Moves blockers out of the way, even if you don't have enough Islands, which you should add more islands)--Isperia the Inscrutable--Isperia, Supreme Judge--Jelenn Sphinx--Magister Sphinx--Master of Predicaments--Medomai the Ageless--Prognostic Sphinx--Sandstone Oracle--Sharding Sphinx--Sphinx Ambassador--Sphinx of Magosi--Sphinx of the Final Word--Sphinx of the Steel Wind--Sphinx of Uthuun--Sphinx Sovereign--Sphinx Summoner--Windreader Sphinx

Rhystic Study is a spectacular card for decks like this because every creature you play is a threat that has to be dealt with in some fashion or another, this way you get to draw cards when they play things or just when they try to make nice.

Tezzeret the Seeker really helps the artifact subtheme through ramp and tutoring. Also, his ultimate can turn all those thopter babies into college grad beaters to end some opponents.

I'll admit that I was a little surprised that Fabricate wasn't Enlightened Tutor since knowing the top card of your library is never bad. Also the same of Mystical Tutor and Vampiric Tutor (or Liliana Vess since she's way cheaper than Vampiric Tutor)

Vexing Arcanix seems out of place and could probably use a trim. The rest of your spots are pretty tight because you want all the sphinxes and things for them to do. You could probably get away with just a couple board wipes and counters. The Mycosynth Lattice/Darksteel Forge combo isn't that necessary either. Great and hilarious, but not that necessary.

Plague Wind is sweet, but you could also run Rise of the Dark Realms to not just get your sphinxes back, but everyone else's creatures too. Who said black can't run Insurrection (haste not withstanding)?

Obelisk of Esper needs to become Commander's Sphere at the very least. Late game you get to recur card draw with Academy Ruins and Sharuum the Hegemon if you're so inclined.

I'm not a fan of the Ravnica Karoo lands (Dimir Aqueduct, Azorius Chancery, and Orzhov Basilica), the Filter lands (Fetid Heath, Mystic Gate, and Sunken Ruins), or the Signet lands (Darkwater Catacombs). These would almost be better with basics or the Check lands (Glacial Fortress, Drowned Catacomb, and Isolated Chapel) along with Dromar's Cavern.

Mostly because you're not going to need as much Black mana. You can focus more on your WU duals and sweet Islands since White is a secondary color and Black is tertiary. This should also help you not be stuck lacking Blue mana. (Also, Underground Sea? Show off. :P though, getting up to Tundra and Scrubland might be worth it in the long run.)

Okay, those are all the big things I think.