Magister Sphinx

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Legality

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

Magister Sphinx

Artifact Creature — Sphinx

Flying

When Magister Sphinx enters the battlefield, target player's life total becomes 10.

carpecanum on Queza, Augur of Agonies

2 years ago

Magister Sphinx is a creature but its one of my favorites . If you get extra life you could spend it on Aetherflux Reservoir

legendofa on Commander without the Legendary Rule

2 years ago

I'm going to go with, as always, Alara. TypicalTimmy already mentioned Godsire and Maelstrom Archangel, and I'm going to add Prince of Thralls, Hellkite Overlord, Blood Tyrant, and Magister Sphinx.

(For the curious, Empyrial Archangel and Sphinx Sovereign are the other two cards in the MNNO cycle. Either of them would work as well, I just don't find them quite as interesting.)

carpecanum on Sefris of the Hidden Ways

2 years ago

Magister Sphinx is great to drop on people, especially late game when somebody is running away with lifegain

KBK7101 on I Control the Best Thing!!

2 years ago

Sorin Markov has a minus ability that does the same thing as Magister Sphinx in case you want to double up on that effect. Mystic Reflection could be crazy here with all the cloning. Helm of the Host, too!

liquid_water on Death by Sphinxation

3 years ago

Does your playgroup let you run Magister Sphinx as a commander, or is that a typo?

wotanaz1337 on What Conversations do you not …

3 years ago

Ramble Sadly, I've seen it happen multiple times at a few LGS'. Last time was last Wednesday. I was admittedly ahead on board but the one guy had 12 commander damage on me with Vorinclex, Monstrous Raider and had just thrown down a mana doubling enchantment. I've seen that deck just explode after he has mana doublers out.

I cast Magister Sphinx and took him out with my faerie tokens from Alela, Artful Provocateur. He stormed off saying it was b.s. and that I could have chumped etc.

Yes, I could've but I only had enough to keep myself alive for maybe two turns against commander damage. He was gunning for me due to, again, having the best board state and I didn't cry about it. He saw a threat and was doing something about it.

I also had a Sephara, Sky's Blade I then convoked the following turn. Another reason not to chump. Sephara is one of my curve-topping beaters.

Anyway, the guy had played stuff like Golos 5C and won flat-out with Expropriate against my draft-chaff Talrand in previous weeks. Also, Eldrazi stuff against basically slightly upgraded pre-cons from the other three players.

Everybody else took his powerful combos and/or cards in stride. None of the other people got more upset than a sigh of resignation. We all just shrugged and moved on to the next one.

gavriel1136 on venture

3 years ago

Cards to remove-Cards to add in

Blood on the Snow- Slaughter the Strong. You only have 1 snow land, so this card really doesn't help you all that much. Slaughter will keep Sefris alive while killing almost everything else.

Planar Ally- Karmic Guide. There aren't many venture cards, sure. But you can do way better for 5 mana than Ally, especially since you have a venture enabler in the command zone. Karmic Guide will reanimate things, is a very powerful combo loop card, and is really cheap now due to a recent reprint.

Grave Endeavor- Either Ever After or Incarnation Technique. 7 Mana is a LOT in commander, and this one is pretty unreliable. The extra damage you do to someone will likely not be too impactful for the additional mana. These two cards provide better value for cheaper.

Champion of Wits- Eligeth, Crossroads Augur. Champion is unreliable and mana intensive. Eligeth is great because if you venture into the Dungeon of the Mad Mage, you're gonna scry 1, 2, then 3. Eligeth will turn those into card draw instead.

Rogue Class- Orzhov Signet. I think this deck could use a little more ramp, and Rogue Class doesn't really do anything until you get to level 3, which is very mana intensive. Even at level 3, it doesn't really jive with the rest of your strategy.

Revivify- Eerie Interlude or Semester's End. Both are more reliable and can trigger a ton of "enter the battlefield and venture" effects you have. This way, you can save your board from a wipe, or just get a ton of ETB's quickly. Revivify requires someone to wipe for you.

Phantom Steed- Magister Sphinx or Reya Dawnbringer. Honestly, it can be any huge creature you like. Since your deck is so focused on reanimator, you should include a few really big creatures that are super impactful to the game to reanimate. Right now the only big ones are Sepulchral Primordial and maybe Sun Titan

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