Sphinx of the Guildpact
Artifact Creature — Sphinx
Sphinx of the Guildpact is all colours.
Hexproof from monocoloured (This creature can't be the target of monocoloured spells or abilities your opponents control.)
Printings View all
|Double Masters (2XM)||Uncommon|
|Ravnica Allegiance (RNA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Sphinx of the Guildpact Discussion
1 month ago
Win with Coalition Victory, but every land in your deck is nonbasic. You have to transform them with Spreading Seas, Song of the Dryads, Contaminated Ground, Celestial Dawn, and Blood Moon. Then have a Sphinx of the Guildpact or something.
2 months ago
I would drop Chaos Wand as it doesn't quite fit with the theme. Also Sol Ring is pretty much only used in commander or brawl. Sphinx of the Guildpact probably isn't worth it either. Hero's Blade needs more legendary creatures to be really useful.
Might want to check out Murderous Rider
3 months ago
If you wanted to add in some more "hexproof" creatures or just some cards that add another type of ability that Kathril will count for the total number of counters "put on a creature this way", you could add in Knight of Malice, Knight of Grace, Sphinx of the Guildpact, and Sporeweb Weaver. All of these different kinds of hexproof add a unique counter so if you had both knights in your graveyard when you cast Kathril, you'd get at least 3 counters. I thought hat was a pretty neat interaction that they only recently made a ruling for. Garruk's Harbinger also has hexproof from black and an ok card advantage ability, but is probably a little less appealing. Also, getting some graveyard tutors in here would go a long way. Even if its just Jarad's Orders and Final Parting. They would really help out with some consistency and help the deck run smoother and be more enjoyable to pilot.
3 months ago
I considered Scuttlemutt at first. It’s nice because it’s a lot cheaper than Sphinx of the Guildpact, but you can never actually activate it in time because there is no point prior to the beginning of your upkeep when you get priority.
Your permanents (creatures, artifacts, enchantments, planeswalkers) don’t have to be in the graveyard; they count toward the requirement if they’re on the battlefield (because the card says “and/or”). Your instants and sorceries will go to the graveyard when they are cast and count toward the requirement from there.
4 months ago
Creatures having a color is already something you can break in commander, though. You can use Painter's Servant naming in your Elesh Norn deck (not that you would in this case) to give all of your opponents protection from your creatures with Absolute Law.
Additionally, Transguild Courier and Sphinx of the Guildpact both get boosts that apply to color even with no changes to the current rules. The point isn't that "this card is x color" because we can already break that in commander. The reason they're banned is because of the rule that the mana symbol appears on the card. This is the same reason that Quenchable Fire can't be run in a mono-red deck despite nothing about the card being blue.
On the point of Gyruda, Doom of Depths I will say you're not entirely wrong here, but let's not forget that Wizards has been pushing color pies and power levels a LOT lately. So to that end I would defend the card pointing to limited blue reanimation effects like Back from the Brink or Body Double. Blue has limited ability to copy or create tokens of creatures in graveyards, so the fact that this latest one is extremely limited feels like it's pushing blue, but not entirely out of context. You can only reanimate something milled with its ETB effect and only if it has an even CMC. It's possible to entirely whif on this and not get anything to reanimate, unlike similar black effects that are more or less guaranteed to bring you back something from the graveyard.
8 months ago
To remove: Aggressive Mammoth, Byway Courier Chittering Witch, Footlight Fiend,Gluttonous Troll,Gruul Spellbreaker, Judith, the Scourge Diva,Keeper of Fables, Ogre Siegebreaker, Primordial Wurm, Rapacious Dragon, Rubblebelt Rioters, Sengir Vampire, Spark Reaper, Sphinx of the Guildpact, Spikewheel Acrobat, Vindictive Vampire, Woodland Champion, Zhur-Taa Goblin
To add: Eternal Witness,Squee, the Immortal,Zulaport Cutthroat, Vexing Shusher, Goblin Matron, Munitions Expert, Krenko, Mob Boss, Warteye Witch, Sling-Gang Lieutenant, Goblin Trashmaster, Putrid Goblin, Dockside Extortionist, Arasta of the Endless Web, Creakwood Liege,Dragonlair Spider, Viscera Seer, Ayara, First of Locthwain, Pitiless Plunderer, Poison-Tip Archer, Sidisi, Undead Vizier, Sheoldred, Whispering One, Deathrite Shaman
10 months ago
You are incorrect and are conflating two different, but related rules. It's a pretty easy mistake to make, but the distinction is quite important.
Here is the definition of color, which is what Happily Ever After checks:
105.2. An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object’s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.
Golos has no colored mana symbols in its mana cost; it has no color indicator (the dot found next to the card type cards like Ancestral Vision ); it has no characteristic-defining ability (such as Sphinx of the Guildpact 's ability).
As such, the object that is Golos has no colors--it fails to meet any of the requirements for the card having a color.
Instead, you are think about color identity, which is defined by an entirely different rule:
903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).
11 months ago
Haha, thanks for tagging me here. I think land base shouldn't stop you and I believe you can find your way into a solid mana base here.
Danielisaias is certainly right is the idea that guild gates may be a good approach but there are certainly many ways to get the mana base right. IF you want to go the guildgate path, here is the cards you want for that build.
Lands Now I am not entirely sure, but I believe that around 10 gates is the best way to build this. Since our ramp and mana fixing is primarily green, we will include 1-2 copies of all gates that include green. Then add 0-1 of the other gates as relevant. IF you were to run all of the following ramp, you will most definitely not need more than one copies of most gates. In addition Gateway Plaza is a great gate that effectively taps an additional land when it enters. You can probably run 4x Evolving Wilds and put in mostly forests and 1-2 of each of the other basics if you want.
Open the Gates - A land of your choice that you can play the next turn. Like a wildcard land
District Guide - Will build a board presence and get you a extra land of choice
Circuitous Route - Terrific ramp straight onto the battlefield and includes gates
Support creatures and spells
Gatebreaker Ram - Powerful when 2+ gates are in play
Gateway Sneak - Ok card draw, guaranteed when gates are played
Guild Summit - Great way to refill hand late game and good set up in the early game
If THAT wasn't enough, here's more!
If you don't want to build a gate deck, you are already almost there. All the "land fixing" cards from the gate build are still relevant here but not as good without the synergy.
Mana Geode - This is a simple card, effective for ramp into any color and scry can fix your draw.
Beanstalk Giant - Not only is he mana fixing/ramp but he is also a giant threat!
Deathsprout - Harder to build in, but is a awesome combination of removal and ramp!
Whisper Agent - in this deck would simply be a pseudo-removal while draw fixing
Faeburrow Elder - I haven't played with him before so I don't know how good he is. Seeing as he can only ramp you mana you already have access to he is hard to judge. However, know that cards like Whisper Agent or Sphinx of the Guildpact will give Faeburrow Elder substantial bonuses.
… I think I went overkill with suggestions. Sorry ;)