Sphinx Summoner

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander 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
Oathbreaker Legal
Vintage Legal

Sphinx Summoner

Artifact Creature — Sphinx

Flying

When Sphinx Summoner enters the battlefield, you may search your library for an artifact creature card, reveal it, and put it into your hand. If you do, shuffle your library.

WarpedZerghead on Sen Triplets

3 months ago

What I found worked best for a Sen Triplets deck is using blue and white for control so you can have your artifacts do all the work getting combos into play.

Control

Stop players from stopping your fun: the match is yours and they simply haven't realized it yet. Dispatch quickly sets you up for a nasty rebuttal in between whichever counter-spell you choose to deploy. Vindicate, Mortify and Fracture (to name a few..) will help them learn that you mean business.

Land Fetch

Utilizing Esper colors, Black is the tutor-for-all, Blue is great artifact tutoring and White for some artifact but also enchantments. Good enchantments to have on hand are Paradox Haze (which you have) and Artificer's Intuition. Intuition is good because you can use it to get a Sol Ring in hand, another cost artifact you might have, or, any of the following "artifacts that cost :

This cards makes for great and tutoring in a non-green deck as it can be used again and again and there are quite a few you can fetch. Another option is Tezzeret the Seeker that can get you your lands by using the -X ability for 0 to put them into play, unless you want to get a different combo/ramp artifact instead.

Artifact Tutor

Besides the obvious Vampiric Tutor an Demonic Tutor for your get-anything option, there are many options still available for finding the cards you need that are artifact type.

If you are ok with losing a few artifacts, Kuldotha Forgemaster is the ticket as I will sometimes even sac my artifact lands to get better beef on the ground. Otherwise, Sphinx Summoner will get you something in hand and provide you with a flier and a card. Some new cards that play well alongside the Trinket Mage are the Tribute Mage and Trophy Mage cards. Trinket gets you your Sol Ring or another artifact where Tribute and Trophy get you and , respectively.
Artifact-related lands you want to look into are Inventors' Fair for artifact tutoring and Buried Ruin to get something back into your hand from the graveyard.

Ramp Boost

With such a vast array of artifact-type cards - especially mana ramp - you'll want an Unwinding Clock to be sure to keep everyone on edge.

Combo

Combos? We've got combos!
This is my new favorite infinite trigger set using Dross Scorpion + Myr Turbine + any of the following sacrifice outlets:



Steal their Kool Aid

Your Commander will lock a player out of your turn but it also allows you to play their hands. This is a good time to drop any lands they might have in their hands to keep them starved and likewise cast their good ramp spells to get you ahead or continue to lock them out. In the event they finally are able to cast something, you can respond with a Desertion counter-spell (mana permitting) and stick whatever creature/artifact they were trying to cast back in their Vault of Whispers. Thada Adel, Acquisitor and Daxos of Meletis are also nasty foes that puts an opponents deck against themselves. Bribery and Acquire are a malicious and personal jab that should only be used at every chance you get assert your dominance on the board and your opponents deck.

Conclusion

All these cards stand alone from what you can do to further abuse you opponents with just your commanders abilities: it is a multi-pronged deck that throws multiple threats at your enemies making them scramble to deal with one thing while still getting overrun by another.


Have fun...

trocroi on The Antiques Roadshow

1 year ago

Yeah good point. Thoughtcast is a favorite of mine in affinity because it can easily be cast turn one or two for . Thought Courier might be cool since it can throw junk in your graveyard for Academy Ruins ?

Finally, there’s a bunch of vedalken support like Grand Architect , Etherium Sculptor , or Master of Etherium that could have synergy with this.

If you splash black, there’s also Sphinx Summoner ... which you might be able to throw in play without needing any black mana anyways?

griffstick on

2 years ago

Sphinx Summoner has been downshifted to uncommon in double masters. This is great. How strong would it be?

Zomgasa on Treasure!!

2 years ago

Nice changes!

Time Vault is not commander-legal though. Would definitely recommend more tutors or a Damnation.

Tidehollow Strix is great, but have you heard of Baleful Strix?

Sphinx Summoner jumps out as a good add, but I don't know what should eb taken out, up to you I guess.

I like running more kill spells, exile spells, and counter spells but your call if that's the way you want it to run.

I would highly recommend Thopter Assembly! it's just so good with Time Sieve!

multimedia on Esper Artifacts

3 years ago

Continuing my advice...

Good budget cards ($3 or less each) with artifact strategies to consider adding:

Commander staples:

Can add all these cards for about $20. Can add all cards suggested in both comments for about $45.


Cards to consider cutting:

  • Cataclysmic Gearhulk
  • Fumigate
  • Glassdust Hulk
  • Tezzeret's Betrayal
  • Salvaging Station
  • Treasury Thrull
  • Tezzeret, Master of Metal
  • Spinal Embrace
  • Soulscour
  • Pentavus
  • Enigma Sphinx
  • Obelisk of Esper
  • Seer's Lantern
  • Star Compass
  • Arsenal Thresher
  • Jhoira's Familiar
  • Synod Centurion
  • Tower Gargoyle
  • Death Grasp

The majority of these suggested cuts are five/six/seven drops. Cutting these can reduce the avg. CMC or your deck a lot resulting in smoother game play. If you like some of these suggestions I offer more advice. Good luck with your deck.


Load more