You gain X life and draw X cards.
|Have (3)||metalmagic , Forkbeard , orzhov_is_relatively_okay819|
|Want (2)||alexbadoo , BritStick|
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Mythic Rare|
|Modern Masters 2017 Edition (MM3)||Mythic Rare|
|Return to Ravnica (RTR)||Mythic Rare|
Combos Browse all
- Archangel of Thune + Horizon Chimera + Sphinx's Revelation
- Archangel of Thune + Sphinx's Revelation
- Horizon Chimera + Sphinx's Revelation
|Commander / EDH||Legal|
Sphinx's Revelation occurrence in decks from the last year
All decks: 0.05%
Commander / EDH:
All decks: 0.03%
WU (Azorius): 1.35%
WUB (Esper): 0.39%
Sphinx's Revelation Discussion
2 months ago
Now, if cEDH is the way this deck is pushing I would also get other pieces to make it faster. What I mean is, something like Linvala, Keeper of Silence is really good, but if the plan is to cast in turn 4 it might be way too late. I would cut stuff that is either too narrow, too mana intensive or too inconsistent or unreliable, like Sun Titan, Dimir Doppelganger, Mirage Mirror and Unmake. Strangely enough, by my experience Cryptic Command is too expensive and hard to cast most of the time, specially with 3 colours!
In exchange I would add fast mana like Mana Vault, Grim Monolith and Chrome Mox. And other staples like Windfall and Timetwister (availability or budget permitting). Casting a Windfall on turn 1 with 3 or 4 mana on the battlefield is bonkers! Or with a Narset, Parter of Veils!
As a final note, I would consider switching the most expensive ways to draw cards and add some cheaper ones. Like switching Esper Charm and Sphinx's Revelation for Ponder, Preordain and/or Brainstorm.
3 months ago
That's what I was leaning toward, Dylan. Here's why:
Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.
So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.
Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.
Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.
If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.
This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.
I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:
This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.
The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.
Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.
Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.
I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.
Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.
Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.
So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.
I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.
That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.
Having said everything I did in here, the truth is I am building this deck as an excuse.
I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.
One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.
So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.
3 months ago
Rather than Censor, I'd be more inclined to use Stubborn Denial -- Same effect for one mana less, and if you end up putting in a creature finisher like Dream Trawler you get it without the condition -- That said, Censor has cycling, which is always good. In the same vein, Spell Pierce has that same cost-based negation but for one more mana.
Only other thing to consider is getting to the seven mana you need for Second Sun and being able to reach it seven cards deep -- Scry is an obvious route, the Castle Vantress you have there supporting that, things like Witching Well and Omen of the Sea that scry two or more on the cheap. Chart a Course and Artificer's Epiphany/Catalog/Divination/Thirst for Meaning are straight draw, while the big daddy is Sphinx's Revelation, though I'm not sure how that plays in the Pioneer format.
3 months ago
3 months ago
Sphinx's Revelation instead of an izzet charm in the MB maybe? I do like Torch Chandra but i don't know where she would go.
5 months ago
I don’t have a ton but notable things I do have are Brazen Borrower, 2 Dig Through Time, Godless Shrine, 2 Drowned Catacomb, 2 Isolated Chapel, 2 Sphinx's Revelation, 2 Absorb, Kaya, Orzhov Usurper, Nyxbloom Ancient, and Temple of Abandon.
I have more stuff, but that’s just off the top of my head. Any idea what I can do about the binder?
5 months ago
Player's life totals can't change.
If damage, a spell, or an ability would cause a player to lose life, that player puts that many cards into their library instead.
If a spell or ability would cause a player to gain life, that player draws that many cards instead.
I'd like to see another character shut down a fundamental aspect of the game.
5 months ago
Nice deck. I feel that Sphinx's Revelation is too influential to pass up in control, especially with Dream Trawler in your deck