Whenever you draw a card, target opponent puts the top two cards of his or her library into his or her graveyard. If they are both nonland cards that share a color, repeat this process.
: Draw a card, then discard a card.
|Want (4)||Nurarihyon , MisterFamous , thomas9790 , hgw2es|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Uncommon|
|Mystery Booster: Convention Edition (MYSCON)||Uncommon|
|Magic Origins (ORI)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Sphinx's Tutelage occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
- Would Enchanted Evening cause lands to count as nonlands?
- Does Day's Undoing trigger Sphinx's Tutelage
- If I have multiple cards that increase the amount of cards I draw, do they all trigger at the same time?
- How Many Times Can Sphinx's Tutelage Trigger Off a Single Draw?
- Will Shifting Sky affect Sphinx's Tutelage?
Sphinx's Tutelage Discussion
1 day ago
3 days ago
Paper. I'm making my win condition Traumatize and Fraying Sanity.That's why I have 4 Opt and 2 Omen of the Sea. Another win condition is if I can't do that, I'll cast Fraying Sanity and Sphinx's Tutelage and Drowned Secrets as early as possible, then Tome Scour as many times as possible, and if I happen to draw Traumatize it's GG. Or, I can cast Traumatize without Fraying Sanity and then use Fraying Sanity with Sphinx's Tutelage and Drowned Secrets and Tome Scour, which would mill out their whole deck while I am defending with my creatures and casting Sleep. Also, only 2 Tome Scour then Crypt Incursion gives me 30 more life, which will buy me time milling them, or any more than 10 mill giving even more health! Inverter of Truth and Vantress Gargoyle will give me a huge advantage on turn 3 and 4 if I can get the right mana to cast it and mill enough cards. If I can get Tome Scour on my 1st and 2nd turns, then I can cast Vantress Gargoyle early.
1 week ago
Fraying Sanity would only occur with Sphinx's Tutelage. If I can get the latter on the battlefield early, with the former, it would double the cards milled, but regardless it isn't worth it if I can get two Sphinx's Tutelage, which both Sphinx's Tutelage and Fraying Sanity are the same cost, but Sphinx's Tutelage is better because of its 'if they're both non-land cards that share a color, repeat this process'.
1 week ago
I also recommend Sphinx's Tutelage, an awesome mill card that is active every turn. Also, an amazing card for your deck would be Wall of Lost Thoughts; i'ts a mill card as well as a wall! Super useful!
2 weeks ago
I would cut the following:
Kami of the Crescent Moon, Dictate of Kruphix - Both of these are traps. They seem like they should be good with Nekusar, but, in actuality, will probably get you killed. They add no damage for themselves, so, if you cannot keep Nekusar or Spiteful Visions fielded, they are just pure card advantage to your collective opponents. Yes, each player is getting only a single draw, but you have to look at them as a whole unit--in a four-person pod, you get 1 chance to draw a card you need to win; but you're giving up 3 chances that someone will draw the card they need to stop you. Without built-in damage effects, they are simply not worth it. Likewise, I must disagree with TheOtherHand's suggestion of Howling Mine and Underworld Dreams.
Forced Fruition - much the same problem. Often this means they cast their piece of removal, draw 7, then combo out and win the game that turn.
Here are some things I would recommend adding:
I agree, partly, with TheOtherHand's suggestion on running more wheels. Wheels are the bread and butter of Teferi, allowing you to crank out significant amounts of damage. Howeverm Day's Undoing does not work with Nekusar. When Day's Undoing ends the turn, it also exiles all spells and abilities on the stack--that includes Nekusar's damage triggers. So, by using it, you just caused everyone to draw 7 cards, without actually taking any damage.
I would also add Teferi's Puzzle Box to the list of wheels worth adding. It can disrupt direct-to-and tutors and also does not provide actual card advantage. The repeatable wheel effect can get brutal very quickly. Dark Deal, Molten Psyche, Reforge the Soul, Whispering Madness, and Winds of Change are some other wheel effects not already mentioned.
You should also include more artifact ramp, such as Sol Ring and the talismans and signets.
Curiosity allows you to go near-infinite (can keep combo up until you run out of cards) with Niv-Mizzet, the Firemind and is a solid choice to put on Nekusar as well. Helm of the Ghastlord also combos with Niv, and has the added advantage on Nekusar of forcing them to discard any card they draw, locking them into just playing instant-speed spells.
Hope some of that helps!
4 weeks ago
MurrSheep, I fiddled around with Memory Erosion and Hedron Crab when I was building this deck, but I found them to be inefficient in that they are more situational. Hedron Crab works great early game, unless you get mana screwed, then it's kinda pointless. I will play around with Psychic Corrosion though. I bet it would work really well with Sphinx's Tutelage.