Vexing Arcanix

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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
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Vexing Arcanix

Artifact

, : Target player names a card, then reveals the top card of his or her library. If it's the named card, the player puts it into his or her hand. Otherwise, the player puts it into his or her graveyard and Vexing Arcanix deals 2 damage to him or her.

legendofa on Grand Arbiter

8 years ago

If you want some ideas that are admitted much more thematic than powerful, Liar's Pendulum, Vexing Arcanix, and Master of Predicaments can add a "riddle of the Sphinx" vibe.

Kingconker on Geth, the Library Destroyer

8 years ago

RyProv: Okay, I used to run both of those cards in the deck, and you are right about Graveborn Muse being really good card draw, but every time it was on the board, it would kill me from either drawing well over my library or killing me for a high life cost. Vengeful Pharaoh wasn't too potent for a slot in the deck, since my defenses usually rely on having zombies everywhere on the board and milling opponents of (hopefully) their answers. I will admit that it is great in a slower deck like this one, but it wasn't very impact-full from my perspective, maybe it is in the right situation but I haven't found it yet. Also, pertaining to Decimator Web and Cellar Door, the amount of good mill cards in mono are highly limited. Cellar Door replaced Vexing Arcanix, since it doesn't allow my opponent to potentially draw a card. Decimator Web is just a scarier Millstone, honestly, It usually makes people remove it to prevent poison counters, or wins from said poison counters in a long drawn-out game.

Thank you for the suggestions!

RogueArtificer on Sphinx Tribal Commander

8 years ago

Let's see, drop a couple lands. 38 should be nice with mana rocks, Urza's Incubator (really, who else is running that many Sphinxes?), and Warden of Evos Isle

These are the good sphinxes:Arbiter of the Ideal--Argent Sphinx--Cerulean Sphinx--Consecrated Sphinx (you monster)--Enigma Sphinx--Guardian of Tazeem (Moves blockers out of the way, even if you don't have enough Islands, which you should add more islands)--Isperia the Inscrutable--Isperia, Supreme Judge--Jelenn Sphinx--Magister Sphinx--Master of Predicaments--Medomai the Ageless--Prognostic Sphinx--Sandstone Oracle--Sharding Sphinx--Sphinx Ambassador--Sphinx of Magosi--Sphinx of the Final Word--Sphinx of the Steel Wind--Sphinx of Uthuun--Sphinx Sovereign--Sphinx Summoner--Windreader Sphinx

Rhystic Study is a spectacular card for decks like this because every creature you play is a threat that has to be dealt with in some fashion or another, this way you get to draw cards when they play things or just when they try to make nice.

Tezzeret the Seeker really helps the artifact subtheme through ramp and tutoring. Also, his ultimate can turn all those thopter babies into college grad beaters to end some opponents.

I'll admit that I was a little surprised that Fabricate wasn't Enlightened Tutor since knowing the top card of your library is never bad. Also the same of Mystical Tutor and Vampiric Tutor (or Liliana Vess since she's way cheaper than Vampiric Tutor)

Vexing Arcanix seems out of place and could probably use a trim. The rest of your spots are pretty tight because you want all the sphinxes and things for them to do. You could probably get away with just a couple board wipes and counters. The Mycosynth Lattice/Darksteel Forge combo isn't that necessary either. Great and hilarious, but not that necessary.

Plague Wind is sweet, but you could also run Rise of the Dark Realms to not just get your sphinxes back, but everyone else's creatures too. Who said black can't run Insurrection (haste not withstanding)?

Obelisk of Esper needs to become Commander's Sphere at the very least. Late game you get to recur card draw with Academy Ruins and Sharuum the Hegemon if you're so inclined.

I'm not a fan of the Ravnica Karoo lands (Dimir Aqueduct, Azorius Chancery, and Orzhov Basilica), the Filter lands (Fetid Heath, Mystic Gate, and Sunken Ruins), or the Signet lands (Darkwater Catacombs). These would almost be better with basics or the Check lands (Glacial Fortress, Drowned Catacomb, and Isolated Chapel) along with Dromar's Cavern.

Mostly because you're not going to need as much Black mana. You can focus more on your WU duals and sweet Islands since White is a secondary color and Black is tertiary. This should also help you not be stuck lacking Blue mana. (Also, Underground Sea? Show off. :P though, getting up to Tundra and Scrubland might be worth it in the long run.)

Okay, those are all the big things I think.