4975 views3 years ago
Commander
Size: 100Est cost: $1637.42Salt sum: 67.03
mcstormy
4975 views3 years ago
Commander
Size: 100Est cost: $1637.42Salt sum: 67.03
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Commander
Unesh, Criosphinx Sovereign
Flying
Sphinx spells you cast cost less to cast.
Whenever Unesh or another Sphinx you control enters, reveal the top four cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Sphinx spells you cast cost less to cast.
Whenever Unesh or another Sphinx you control enters, reveal the top four cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Legendary Creature - Sphinx

Commander
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Clone
Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Sakashima the Impostor
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has ": Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Legendary Creature - Human Rogue

Sakashima's Student
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
Creature - Human Ninja

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Clone
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Control
Control
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Land
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Ramp
Ramp
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Value
Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

Value
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Win Con
Win Con
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This is my take on Sphinx Storm or \"Draw your whole deck as fast as possible\". Other win-con would be beating in the face with sphinxes but it is more likely in this iteration to draw your whole deck first with new Jace out. Third win-con is Nexus of Fate + Sphinx to Beat face or with Shark Typhoon + Beat. Sort by custom to see what I consider each cards reasoning for being in the deck is\n\nDeck includes a lot of ramp to try and get your main card engine, Unesh, out as soon as possible. Then along with that we have put the lowest cost sphinxes to try and only spend 2 blue to look at 4 cards multiple times. For this, we need a lot of blue rather than colorless so we have added some blue specific rocks and doublers. A few key cards are the clones. When cloning Unesh, you can choose to keep the clone and send Unesh back into the commandzone - you still get to look at 8 cards and retain the cost reduction. The best case is first using spark double or other clones that are non-legendary (or differently named after) and making multiple UneshesOne key sphinx from the most recent set is Rescuer Sphinx - this card is freaking nuts! It can return any non-token copy creature. This gives you the chance to chain the 2 together either a few times for value or to win the game with Omniscience. Other possible ways to win could be using Capsize with buyback to keep playing Chancellor of the Spires to play other peoples turn spells in their yards.\n\nThe deck focuses on being mid-range to control people from messing with your board. We rarely care about anything on the board other than when people try to lower our life to zero or affect our value pieces. Value and patience is the name of the game for this deck. You want to get as much mana as fast as possible or find a clever way to place Omniscience or Dream Halls fast. Mana doublers help a lot. Also flood of tears with a few rocks early can results in extremely fast wins. High Tide can do the same. Dream halls will win you the game or lose you the game though. \n\nThis deck is my try-hard deck for commander night at the LGS where you buy in and win prizes. Always looking for more ways to tune it but I think I am going to avoid fast mana unless I can find where to put it. My fear is that it will cause the deck to play drastically differently. Fastest wins are turn 5 and 6 so far with the right mana ramp. Fastest win as of 8/6/2020 is turn three through ramp and early Dream Halls. Commander turn 3 look at 4 cards is good... XD\n\nEdit: Deck as is 9/5/2109\n\nThis deck has been a blast in its current state! The ramp seems to be on point to turn 5 value training. The power level is somewhere right before cEDH but not really nice to play at casuals tables. You need to be shut down by turn 8 or you just naturally out value people and win with the win cons. Decks must interact with the set up pieces and focus on removing the commander. This has become the boogie man of my play group so it rarely does anything anymore as people know how to beat it XD aka Kill James First is the new rule\n\nPiloting can help if people are playing higher power decks with removal and counter spells. Navigating when people are tapped out and considering when you win the counter war vs. other control decks is vital. Luckily, you either safely ramp not drawing attention until an early Unesh to start you engine. Hopefully you have other power houses in your hand or find them quickly. Generally, I would rather wait on Unesh if no synergy is found in a few turns. \n\nGood turn 5s.\nThe absolute nut draw is turn 1 sol ring into 2 drop ramp. \nTurn 2: land, (currently can make 2 blues, 2 colorless, either a colorless or blue all together for 5 mana) and a gilded lotus making you have 3 more mana to spend on another 3 drop or 2 drop ramp or utility spell such as copying that lotus with a meta morph( absolute nuts)\nturn 4: use ramp to play Unesh and start getting value. Focus on playing only if you can safely get his trigger and another so need 8 mana and another 4, but 2 with Unesh's reduction, cost sphinx in hand to play. For 8 mana, you get to look at 8 cards and pick minimum 2, midrange or 3, and maybe more. At min, you get the best 2 cards from your top 8. And this combos with many of the other spells in the deck\n\nGraveyard synergy\nFirstly, buyback from graveyard spells. We can also take an extra turn at the expense of graveyard cards and 3 blue on board. This gives us another card draw and a possibility of another fact or fiction or gaining on board presence. Many times this one extra turn can just dominate the board with value at turn 5-6.\n\n\n10/25/20 - Conundrum Sphinx out and Master of Winds in. Master of Winds has great card value when added to your unesh trigger. Instantly more value. Also can be a self draw engine with other blink cards. Probably adding dead eye back in for this card\n\nUpdate:1/2/22\n\nRecently put this deck back together. Some notable additions Urza's Saga, Long-Term Plans, Chain of Vapor. First two add in some more consistence and Chain of Vapor adds good control.\n\nUpdate: 1/17/22\n Deadeye out, Crystal Shard in. Better way to bounce creatures. Can bounce ours or thier's if they are tapped out. Lowers curve as well.\nUpcoming Changes: 1. Vexxing to Mirrorhall Mimic, 2. Disallow to Wash Away, 3. Sky Diamond to Moonsilver Key. Logic1. For 1 more mana we get another clone; clone can copy ANY creature on the battlefield; has unique trait to disturb and enchant ANY creature to make more copies so extra useful; We always value 4 mana clones highly as our ratio is 8 card looks to 4 mana(4/1) netting 1 card per mana spent if we take the usual 2 card pile. 2. Disallow is costly for the upside of stopping abilities but wash away allows us to counter commanders at a cheaper rate of 1 plus be a generic 3 mana counter. 3. Sky Diamond comes in tapped and gives a blue while the key will allow us to grab more powerful mana rocks such as a nyx lotus to create huge mana or a rock to early like mana crypt or sol ring. While going down a blue source is an important note since most of our spells require blue pips to be paid, the ramp may out weigh that downside of losing a single blue mana source.\n\nUpdate: 11/30/22\nThis deck has been on the back burner as an attempt to play more casually. Putting it back together and some additions I am looking to add:\n1-3 more Snow-Covered-Islands\nPlaza of Heros\nCommander's Plate \nDefiler of Dreams\nHulking Metamorph\n\nThings I may take out include redundant and/or more costly cards such as Long-term plans or Solve the Equation\n\n"}]}











































































