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Commander
Size: 100Salt sum: 47.92
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MadnessSquared

86 views12 days ago
Commander
Size: 100Salt sum: 47.92

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{"ops":[{"insert":"The Ur-Sphinx — Esper Sphinx Tribal"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Archetype:"},{"insert":" Sphinx Tribal / Midrange Value / Control\n"},{"attributes":{"bold":true},"insert":"Colours:"},{"insert":" Esper (White, Blue, Black)\n"},{"attributes":{"bold":true},"insert":"Intended Power Level:"},{"insert":" Bracket 2 — Core\n"},{"attributes":{"bold":true},"insert":"Primary Win Condition:"},{"insert":" Aerial combat backed by overwhelming card advantage and free spells.\nOverview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Ur-Sphinx leads an army of Sphinxes designed to dominate the skies and turn every successful attack into an opportunity for explosive value.\nThis is an Esper tribal deck built around expensive, powerful flying creatures. Rather than relying on a single combo or attempting to win as quickly as possible, the deck develops its mana, establishes a board of Sphinxes, and gradually overwhelms the table through card advantage, cost reduction and interaction.\nThe Ur-Sphinx is the centrepiece of the strategy. Its cost reduction helps bring the rest of the tribe onto the battlefield, while its attack trigger turns a developed board into a source of free spells. With enough Sphinxes attacking together, a single combat step can generate an enormous amount of value.\nThe goal is simple: build an engine, protect it, and let the Sphinxes take over the game.\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early Game — Prepare the Nest"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The opening turns are about establishing mana, fixing colours and getting card advantage engines online.\nPrioritise mana rocks such as Sol Ring, Arcane Signet, Fellwar Stone, the Signets and the Talismans. These help you reach the expensive creatures that define the deck.\nUrza's Incubator and Herald's Horn are particularly important because they reduce the cost of your Sphinxes. They allow you to develop your board more efficiently and make it easier to deploy multiple threats over successive turns.\nEarly card advantage pieces such as Esper Sentinel, Mystic Remora, Faerie Mastermind and Phyrexian Arena help ensure that you continue finding lands, creatures and interaction.\nYou do not need to rush the Ur-Sphinx into play. Establishing your mana and preparing to deploy discounted Sphinxes can be more valuable than spending all your resources on one enormous creature.\nMid Game — Establish the Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once your mana is developed, begin deploying Sphinxes that provide immediate or recurring value.\nUnesh, Criosphinx Sovereign is one of the most important cards in the deck. Its triggered ability rewards you for casting Sphinxes by letting you dig through cards and keep the most useful options.\nKindred Discovery can become a powerful draw engine when you name Sphinx, while Archmage Emeritus, Windreader Sphinx and other value creatures help keep your hand supplied.\nThe ideal board contains several Sphinxes, one or more value engines, and enough available mana or interaction to protect your position.\nThis is also the stage where defensive cards such as Ghostly Prison and Propaganda become useful. They discourage opponents from attacking you while you prepare for the deck's biggest turns.\nLate Game — Unleash the Ur-Sphinx"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The Ur-Sphinx turns your established board into a major source of advantage.\nIts Eminence ability reduces the cost of your other Sphinx spells, even while the commander is in the command zone. Once your Sphinxes begin attacking, its trigger mills cards from each player and gives you opportunities to cast cards from those milled cards without paying their mana costs.\nThe more Sphinxes you attack with, the more cards you mill from each player and the more opportunities you have to generate value.\nThis creates a powerful feedback loop:\nCost reduction helps you deploy Sphinxes."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sphinxes generate card advantage and establish a threatening board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attacking with your Sphinxes triggers the Ur-Sphinx."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Free spells provide additional interaction, removal, card advantage or threats."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Your growing advantage makes subsequent attacks even more dangerous."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Roaming Throne can amplify the Ur-Sphinx's triggered ability when you choose Sphinx, making it an especially potent addition to the engine.\nAt this stage, the deck wants to turn its resource advantage into a winning battlefield rather than simply accumulating cards indefinitely.\nKey Synergies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Ur-Sphinx + Roaming Throne"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Roaming Throne can cause the Ur-Sphinx's triggered ability to trigger an additional time when the relevant conditions are met. This can dramatically increase the number of cards milled and the number of free spells available during combat.\nIt is one of the deck's strongest synergies, especially when multiple Sphinxes attack together.\nUnesh, Criosphinx Sovereign + Sphinx Tribal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Unesh rewards the deck for casting its primary creature type. Its Fact or Fiction-style trigger helps you find the resources you need while maintaining pressure on the table.\nWith multiple Sphinxes and cost reducers, Unesh can generate substantial card advantage over a few turns.\nKindred Discovery + Sphinxes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Naming Sphinx with Kindred Discovery provides repeatable card draw as your Sphinxes enter or attack, depending on the chosen trigger.\nThis makes every creature you deploy more valuable and helps you recover from spending several cards to develop your board.\nUrza's Incubator + Herald's Horn"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These tribal support pieces reduce the effective cost of the deck's expensive creatures. Herald's Horn also offers an additional source of card advantage over time.\nTogether with the Ur-Sphinx's cost reduction, they help transform an otherwise demanding mana curve into a much more manageable sequence of threats.\nSphinx of the Second Sun"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sphinx of the Second Sun gives you an additional beginning phase after your postcombat main phase. The extra untap and draw step help you replenish resources and prepare for another turn of threats and interaction.\nKindred Dominance"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Naming Sphinx with Kindred Dominance can clear opposing creature boards while leaving your own Sphinxes intact. It is an expensive but potentially devastating way to regain control of a game.\nInteraction and Protection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Although the deck is proactive, it is not without answers.\nCounterspells such as Counterspell, Arcane Denial, Dovin's Veto, Swan Song and Mana Drain help stop important opposing spells.\nEfficient removal includes Swords to Plowshares, Path to Exile, Anguished Unmaking and Void Rend. Toxic Deluge and Austere Command provide broader answers when an opposing battlefield becomes too threatening.\nLightning Greaves and Swiftfoot Boots help protect important creatures, while Ghostly Prison and Propaganda discourage opponents from attacking into your developing board.\nThe goal is not to answer everything. Instead, use interaction to protect your engine, prevent opponents from executing a decisive plan, and preserve the advantage you have built.\nClosing the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck primarily wins through flying combat damage backed by powerful value engines.\nSphinxes such as Windreader Sphinx help reward your attacking board, while the Ur-Sphinx provides additional spells that can remove blockers, protect attackers or add more threats to the battlefield.\nMagister Sphinx can create a dramatic life-total swing against an opponent, while Medomai the Ageless can generate extra turns when it successfully deals combat damage to a player.\nTivit, Seller of Secrets and other value creatures provide additional ways to generate resources and maintain pressure.\nThe most important principle is that the deck's free spells should help you convert your advantage into a win. Do not become so focused on generating value that you forget to attack and close out the game.\nMulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for opening hands that have a reasonable combination of mana, acceleration and early development.\n"},{"attributes":{"bold":true},"insert":"Good opening hands generally contain:"},{"insert":"\nThree or more lands, or a reliable combination of lands and mana rocks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Access to all three colours over the first few turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one early ramp piece or cost reducer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An early card advantage engine or a useful piece of interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Be cautious with hands containing:"},{"insert":"\nSeveral expensive Sphinxes but no ramp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple lands that enter tapped without an early play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Powerful late-game cards but no reliable way to develop your mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Too much interaction and not enough pressure or card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Strong tribal synergy and multiple overlapping value engines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent potential for explosive turns through free spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Numerous flying threats that can pressure opponents in combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A useful mix of card draw, ramp, removal and counterspells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cost reduction makes expensive Sphinxes easier to deploy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong board-control potential through Kindred Dominance and other sweepers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck can struggle when it draws expensive threats without sufficient acceleration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board wipes can remove several turns of investment at once."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Ur-Sphinx needs a developed attacking board to reach its full potential."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Its attack trigger is variable because it depends on the cards milled from each player's library."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Graveyard-oriented opponents may benefit from being milled."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck can attract attention once its engines begin generating repeated value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Build the board. Protect the engine. Rule the skies."},{"attributes":{"header":2},"insert":"\n"}]}

Commander

Qty: 1 Price: $0.79
The Ur-Sphinx
Eminence — As long as The Ur-Sphinx is in the command zone or on the battlefield, other Sphinx spells you cast cost
less to cast.
Flying
Whenever one or more Sphinxes you control attack, each player mills that many cards. For each player, you may cast a card that player milled this way without paying its mana cost.
Legendary Creature - Avatar Sphinx
The Ur-Sphinx (frc) 12

Commander

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Copy

Qty: 1 Price: $59.99
Roaming Throne
Ward

As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
Creature Artifact - Golem
Roaming Throne (lci) 258

Copy

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Draw

Qty: 21 Price: $189.76
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (soc) 188
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment
Black Market Connections (msc) 155
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (tle) 157
Defiler of Dreams
Flying
As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost
less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay.
Whenever you cast a blue permanent spell, draw a card.
Creature - Sphinx Phyrexian
Defiler of Dreams (dmu) 46
Enigma Sphinx
Flying
When this creature is put into your graveyard from the battlefield, put it into your library third from the top.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature Artifact - Sphinx
Enigma Sphinx (plst) C18-178
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (h2r) 2
Faerie Mastermind
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature - Rogue Faerie
Faerie Mastermind (soc) 114
Isperia, Supreme Judge
Flying
Whenever a creature attacks you or a planeswalker you control, you may draw a card.
Legendary Creature - Sphinx
Isperia, Supreme Judge (c20) 217
Kindred Discovery
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
Enchantment
Kindred Discovery (msc) 150
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (dmr) 288
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (tdc) 158
Phyrexian Arena
At the beginning of your upkeep, you draw a card and lose 1 life.
Enchantment
Phyrexian Arena (fdc) 123
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (tdc) 159
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (tdc) 161
Raffine, Scheming Seer
Flying, ward

Whenever you attack, target attacking creature connives X, where X is the number of attacking creatures. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Legendary Creature - Demon Sphinx
Raffine, Scheming Seer (snc) 213
Sphinx of False Conclusions
Flash
Flying
Whenever this creature attacks, draw a card, then discard a card.
When this creature dies, if it isn't a token, create a token that's a copy of it.
Creature - Illusion Sphinx
Sphinx of False Conclusions (fra) 40
Sphinx of Foresight
You may reveal this card from your opening hand. If you do, scry 3 at the beginning of your first upkeep.
Flying
At the beginning of your upkeep, scry 1.
Creature - Sphinx
Sphinx of Foresight (rna) 55
Sphinx of the Second Sun
Flying
At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
Creature - Sphinx
Sphinx of the Second Sun (mkc) 118
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.
Legendary Creature - Sphinx
Unesh, Criosphinx Sovereign (hou) 52
Windreader Sphinx
Flying
Whenever a creature with flying attacks, you may draw a card.
Creature - Sphinx
Windreader Sphinx (j25) 391
Yennett, Cryptic Sovereign
Flying, vigilance, menace
Whenever Yennett attacks, reveal the top card of your library. You may cast it without paying its mana cost if its mana value is odd. If you don't cast it, draw a card.
Legendary Creature - Sphinx
Yennett, Cryptic Sovereign (cmm) 363

Draw

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Finisher

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Magister Sphinx
Flying
When this creature enters, target player's life total becomes 10.
Creature Artifact - Sphinx
Magister Sphinx (2x2) 247
Medomai the Ageless
Flying
Whenever Medomai deals combat damage to a player, take an extra turn after this one.
Medomai can't attack during extra turns.
Legendary Creature - Sphinx
Medomai the Ageless (ths) 196

Finisher

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Land

Qty: 38 Price: $367.23
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (eoc) 147
Arcane Sanctum
This land enters tapped.
: Add
,
, or
.
Land
Arcane Sanctum (fic) 373
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (soc) 363
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
Choked Estuary
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Choked Estuary (msc) 229
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (frc) 22
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (fra) 176
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (frc) 69
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (frc) 70
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (frc) 73
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (trk) 285
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (trk) 286
Island
(
: Add
.)
Basic Land - Island
Island (mdd) 294
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Morphic Pool
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Morphic Pool (clb) 357
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (frc) 77
Plains
(
: Add
.)
Basic Land - Plains
Plains (mdd) 292
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 438
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (frc) 79
Raffine's Tower
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Swamp
Raffine's Tower (snc) 254
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Shattered Sanctum
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shattered Sanctum (sos) 260
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (fra) 189
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (msc) 271
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (mdd) 296
Tundra
(
: Add
or
.)
Land - Plains Island
Tundra (vma) 322
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (frc) 87
Vault of Champions
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Vault of Champions (cmm) 436
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (trk) 306

Land

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Protection

Qty: 4 Price: $21.46
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (soc) 146
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (msc) 202
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (msc) 151
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (msc) 216

Protection

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Ramp

Qty: 13 Price: $74.57
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (frc) 20
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (frc) 53
Dark Ritual
Add
.
Instant
Dark Ritual (msc) 793
Dimir Signet
,
: Add
.
Artifact
Dimir Signet (frc) 56
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (frc) 57
Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost
less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact
Herald's Horn (msc) 287
Orzhov Signet
,
: Add
.
Artifact
Orzhov Signet (tdc) 323
Sol Ring
: Add
.
Artifact
Sol Ring (frc) 21
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (frc) 62
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (soc) 358
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (frc) 64
Tivit, Seller of Secrets
Flying, ward

Council's dilemma — Whenever Tivit enters or deals combat damage to a player, starting with you, each player votes for evidence or bribery. For each evidence vote, investigate. For each bribery vote, create a Treasure token.
While voting, you may vote an additional time. (The votes can be for different choices or for the same choice.)
Legendary Creature - Rogue Sphinx
Tivit, Seller of Secrets (ncc) 10
Urza's Incubator
As this artifact enters, choose a creature type.
Creature spells of the chosen type cost
less to cast.
Artifact
Urza's Incubator (mh3) 297

Ramp

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Recursion

Qty: 3 Price: $20.97
Reanimate
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
Sorcery
Reanimate (fic) 282
Sphinx of Forgotten Lore
Flash (You may cast this spell any time you could cast an instant.)
Flying
Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Sphinx
Sphinx of Forgotten Lore (fdn) 51
Uldaros Theorix
Flying
When Uldaros Theorix enters, if you cast him, exile up to one target nonland card of each card type from your graveyard. Copy those cards. You may cast any number of spells with total mana value 6 or less from among the copies without paying their mana costs. (Permanent spells cast this way become tokens.)
Legendary Creature - Elder Sphinx
Uldaros Theorix (fra) 159

Recursion

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Removal

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An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fic) 267
Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
Instant
Anguished Unmaking (soc) 293
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (msc) 147
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (msc) 121
Counterspell
Counter target spell.
Instant
Counterspell (fdc) 61
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (war) 193
Feed the Swarm
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Sorcery
Feed the Swarm (tle) 257
Kindred Dominance
Choose a creature type. Destroy all creatures that aren't of the chosen type.
Sorcery
Kindred Dominance (msc) 156
Kindred Judgment
Choose a creature type. Destroy all creatures that aren't of the chosen type.
Sorcery
Kindred Judgment (fra) 13
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 57
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (frc) 30
Raise the Palisade
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
Sorcery
Raise the Palisade (msc) 278
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (frc) 37
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (msc) 161
Void Rend
This spell can't be countered.
Destroy target nonland permanent.
Instant
Void Rend (fic) 331

Removal

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Theft

Qty: 1 Price: $1.29
Dazzling Sphinx
Flying
Whenever this creature deals combat damage to a player, that player exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then that player puts the exiled cards that weren't cast this way on the bottom of their library in a random order.
Creature - Sphinx
Dazzling Sphinx (otc) 93

Theft

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Deck Info

Deck stats

20 pips - 17 cards
24 mana - 24 cards
47 pips - 34 cards
36 mana - 36 cards
19 pips - 16 cards
28 mana - 26 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
9 mana - 8 cards
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Description

{"ops":[{"insert":"The Ur-Sphinx — Esper Sphinx Tribal"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Archetype:"},{"insert":" Sphinx Tribal / Midrange Value / Control\n"},{"attributes":{"bold":true},"insert":"Colours:"},{"insert":" Esper (White, Blue, Black)\n"},{"attributes":{"bold":true},"insert":"Intended Power Level:"},{"insert":" Bracket 2 — Core\n"},{"attributes":{"bold":true},"insert":"Primary Win Condition:"},{"insert":" Aerial combat backed by overwhelming card advantage and free spells.\nOverview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Ur-Sphinx leads an army of Sphinxes designed to dominate the skies and turn every successful attack into an opportunity for explosive value.\nThis is an Esper tribal deck built around expensive, powerful flying creatures. Rather than relying on a single combo or attempting to win as quickly as possible, the deck develops its mana, establishes a board of Sphinxes, and gradually overwhelms the table through card advantage, cost reduction and interaction.\nThe Ur-Sphinx is the centrepiece of the strategy. Its cost reduction helps bring the rest of the tribe onto the battlefield, while its attack trigger turns a developed board into a source of free spells. With enough Sphinxes attacking together, a single combat step can generate an enormous amount of value.\nThe goal is simple: build an engine, protect it, and let the Sphinxes take over the game.\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early Game — Prepare the Nest"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The opening turns are about establishing mana, fixing colours and getting card advantage engines online.\nPrioritise mana rocks such as Sol Ring, Arcane Signet, Fellwar Stone, the Signets and the Talismans. These help you reach the expensive creatures that define the deck.\nUrza's Incubator and Herald's Horn are particularly important because they reduce the cost of your Sphinxes. They allow you to develop your board more efficiently and make it easier to deploy multiple threats over successive turns.\nEarly card advantage pieces such as Esper Sentinel, Mystic Remora, Faerie Mastermind and Phyrexian Arena help ensure that you continue finding lands, creatures and interaction.\nYou do not need to rush the Ur-Sphinx into play. Establishing your mana and preparing to deploy discounted Sphinxes can be more valuable than spending all your resources on one enormous creature.\nMid Game — Establish the Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once your mana is developed, begin deploying Sphinxes that provide immediate or recurring value.\nUnesh, Criosphinx Sovereign is one of the most important cards in the deck. Its triggered ability rewards you for casting Sphinxes by letting you dig through cards and keep the most useful options.\nKindred Discovery can become a powerful draw engine when you name Sphinx, while Archmage Emeritus, Windreader Sphinx and other value creatures help keep your hand supplied.\nThe ideal board contains several Sphinxes, one or more value engines, and enough available mana or interaction to protect your position.\nThis is also the stage where defensive cards such as Ghostly Prison and Propaganda become useful. They discourage opponents from attacking you while you prepare for the deck's biggest turns.\nLate Game — Unleash the Ur-Sphinx"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The Ur-Sphinx turns your established board into a major source of advantage.\nIts Eminence ability reduces the cost of your other Sphinx spells, even while the commander is in the command zone. Once your Sphinxes begin attacking, its trigger mills cards from each player and gives you opportunities to cast cards from those milled cards without paying their mana costs.\nThe more Sphinxes you attack with, the more cards you mill from each player and the more opportunities you have to generate value.\nThis creates a powerful feedback loop:\nCost reduction helps you deploy Sphinxes."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sphinxes generate card advantage and establish a threatening board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attacking with your Sphinxes triggers the Ur-Sphinx."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Free spells provide additional interaction, removal, card advantage or threats."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Your growing advantage makes subsequent attacks even more dangerous."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Roaming Throne can amplify the Ur-Sphinx's triggered ability when you choose Sphinx, making it an especially potent addition to the engine.\nAt this stage, the deck wants to turn its resource advantage into a winning battlefield rather than simply accumulating cards indefinitely.\nKey Synergies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Ur-Sphinx + Roaming Throne"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Roaming Throne can cause the Ur-Sphinx's triggered ability to trigger an additional time when the relevant conditions are met. This can dramatically increase the number of cards milled and the number of free spells available during combat.\nIt is one of the deck's strongest synergies, especially when multiple Sphinxes attack together.\nUnesh, Criosphinx Sovereign + Sphinx Tribal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Unesh rewards the deck for casting its primary creature type. Its Fact or Fiction-style trigger helps you find the resources you need while maintaining pressure on the table.\nWith multiple Sphinxes and cost reducers, Unesh can generate substantial card advantage over a few turns.\nKindred Discovery + Sphinxes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Naming Sphinx with Kindred Discovery provides repeatable card draw as your Sphinxes enter or attack, depending on the chosen trigger.\nThis makes every creature you deploy more valuable and helps you recover from spending several cards to develop your board.\nUrza's Incubator + Herald's Horn"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These tribal support pieces reduce the effective cost of the deck's expensive creatures. Herald's Horn also offers an additional source of card advantage over time.\nTogether with the Ur-Sphinx's cost reduction, they help transform an otherwise demanding mana curve into a much more manageable sequence of threats.\nSphinx of the Second Sun"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sphinx of the Second Sun gives you an additional beginning phase after your postcombat main phase. The extra untap and draw step help you replenish resources and prepare for another turn of threats and interaction.\nKindred Dominance"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Naming Sphinx with Kindred Dominance can clear opposing creature boards while leaving your own Sphinxes intact. It is an expensive but potentially devastating way to regain control of a game.\nInteraction and Protection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Although the deck is proactive, it is not without answers.\nCounterspells such as Counterspell, Arcane Denial, Dovin's Veto, Swan Song and Mana Drain help stop important opposing spells.\nEfficient removal includes Swords to Plowshares, Path to Exile, Anguished Unmaking and Void Rend. Toxic Deluge and Austere Command provide broader answers when an opposing battlefield becomes too threatening.\nLightning Greaves and Swiftfoot Boots help protect important creatures, while Ghostly Prison and Propaganda discourage opponents from attacking into your developing board.\nThe goal is not to answer everything. Instead, use interaction to protect your engine, prevent opponents from executing a decisive plan, and preserve the advantage you have built.\nClosing the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck primarily wins through flying combat damage backed by powerful value engines.\nSphinxes such as Windreader Sphinx help reward your attacking board, while the Ur-Sphinx provides additional spells that can remove blockers, protect attackers or add more threats to the battlefield.\nMagister Sphinx can create a dramatic life-total swing against an opponent, while Medomai the Ageless can generate extra turns when it successfully deals combat damage to a player.\nTivit, Seller of Secrets and other value creatures provide additional ways to generate resources and maintain pressure.\nThe most important principle is that the deck's free spells should help you convert your advantage into a win. Do not become so focused on generating value that you forget to attack and close out the game.\nMulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for opening hands that have a reasonable combination of mana, acceleration and early development.\n"},{"attributes":{"bold":true},"insert":"Good opening hands generally contain:"},{"insert":"\nThree or more lands, or a reliable combination of lands and mana rocks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Access to all three colours over the first few turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one early ramp piece or cost reducer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An early card advantage engine or a useful piece of interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Be cautious with hands containing:"},{"insert":"\nSeveral expensive Sphinxes but no ramp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple lands that enter tapped without an early play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Powerful late-game cards but no reliable way to develop your mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Too much interaction and not enough pressure or card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Strong tribal synergy and multiple overlapping value engines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent potential for explosive turns through free spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Numerous flying threats that can pressure opponents in combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A useful mix of card draw, ramp, removal and counterspells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cost reduction makes expensive Sphinxes easier to deploy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong board-control potential through Kindred Dominance and other sweepers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck can struggle when it draws expensive threats without sufficient acceleration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board wipes can remove several turns of investment at once."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Ur-Sphinx needs a developed attacking board to reach its full potential."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Its attack trigger is variable because it depends on the cards milled from each player's library."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Graveyard-oriented opponents may benefit from being milled."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck can attract attention once its engines begin generating repeated value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Build the board. Protect the engine. Rule the skies."},{"attributes":{"header":2},"insert":"\n"}]}
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