I've been looking in how to utilize Sphinx-Bone wand. It has an outstanding ability but there is all sorts of bad about it... 7 mana cost and when it hits the board it's not a garunteed win, Unless you can combo it with Chandra Ablaze's ultimate.
The goal of the deck is to have at least 6 instants or sorceries in the graveyard (which is not hard at all) and sphinx-bone wand on the battelfield when you ignite Chandra's ulitmate.
Pros- with sphinx bone on the field the spells that are cast doesn't have to do damage (for e.g. earthquake for 0 still puts a counter on SBW) so more controlling red spells should be in here instead of straight burn.
Cons- Sloooowest combo alive lol
I've tried this same combo in a deck with pure burn and howling mines, handled aggro decks very well but could not beat conscription(in my meta) or any control deck i played against so i've added some creatures to help.
I've Posted what i think should be the base in MD (+ or - cylops gladiator and 1 or 2 rituals) and testing around with the rest. Constructive criticism is welcome.
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I think it's more important to turn 2 kiln fiend, turn 3 pyretic ritual cyclops gladiator and save the Reverberate to use against your opponent. Or option 2 copy the ritual on turn 4 to play chandra earlier.
i see what your saying tho, So i'll need a decent amount of one for many spells.. earthquake, and pyroclasm MD. Thoughts on Wall of Fire?
If I were making it a straight burn deck i'd throw in fire servant but at the moment i'm avoiding any additional creatures, I will Def test run fire servants over Cyclops tho! kill a Titan with a bolt sounds good to me. I'll be testing it this weekend against a developing U/W control, turboland, hopefully a Jund, mono white soldiers, and Conscription (if he still has it together) so i'll be able to edit the first post and add more about it and a full deck list.
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@Adapt
I like the idead throwing in green for ramp. reverberating a harrow would give some great land advantage. But I want to win as soon as it hits the board with chandra's ultimate and unfortunatly she can only cast RED instants and sorceries
But after looking at it... Maybe the ramp could go instead of the creatures. ( besides a hoarding dragon or two to get that wand) Which would give it a higher chance at winning with straight playing spells and adding counters to S-BW
Lotus Cobra and Sac lands sounds even better... but I don't own any and can't test it out
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This deck looks pretty fun and I was thinking of trying something like it at an FNM. What do you think of Everflowing Chalice as ramp instead of splashing a color? If you already have a wand in hand, at least it gives you another artifact to fetch for if you drop a dragon.
So this deck is aiming to put Sphinx-Bone Wand out as soon as possible, then smashing face with burn. Maybe its just never gonna stand a chance, but we might have something here.
So do I have anything here?
With the little bit of testing that i've done, it seems pretty solid, if you can get a hand with the transmuter and either a ponder or a bone wand. I've done a couple matches against Jund and RG aggro, and those aren't that hard, you just need a steel wind, then they aren't gonna win. But other decks like RDW, and UW are a little bit harder. Any tips?
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Here's my version of the Sphinx-Bone wand deck I've been testing on MTGO. Originally I had built a U/G version that was focused on ramp and cantrips, with fog-effects to stay alive. However, I found that to be very inconsistent.
I decided to add white, and the deck is a lot better now:
Adding white allows me run View from Above, which allows me to activate the wand as much as I want, so long as I have Wall of omens, Oblivion Ring, Rhox War Monk, or Sun Titan on the battlefield. With the View, I can safely increase the creature count of the deck, which greatly improves my early game survival.
My early game consists of ramping, scrying and blocking. And if I have the War Monk out, I can go on the offensive to start creating a life buffer.
I often find View from Above allowing me to have 4 wand activations the turn after it comes down, which is enough for 1, 2, 3 and 4 damage pings. Depending on my board position, I choose whether to wipe out opposing creatures for my war-monks to get through, or aim 10 damage straight for the dome.
I haven't tried red or black at all, since I feel that the wand is too slow for those colors. (particularly red, which I feel already has a large selection of burn to choose from, without needing the help of a 7 mana artifact)
Staggershock seems like a good idea in here. Deals damage and puts counters on the wand. Just something to think about.
I'm just not sure if red can really get there with just red, I must agree that adding another color for either ramp/control or what have you to the deck could potentially make it better and or faster.
4 Kiln Fiend
3 Cyclops gladiator
2 Hoarding Dragon
4 Lightning bolt
4 Reverberate
4 Pyretic Ritual
2 Sphinx-Bone Wand
Planeswalkers
3 Chandra Ablaze
I've been looking in how to utilize Sphinx-Bone wand. It has an outstanding ability but there is all sorts of bad about it... 7 mana cost and when it hits the board it's not a garunteed win, Unless you can combo it with Chandra Ablaze's ultimate.
The goal of the deck is to have at least 6 instants or sorceries in the graveyard (which is not hard at all) and sphinx-bone wand on the battelfield when you ignite Chandra's ulitmate.
Pros- with sphinx bone on the field the spells that are cast doesn't have to do damage (for e.g. earthquake for 0 still puts a counter on SBW) so more controlling red spells should be in here instead of straight burn.
Cons- Sloooowest combo alive lol
I've tried this same combo in a deck with pure burn and howling mines, handled aggro decks very well but could not beat conscription(in my meta) or any control deck i played against so i've added some creatures to help.
I've Posted what i think should be the base in MD (+ or - cylops gladiator and 1 or 2 rituals) and testing around with the rest. Constructive criticism is welcome.
RUGCascadeVineRUG
All Formats
WBRBrozhovWBR
RI Bleed FlamesR
EDH
WBROros, The AvengerWBR
URNiv MizzetUR
RNorin, The waryR
It seems to me that this deck seems to play the key artifact by Reverberating multiple copies of Pyretic Ritual.
The problem then is: Will you have any fuel left to make good use of Sphinx-Bone Wand?
i see what your saying tho, So i'll need a decent amount of one for many spells.. earthquake, and pyroclasm MD. Thoughts on Wall of Fire?
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RUGCascadeVineRUG
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Maybe add in some landfall effects like Lotus Cobra and Plated Geopede
I like the idead throwing in green for ramp. reverberating a harrow would give some great land advantage. But I want to win as soon as it hits the board with chandra's ultimate and unfortunatly she can only cast RED instants and sorceries
But after looking at it... Maybe the ramp could go instead of the creatures. ( besides a hoarding dragon or two to get that wand) Which would give it a higher chance at winning with straight playing spells and adding counters to S-BW
Lotus Cobra and Sac lands sounds even better... but I don't own any and can't test it out
RUGCascadeVineRUG
All Formats
WBRBrozhovWBR
RI Bleed FlamesR
EDH
WBROros, The AvengerWBR
URNiv MizzetUR
RNorin, The waryR
4x Scalding Tarn
9x Island
8x Mountain
Creatures:
4x Etherium Sculptor
4x Master Transmuter
4x Sphinx of the Steel Wind
4x Sphinx-Bone Wand
3x Prophetic Prism
Spells:
4x Mana Leak
2x Ponder
2x Jace Beleren
4x Lightning Bolt
4x Staggershock
3x Act of Treason
3x Quenchable Fire
4x Forked Bolt
3x Shatter
3x Grotag Seige-Runner
3x Earthquake
2x Cancel
So do I have anything here?
With the little bit of testing that i've done, it seems pretty solid, if you can get a hand with the transmuter and either a ponder or a bone wand. I've done a couple matches against Jund and RG aggro, and those aren't that hard, you just need a steel wind, then they aren't gonna win. But other decks like RDW, and UW are a little bit harder. Any tips?
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
I decided to add white, and the deck is a lot better now:
4 Glacial Fortress
4 Seaside Citadel
4 Sunpetal Grove
4 Misty Rainforest
3 Plains
3 Forest
2 Island
3 Augury Owl
4 Rhox War Monk
2 Sun Titan
3 Sylvan Ranger
4 Wall of Omens
4 Cultivate
4 Day of Judgment
4 Oblivion Ring
4 Sphinx-Bone Wand
4 View from Above
Adding white allows me run View from Above, which allows me to activate the wand as much as I want, so long as I have Wall of omens, Oblivion Ring, Rhox War Monk, or Sun Titan on the battlefield. With the View, I can safely increase the creature count of the deck, which greatly improves my early game survival.
My early game consists of ramping, scrying and blocking. And if I have the War Monk out, I can go on the offensive to start creating a life buffer.
I often find View from Above allowing me to have 4 wand activations the turn after it comes down, which is enough for 1, 2, 3 and 4 damage pings. Depending on my board position, I choose whether to wipe out opposing creatures for my war-monks to get through, or aim 10 damage straight for the dome.
I haven't tried red or black at all, since I feel that the wand is too slow for those colors. (particularly red, which I feel already has a large selection of burn to choose from, without needing the help of a 7 mana artifact)
I'm just not sure if red can really get there with just red, I must agree that adding another color for either ramp/control or what have you to the deck could potentially make it better and or faster.