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  • posted a message on Discussion Thread for the Rules Committee Commander Advisory Group
    I guess this is as reasonable a place as any to introduce myself here.
    Hi, I'm Charlotte Sable, one of the members of the Commander Advisory Group. I used to be on Salvation more actively back in 2007-2010 or so, but not since then. I was invited back and I'm happy to make myself available to listen to the concerns and ideas of the Commander community here and elsewhere. If you have any questions for me, feel free to ask them here or in PMs or new threads or wherever. Smile
    Posted in: Commander Rules Discussion Forum
  • posted a message on Random Card of the Final Day: Maelstrom Nexus
    Quote from Kryptnyt »
    Not exactly a star player in an Unesh, Criosphinx Sovereign deck though.

    Just because the Ambassador isn't a star in an Unesh deck doesn't mean it's not worth playing. The ability to pull answers out of opponents' decks is great and the effect is still unique enough to be worth playing. Other than Unesh, no sphinx really stands out when playing an Unesh deck as they all do their own weird stuff and kind of blur together.
    Posted in: Commander (EDH)
  • posted a message on Best Designed Commander (Not Decks)
    My usual go to in this category of cards is Alesha, Who Smiles at Death. While Alesha definitely points you toward a graveyard/reanimation strategy of some kind, the specific flavor of that strategy is wide wide open. You can build Alesha for value, for power, for theme/tribe (usually Human from what I've seen) or for any other number of possibilities. There are so many options for Alesha that there's no one right way to build or play her.
    (For anyone curious, here's my current build of Alesha.)
    Posted in: Commander (EDH)
  • posted a message on Storm deck ideas?
    Might I recommend Unesh? I have a very fun sphinx storm deck with him.
    List here. Writeup here.
    Posted in: Commander (EDH)
  • posted a message on Unesh, Criosphinx Sovereign - Sphinx Storm
    Quote from darrenhabib »
    I don't like the Anvil of Bogardan. You don't need the extra filter and because it's symmetrical for opponents, they get to filter faster and make use of graveyard strategies if they have them. You don't have any graveyard strategies. Using it for the maximum hand size just doesn't seem worth it.
    That's fair, but the deck definitely wants a critical mass of no max hand size effects, and I'd rather play Anvil for the upside over something like Spellbook or Library of Leng which has no direct upside beyond the max hand size effect.
    Quote from darrenhabib »
    I think that the counterspells Disappearing Act and Familiar's Ruse are a bit too cute to really be worth it.

    This is fair. Seeing as these cards originally found their way into the deck before its storm potential became evident, they've definitely been under consideration for replacement during updates.
    Quote from darrenhabib »
    I would play a few extra mana cards to help the initial setups. Search for Azcanta will be land ramp with so much discard in the deck, you'll get the threshold every time. Wayfarer's Bauble nice little land ramp for blue.

    The problem is what do I replace with these cards? The list is very tight and I don't really feel the need for these effects. I'd much rather add more mana rocks before cards like these. Also, Azcanta can't get me sphinxes and I'm not interested in a 1U island.
    Quote from darrenhabib »
    I think I'd replace the graveyard Recycling as 99% of games if you're getting so far through your deck, you're winning the game, and Sphinx do actually present a fast clock once you're away, plus you have the storm plan. Honestly they are just dead cards most of your games, except Psychic Spiral as a win condition. Remove Elixir of Immortality, Quest for Ancient Secrets...

    All due respect, but you're just wrong here. When the deck is going off, it is very very easy to totally deck out before you're ready for a finisher. The reshuffle effects are a key part of the deck that you can't do without.
    Quote from darrenhabib »
    I think either Treasure Cruise or Dig Through Time will always be U or UU to cast respectively as there is so much discard in the deck.

    The last thing this deck needs is dedicated card draw spells. Unesh and every other sphinx in the deck are our card draw spell.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Unesh, Criosphinx Sovereign - Sphinx Storm
    Hey all, this is my first time back to Salvation forums in about 8 or 9 years, but I was invited to come back, and so here I am.
    Anyway, today I wanted to share one of my favourite EDH decks with y'all since I've never seen anything quite like it out there. Enjoy!

    Unesh's Sphinx StormMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander
    1x Unesh, Criosphinx Sovereign

    Sphinxes (21)
    1x Argent Sphinx
    1x Cloudreader Sphinx
    1x Consecrated Sphinx
    1x Conundrum Sphinx
    1x Curator of Mysteries
    1x Dream Eater
    1x Glyph Keeper
    1x Guardian of Tazeem
    1x Horizon Scholar
    1x Jwar Isle Avenger
    1x Master of Predicaments
    1x Prognostic Sphinx
    1x Riddlemaster Sphinx
    1x Rescuer Sphinx
    1x Serra Sphinx
    1x Sphinx Ambassador
    1x Sphinx of Foresight
    1x Sphinx of Lost Truths
    1x Sphinx of the Final Word
    1x Sphinx of Uthuun
    1x Vexing Sphinx

    Sphinxes? (7)
    1x Cackling Counterpart
    1x Clever Impersonator
    1x Phantasmal Image
    1x Phyrexian Metamorph
    1x Rite of Replication
    1x Spark Double
    1x Vizier of Many Faces

    Storm (4)
    1x Aetherflux Reservoir
    1x Brain Freeze
    1x Mind's Desire
    1x Temporal Fissure

    Ramp / Big Mana (11)
    1x Wayfarer's Bauble
    1x Dreamscape Artist
    1x Grim Monolith
    1x High Tide
    1x Mana Crypt
    1x Mana Vault
    1x Sol Ring
    1x Caged Sun
    1x Gauntlet of Power
    1x Turnabout
    1x Search for Azcanta

    Cost-Reduction (3)
    1x Herald's Horn
    1x Sapphire Medallion
    1x Urza's Incubator

    Maximum Hand Size (1)
    1x Thought Vessel

    Recycling (3)
    1x Elixir of Immortality
    1x Psychic Spiral
    1x Quest for Ancient Secrets

    Control (8)
    1x Arcane Denial
    1x Cryptic Command
    1x Delay
    1x Imprisoned in the Moon
    1x Counterspell
    1x Mana Drain
    1x Reality Shift
    1x God-Pharaoh's Statue

    Shenanigans (7)
    1x Cloudstone Curio
    1x Crystal Shard
    1x Mana Severance
    1x Mind Over Matter
    1x Omniscience
    1x Panharmonicon
    1x Walk the Aeons

    Land (34)
    1x Ancient Tomb
    1x Cavern of Souls
    1x Deserted Temple
    27x Island
    1x Myriad Landscape
    1x Nykthos, Shrine to Nyx
    1x Reliquary Tower
    1x Saprazzan Skerry


    Sphinx Storm??
    Yes, allow me to explain...

    UNESH, CRIOSPHINX SOVEREIGN
    Unesh is the key to the whole deck. Without Unesh, this deck doesn’t exist and a Sphinx-tribal deck would be a low-tier casual choice, not that there’s anything wrong with that.
    Unlike some decks where the commander is there to provide colours or a general theme, this deck needs to cast Unesh and keep him on the battlefield in order to really get the party started. Unesh’s cost reduction and ETB Fact or Fiction trigger for Sphinxes is the engine that lets this deck turn into a glorious stormy snowball.

    SPHINXES
    If we’re going to take advantage of Unesh’s abilities, we’re going to need some Sphinxes to cast. Sphinxes are, on the whole, an excellent set of creatures. All of the blue ones fly, many of them have cool abilities that make the game interesting, and quite a few of them have built-in resiliency against removal. The one downside to Sphinxes is that they tend to be expensive, with a glut of them at 6 and 7 mana. There also just aren’t that many, with only a few mono-blue Sphinxes not present in this deck. A special shoutout to Jwar Isle Avenger, which only costs U to surge out when you control Unesh.

    SPHINXES?
    Since we’re a bit short on decent Sphinxes, we need to find some reserves. The great thing about Unesh’s trigger is that it triggers when a Sphinx enters the battlefield, so that allows us to take advantage of one of blue’s strengths and use clones and cloning effects to get even more cheap Sphinxes. (And yes, sometimes there might be a non-sphinx we want to copy. Ick.)

    STORM
    The whole point of the deck (aside from casting cool sphinxes, anyway) is to storm off with one of these spells. Mind’s Desire usually hits another storm spell along the way, Brain Freeze can mill out an opponent or two, and Temporal Fissure can just bounce all the permanents that aren’t yours. Aetherflux Reservoir doesn't technically have storm, but let's be honest, we all know what it's up to...
    Typically, you’ll be casting these spells with storm counts from about 10 to 30+ or more. Of these, only Resevoir is an instant win, but they’re all a lot of fun to go off with.

    RAMP / BIG MANA
    When a deck’s strategy depends on having a 6-CMC commander in play, you had better believe that the deck is going to be running its fair share of lands and mana rocks. With a decent draw, Unesh can hit the table on turn 3 reliably, and even on turn 2 with some really crazy draws. In general, though, you want to have Unesh in play by turn 4 to really have any advantage. The ramp cards then serve as extra mana and cheap spells to help the deck churn out more Sphinxes and a higher storm count.
    Once you have Unesh in play and are getting cards from playing Sphinxes, you want to set yourself up for the late game, and that means you want to really ramp up your mana production with big mana effects. This lets you cast multiple spells each turn and dig closer to your key combo pieces.

    COST-REDUCTION
    Cost-reducing effects go hand in hand with the ramp to help get Unesh and his cohorts into play as soon as possible. You don’t want or need too much of this sort of effect, though, since it goes to waste beyond a certain point. Ideally, I would like to see one of these cards in hand with one or two pieces of ramp to really set me up well for my first few turns.

    MAXIMUM HAND SIZE
    When you start to go off with this deck, you get a lot of cards from Unesh’s trigger. A LOT. This makes it imperative to not have to discard any of those cards if possible, so we run enough unlimited hand size effects to ensure that we get one sooner rather than later.

    RECYCLING
    Unesh’s triggered ability puts just as many cards into your graveyard as it does into your hand. Eventually, your library is going to get a little thin and your graveyard a bit full just from resolving those Fact or Fiction triggers. So we run these cards to allow us to reuse our resources and keep our library full. Why these specific effects? Because they either shuffle themselves back into the deck with the rest of the graveyard (Quest/Elixir), or they can win us the game in the case of Psychic Spiral.

    CONTROL
    Sometimes our opponents don't want us to have a fun sphinx party and try to stop our fun, so we need to run some acknowledgement of this fact and a few efficient ways to stop their spells or remove problem creatures.

    SHENANIGANS
    The last set of cards in the deck (other than lands) are the ones that really supplement the engine and let it get quite out of hand. Let’s go card-by-card:
    • Cloudstone Curio: Allows you to recur your sphinxes while you're going off if you're getting unlucky with your triggers or just to save mana by using cheaper sphinxes instead of more expensive ones.
    • Crystal Shard: A good safety valve to protect or just allow replaying of Sphinxes or clones.
    • Mana Severance: When played after a reshuffle effect, this card puts the deck into turbo mode, making sure that there’s nothing but gas left in it.
    • Mind Over Matter: The perfect compliment to Unesh’s trigger. Usually best used to untap lands like Nykthos for near unstoppability, it can also be used to tap down opponents’ resources to protect your combo.
    • Omniscience: Easy mode. Once Omniscience hits the battlefield, it’s almost impossible to lose unless an opponent hits it with Krosan Grip.
    • Panharmonicon: I hear that doubled Unesh triggers are good…
    • Walk the Aeons: If you're not winning with Aetherflux Reservoir, then you need to be able to attack with your sphinx army for the win. Having an extra turn effect that can be recurred once or twice to help close things out is exactly what's needed without getting too over the top.
    So that's a brief look at the deck and where it's at. It's a lot of fun and I've put a fair bit of work into making the deck powerful but also still beatable. I look forward to your comments and questions about it.
    Posted in: Multiplayer Commander Decklists
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