If this card isn't overpowered, it's certainly
overpowering - I know of many decks that can't
deal with an ever-growing 6/6 Sphinx, and many
decks that can't deal with an opponent who
constantly draws cards, and very few who can
deal with both at once. Despite its thoroughly
modern appearance and design, Sphinx of Magosi
compares well to the greatest late-game blue
creatures throughout history, and should have a
long career in many formats.
Magic The Gathering Card of the day: Sphinx of
Magosi
Welcome back readers today’s card of the day
is Sphinx of Magosi, an interesting and
potentially powerful new sphinx from Rise of the
Eldrazi. For six mana a 6/6 flying creature is
respectable the added power comes in the fact it
can use your mana to put +1/+1 counters on
itself and draw a card. Step back a second, draw
a card and get a +1/+1 counter for a reasonable
price? You bet. In standard I don’t see this
card overtaking most of the other Sphinx cards
that see competitive play. Such as Sphinx of
Jwar Isle and Sphinx of lost truths also steel
wind. The card is powerful but I do not know if
it’s powerful enough for constructed
tournaments. Although I expect some decks to
utilize it as the Eldrazi metagame starts to
form. In extended and eternal I don’t think this
card will see any play, too slow and mana
intensive. In casual and multiplayer this card
can be a beast, the ability to grow and provide
card advantage for you cannot be overlooked. The
fact it is a respectable sized flyer and go play
defense as well, combine with Training grounds
for profit. In limited this card is the
definition of a bomb it must be dealt with and
it allows you to cycle through your deck and
presents a beefy flyer. The only drawback is
heavy blue commitment.
Today's card of the day is Sphinx of Magosi
which is a six mana 6/6 with Flying (not a five
to be seen for Cinco de Mayo) and the ability to
pay three to draw a card and get a +1/+1
counter. This is already an impressive card, but
combined with the in color one mana cost
Training Grounds can give you a full hand and
12/12 on the attack on the turn after playing
the Sphinx. That's a two card combination with
no other support or even an extra land making it
quite impressive. Blue decks often control the
pace of a game and getting this out shouldn't be
a problem with a control theme. The draw effect
can provide counterspells and bounce to to
protect the Sphinx which also becomes a
finisher.
In Limited this is very much a bomb as it
provides a large flying creature at a fair price
and additional draw power. The triple Blue in
the cost is a bit risky if running more than two
colors and may not see play on the sixth turn
with two, but is still quite viable. A first
pick from any pack in Draft, even if out of
color to prevent it from going elsewhere, and
almost certainly worth building a deck for in
Sealed.