I've been telling people that they shouldn't be
running singletons in their deck for years. If
it's worth running, it's worth running four of.
Sphinx of the Chimes really makes it worthwhile,
giving people the potential to trade in a pair
of redundant copies for four new cards. Being a
5/6 for six mana, competitive with Dragons,
isn't exactly a downside either.
This Sphinx really is at its best if you have
some way to retrieve cards from the graveyard to
your hand. You will run out of same-name copies
eventually. Hopefully you'll have won by then,
but if you can get back a card that you have
another copy of in hand, you can trade it in for
four more, and then have up to four more options
of what to get a used copy of back to do it all
over again!
I'm pretty sure the song's chimes of freedom
wouldn't be an aspect of blue in Magic; still, I
do like this card. While it doesn't work quite
as well with the Odyssey block's mechanics as
some cards of this type, and blue decks usually
have less of a problem with being flooded with
cards they don't need than other colors, any
repeatable card drawing effect is inherently
exploitable, especially one of this type of
magnitude. Plus, any type of recursive effect
you might have puts it over the top. Personally,
I would have liked if they could have found a
way for it to work in highlander formats too,
but that's a relatively minor complaint.
Welcome back readers todays card of the day is
a sphinx and I thought I would chime in on its
playability. In standard I don’t see this
working outside of some funky convoluted combo
which probably isn’t worth using in a
competitive setting. In modern legacy and
vintage this is a big do nothing creature that
cant compete with the powerful cards available
in the format. In casual and multiplayer this
card is a decent sized flying body and can be
combed with Dredge C\cards easily as well as an
all star in Relentless Rats decks and just has
some real niche applications and a decent body.
In limited it’s a bomb flying creature making it
an amazing pick. Overall a fun casual and
multiplayer card that could see some wacky play
and a solid limited bomb.
Today's card of the day is Sphinx of the Chimes
which is a six mana Blue
5/6 with Flying that can discard two nonland
cards from your hand with the same name to have
you draw four cards. The creature itself
is fairly efficient for the price and size,
though the effect really requires deck
dedication to see much benefit. When
coordinated with cards that return to hand from
grave, add additional copies, or can be allowed
above the four card minimum there is a great
deal of potential power to be had. The
design is well suited to Casual, though the
higher cost and vulnerabilities of the support
theme should keep this sphinx from seeing much
competitive play.
In Limited the effect will often be as effective
as flavor text considering multiple copies of
cards are unlikely, particularly ones that would
be discarded instead of played. Ignoring
that block of text leaves you a six mana evasive
5/6 with only two Blue mana symbols in the
casting cost. This is a game-ending bomb
in the format and is almost splashable, but
easily managed in any of the half Blue guilds.
A first pick in Booster and easy choice to use
in Sealed when the color lines up with enough
cards in your pool.
Welcome back to the Card of the Day section here at
Pojo.com. We are looking today at the Sphinx of
Chimes from Return to Ravnica. Sphinx of Chimes
is a rare blue creature sphinx that costs four
generic and two blue mana for a 5/6. Sphinx of
Chimes has flying. Sphinx of Chimes also has an
ability that says discard two non-land cards
with the same name: Draw four cards.
I really wish that the non-land cards clause
hadn't been added, but I suppose it had to in
order to stop people from being able to draw
their entire deck out potentially. But because
that clause exists, it is really hard to get two
copies of a single card in your hand just to
discard them to draw four. Most of the time when
you run four copies of something in your deck it
means it is a good card, and should be played,
not pitched.
I really wish more thought would have gone into
this card. Even had the left it as a once per
turn ability but allowed you to discard lands I
think it would have been better than it is.