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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Sphinx Sovereign
Image from Wizards.com

 Sphinx Sovereign
- Shards of Alara

Reviewed March 18, 2014

Constructed: 2.33
Casual: 3.67
Limited: 3.63
Multiplayer: 3.67

Ratings are based on a 1 to 5 scale:
1 being the worst.  3 - average.  5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 

BMoor

Sphinx Sovereign

A solid body that hits hard, with an extra life swing that helps you if you're on the defensive and hurts everyone else if you're on offensive. In a multiplayer game, you've got that much more incentive to find a way to turn this thing sideways, but everyone else has that much more incentive to kill it. And its prohibitive mana cost means you pretty much have to find a way to cheat it out, while its status as an artifact creature means killing it requires little more than a simple Shatter. It's definitely a high-risk/high-reward card, but if you can get it out and keep it alive, it can do some solid work for you.

Constructed- 2
Casual- 4
Limited- 3.5
Multiplayer- 4

David Fanany

Player since 1995

Sphinx Sovereign

I always figured that Sphinx Sovereign's abilities were designed to encourage people to attack with it. Certainly the prospect of nine points offense every turn, three of which is unblockable, should make everyone sit up and take notice. At the same time, I wouldn't underestimate the value of the other side of its ability. While pure life gaining may not be very powerful, this isn't that kind of card: you're not only getting the three life but negating whatever attacks the Sovereign can block or deter. Depending on your perspective, the Sphinx is either an oddly offensive Esper card or a curiously defensive huge flyer, but either way it's a good card.
 
Constructed: 2/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

Today's card of the day is Sphinx Sovereign which is an eight mana White, Blue, and Black 6/6 with Flying and at the end of your turn you gain three life if it is untapped or if it is tapped each opponent loses three life. The effect is very nice, as is a 6/6 evasive body, but the mana cost is terrible. Aside from cheating it out with effects it is fairly unmanageable at three colors and the high cost puts it late in the game where the tapped to add damage effect is unlikely to have many triggers outside of Multiplayer. Effects that can tap the sphinx without requiring an attack are useful in some situations and of course Master Transmuter is the go to support card to bring this into play. Overall it is a very powerful card that is heavily weakened without an alternative method to cast, though combined with one it can shake up most games and make a major impact in Multiplayer.

In Limited needing to run three colors is normally a large drawback, but the block encourages shard decks and has a reasonable supply of color fixing to make it more manageable. An Esper deck using this that also has support cards is a major threat, though it does have to actually enter play first. A reasonable, if expensive and shard locking first pick in Booster, that can win games or be a dead card in hand depending on the situation and available support choices from later picks. In Sealed at least the Blue portion of Esper is best to balance out the mana choices as a small amount of Black and White can be included and reliably be available by the time eight mana is in play.

A side note for any format, but Sphinx's Herald is not worth the effect with the negative card advantage of sacrificing three creatures of three different colors and even paying three mana for the privilege.

Constructed: 3.0
Casual: 3.0
Limited: 3.5
Multiplayer: 3.0


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