Azorius Sphinx and extra turns

by Scionsgatherer02 on 03 April 2015

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Hope this deck can actually get feedback for once.

Get medomai to be unblockable, then prepare to take an extra turn every turn, except on your extra turns.

Deck Tags

  • Azorius
  • EDH
  • Control

Deck at a Glance

Social Stats

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This deck has been viewed 912 times.

Mana Curve

Mana Symbol Occurrence

4544000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Azorius Sphinx and extra turns

You'll need more ways to protect Medomi, else any playgroup with a half a brain will just hold a removal spell and zap her until she's too expensive to cast. I'd star with Swiftfoot Boots and Whispersilk Cloak, probably in the place of Invisibility and something else.

I'd also look to replace auras you're using for evasion with equipment so you don't get two-for-one'ed over and over. Trailblazer's Boots and Prowler's Helm will grant unblockablility 99% of the time and won't be wasted if/when someone zaps the dude wearing them.

You could probably cut down to 38 lands fairly easily, as it's only a two-colored deck. Glacial Fortress, Halimar Depths, Hallowed Fountain, Nimbus Maze, Seachrome Coast, and Skycloud Expanse are all relatively inexpensive and would diversify your land base a it. Kor Haven is also really solid in a white deck, as is Maze of Ith in any deck, but it's also fairly expensive.

IMO Remand is not a great EDH card. It's amazing in other formats where delaying a spell a turn is enough to win, but here it rarely is, so all you do is waste a counter to buy one turn until the spell is fired off again. I'd much rather pay just one more mana and run a Render Silent or Dissipate and have countered stuff stay countered.

You have zero way to get stuff back from your graveyard. Why not screw over everyone else who does have recursion by running Rest in Peace? It won't hurt you a bit and it will absolutely wreck some decks.

You're not running much search, either. Do you have a playgroup where people run a ton of fetches and tutors? Mindlock Orb might shut a lot of people down while barely touching you.

1
Posted 03 April 2015 at 21:02

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Thanks. You helped me with some problems I didn't no I had. Also, thanks for the feedback. You seem to be one of the only people that comment on my decks, so thanks for that to.

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Posted 03 April 2015 at 22:05

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No problem. I'm an obsessive deck builder so it's fun :)

Couple of things:

Maybe look at Blue Sun's Zenith over Mind Spring. It cots one more base, but it's an instant, so you don't have to tap out to cast it. You can wait, make sure you don't need to counter anything, then before the end of the turn before yours cast it, same as Sphinx's Rev.

Cyclonic Rift flat out wins games. I'd find a slot for it, maybe where Unsummon is. Worst case you use it for an Unsummon that costs 1 more, best case you overload it and win the game.

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Posted 03 April 2015 at 23:47

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(Cyclonic rift) plus you get a guarantee that medomai connects, which is a cool bonus. Again, thanks for the feedback.

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Posted 04 April 2015 at 04:19

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Question, if you gave Medomai double strike, would you take to extra turns?

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Posted 04 April 2015 at 04:59

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Yes he can. I've done it before in my Sphinx tribal deck with True Conviction on the field. Fireshrieker works also, but at 3 to cast and 2 to equip you're spending five to give one dude doublestrike, and I personally would rather run True Conviction and pay one more to give all my guys double strike AND lifelink. Or run both :)

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Posted 04 April 2015 at 14:48

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