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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Argent Sphinx
Image from Wizards.com

Argent Sphinx
Scars of Mirrodin

Reviewed December 7, 2010

Constructed: 3.50
Casual: 3.75
Limited: 4.12
Multiplayer: 3.75

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

Argent Sphinx

Before I begin, does anyone else suspect that this card came into being because there was an extra piece of Sphinx art from Alara block, or because some artists accidentally drew an Alaran sphinx on Zendikar? This looks a lot like an Alara sphinx, and being the only sphinx in Mirrodin doesn't assuage my suspicion either.

Another thing I wonder about Argent Sphinx is why is hasn't shown up in more decks. A 4-power flyer for four mana, in blue (which doesn't usually get such efficient beaters) isn't good enough? I wonder the same thing about Conundrum Sphinx. I know that blue artifact control decks are emerging, courtesy of Grand Architect, but none of them seem to want a 4/3 flyer that can dodge removal? I wonder why not?

Constructed- 3
Casual- 4
Limited- 4
Multiplayer- 4

David Fanany

Player since 1995

Argent Sphinx
 
Argent Sphinx follows in the footsteps of such beloved creatures as Blinking Spirit and Ephemeron; the fact that it waives the need for you to re-cast it means things are even easier for you now than with its predecessors. The requirement to commit to artifacts is also deceptively easy, given blue's fondness for using artifacts (try it with Trinket Mage!). I'd be surprised if Argent Sphinx doesn't catch on in at least one format at some point, as there are only getting to be more ways to remove creatures.
 
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5

Paul

Magic The Gathering Card of The Day: Ardent Sphinx
 
Welcome back readers today’s card of the day is Ardent Sphinx a powerful tool for blue decks chock full of artifacts. A 4/3 flyer for four mana is an all right deal by itself but the additional ability to exile the sphinx as long as you have metalcraft is a powerful ability. The ability to fizzle removal spells and survive mass board wipe is great. In standard I can see a mono blue or blue/white deck utilizing this card as well as Trinket Mage and the numerous powerful artifacts available in standard. In extended the loss of artifact lands hurts this cards playability but the number of cards is increased and there is a wide variety of artifacts available to the sphinx. In eternal I doubt this will see play, a possible finisher in mono blue builds as the number of broken artifacts available to the player increases the power of the sphinx. In casual and multiplayer being able to survive Wrath of God is a powerful ability. Blinking in and out at instant speed is a nifty combat trick as well. In limited scars is centered on artifacts so this is a certifiable bomb semi large and highly evasive a powerful flyer you should grab if you’re in blue and have the necessary artifacts.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0

Michael "Maikeruu" Pierno

Today's card of the day is Argent Sphinx which is a four mana 4/3 with Flying and a Metalcraft enabled blink ability that can be activated for one Blue mana.  This is a decent card for a control deck with a stall theme as it can fly in for damage, but works great for staying back and preventing attackers from dealing any damage or gaining an advantage. 
The problem is having the above concept in a deck that is also running enough artifacts to allow Metalcraft to be available whenever it is in play.  Without that you have a Flying creature that is quite difficult to kill in an artifact deck or at worst a four mana 4/3 Flying in Blue which is still a bit above average card and worth playing in the right deck.
 
For Limited this is an excellent card where Metalcraft is easy to obtain, but the double Blue in the cost and one to activate requires a fairly dedicated deck to play comfortably.  Whenever possible you want to play the Sphinx with the extra mana untapped as a safety net which means three Blue mana sources.  In a two or three color deck that can be relatively late in the game, so design accordingly.  This should be a first choice in Booster draft and never passed to an opponent in later packs and played in Sealed if possible barring a very poor Blue pool due to the color dedication.
 
Constructed: 3.0
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0


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