Ten True Facts About My Prognostic Sphinx Deck

  1. I “picked” “literally” the worst time to make a sweet new rogue deck. There isn’t even an open Open! (this weekend is the Journey into Nyx prerelease, etc. etc.)
  2. This is a Tapout Blue Control deck in the tradition of Jushi Blue; a much different kind of deck than most Standard Control decks. The goal is to scare off attackers with Prognostic Sphinx, then get in with Prognostic Sphinx. Patrick Chapin talks about Semi-Soft Locks in books like Next Level Deck Building; an unchecked Prognostic Sphinx is like a Sensei’s Divining Top with fists… Grinding the opponent out while punching him for three.
  3. I know Master of Waves looks weird in this deck, but it’s a much better than Prognostic Sphinx’s original sidekick (the Keiga to Prognostic Sphinx’s Meloku if you grok)… Arbiter of the Ideal. There are relatively few ways to kill a Prognostic Sphinx, but Edict effects don’t care about Hexproof. Master of Waves gives you bodies (plural) to help defend Prognostic Sphinx against Devour Flesh et al for a turn. Then once you start attacking with Prognostic Sphinx… You grok. Anyway, Master of Waves will randomly beat a Red Deck in Game One a fair amount.
  4. Even with four Master of Waves, four Tidebinder Mage, and two Staff of the Mind Magus, you can lose to a Red Deck. It’s true 🙁
  5. That said, this deck is superb against Red Decks.
  6. It’s even better against black control decks like Mono-Black Devotion or the polychromatic black variants. Those decks started off as tough opponents (especially in the Arbiter of the Ideal days). Nullify is quite good against lots of their threats, including Underworld Connections. Don’t get cocky and lose to Gray Merchant of Asphodel, though.
  7. Speaking of Nullify, it is not good against U/W Control variants. This was a little counterintuitive for me (I assumed an advantage) but we actually have fewer interactive spells / Counterspells than U/W or Esper in Game One. U/W actually has a decent number of trumps over us (Supreme Verdict > Prognostic Sphinx, Sphinx’s Revelation > Opportunity, more in-matchup relevant permission + Thoughtseize) though it is winnable in Game One. Pithing Needle became a late sideboard edition to fight Planeswalkers.
  8. I generally dislike Pithing Needle but this is actually the perfect deck for it; Pithing Needle sometimes does nothing but it is pretty mana efficient in decks that have bulk card advantage spells like Divination or Opportunity.
  9. Voyage’s End is generally better than Cyclonic Rift, but when Cyclonic Rift is good (say against multiple Planeswalkers or Assemble the Legion, where you have time to set up) it’s backbreaking.
  10. The deck was originally soft to opposing Mutavaults; Encroaching Wastes made for acceptable Mutavault defense but now also makes for good disruption. This is especially the case against non-blue mid-range control decks. And hitting an Underworld Connections? Whew.

Here’s the deck, en total:

Prognostic Sphinx Tapout

4 Ratchet Bomb

1 Aetherling
2 Cyclonic Rift
4 Dissolve
4 Divination
3 Master of Waves
4 Nullify
3 Opportunity
4 Prognostic Sphinx
1 Syncopate
3 Voyage’s End

sb:
2 Encroaching Wastes
13 Island
4 Mutavault
4 Temple of Deceit
4 Temple of Enlightenment

sb:
1 Pithing Needle
2 Staff of the Mind Magus
4 Jace, Memyory of Thought1 Master of Waves
4 Negate
4 Tidebinder Mage

LOVE
MIKE

nldb

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