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Sphinx of Clear SkiesHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Dominaria United· September 9, 2022
Carte Magic Sphinx of Clear Skies

Sphinx of Clear Skies is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flying, ward {2} Domain — Whenever this creature deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)

Complete guide

Sphinx of Clear Skies is a powerful flier that rewards you for diversifying your mana base. By utilizing the Domain mechanic, it allows you to dig through your library and generate card advantage every time it strikes your opponent.

Domain and Combat Damage

The primary strength of Sphinx of Clear Skies lies in its Domain trigger. When it deals combat damage to a player, you check how many basic land types (Plains, Island, Swamp, Mountain, and Forest) you control. You then reveal that many cards from the top of your library. Remember, land types like Desert or Gate do not count toward this total; only the five official basic types matter.

Dividing the Piles

Once the cards are revealed, you choose an opponent to separate them into two piles. This opponent has full discretion on how to split the cards, and they are allowed to create an empty pile. After the piles are made, you choose which pile goes to your hand and which goes to your graveyard. This creates a strategic mini-game where you try to maximize your value while the opponent tries to limit it.

Common Mistakes

A common misconception is that the number of lands you control matters; in reality, it is only the number of different types. If you control three Islands, your Domain count is only one. Additionally, the Ward {2} ability is a triggered ability that makes the Sphinx harder to target, requiring opponents to pay an extra two mana or have their spell countered.

When to Play It

Sphinx of Clear Skies excels in multi-color decks that can reliably hit four or five basic land types. It serves as both a finisher and a card selection engine, making it ideal for mid-range or control strategies that can protect it until it starts attacking.

Interaction examples

Boosting Domain Counts

You control an Island and a Swamp. You play Solemn Simulacrum and search for a Mountain. When Sphinx of Clear Skies deals combat damage, you now reveal three cards instead of two because you have three distinct basic land types.

Double the Value

With Roaming Throne on the battlefield naming 'Sphinx', the Sphinx of Clear Skies' Domain ability triggers twice when it deals combat damage. You will reveal cards and have an opponent split them into piles two separate times, potentially doubling your hand size.

The Empty Pile Choice

If you have Domain 5 and reveal five cards, your opponent may put all five cards into one pile and zero in the other. You then choose between taking all five cards or none of them. Usually, you will take the cards, but the option to put them in the graveyard exists if you have graveyard synergies.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Sphinx of Clear Skies

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The player who controls the triggered ability chooses which opponent separates the cards into two piles. This choice is made after revealing those cards.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    That opponent may choose to put all of the cards into one pile and leave the other pile empty. In that case, the ability’s controller chooses whether to put the revealed cards into their hand or into their graveyard.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Domain abilities count the number of basic land types among lands you control, not how many lands you control or how many of any type.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The basic land types are Plains, Island, Swamp, Mountain, and Forest. Land types other than basic land types (such as Desert) don’t contribute to domain abilities.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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