Sphinx's Decree 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.
Official card text
Each opponent can't cast instant or sorcery spells during that player's next turn.
Complete guide
Sphinx's Decree is a powerful white sorcery that dictates the pace of the game by silencing your opponents' magical capabilities. It acts as a preemptive strike, ensuring your next turn remains undisturbed by enemy interference. By casting this, you force your opponents to rely on creatures and permanents rather than timely spells.
What It Does
Sphinx's Decree places a restrictive effect on each of your opponents. Specifically, it prevents them from casting any instant or sorcery spells during their very next turn. This effect is player-specific, meaning it tracks each opponent's individual turn cycle independently.
Step-by-Step Resolution
First, you cast Sphinx's Decree during your main phase. Once it resolves, a continuous effect is created for each opponent. On an opponent's next turn, their ability to cast instants or sorceries is completely locked out. Once that specific player's turn ends, the restriction for them expires, even if other opponents haven't started their turns yet.
Common Mistakes
A common misconception is that this spell stops opponents from casting spells on your turn; it only affects their own next turn. Also, remember that if multiple effects (like casting two copies of this spell) apply to the same opponent, they all apply to the exact same 'next' turn rather than stacking consecutively to cover two turns.
When to Play It
This card is best used when you suspect an opponent is holding a board wipe or a powerful sorcery they intend to use to stabilize. By casting this, you guarantee a window of safety to develop your board or execute a combo without the threat of sorcery-speed removal or instant-speed combat tricks on their turn.
Interaction examples
If you are worried an opponent might use a sorcery to discard your hand or a counter-sorcery on their turn, you can cast Sphinx's Decree. This ensures that when you follow up with Open the Armory on your next turn, the opponent won't have been able to proactively clear your board or set up sorcery-speed taxing effects that might hinder your equipment strategy.
You cast Sphinx's Decree to lock your opponent out of sorceries. On your next turn, you cast Sevinne's Reclamation to bring back a key permanent. Because of the Decree, your opponent was unable to cast a sorcery like a graveyard exile spell on their turn, ensuring your targets remained safe for your Reclamation.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sphinx's Decree
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If multiple effects say that an opponent can’t cast instant or sorcery spells during that player’s next turn, they all apply to the same turn.
No other card is named in this ruling.
Legal formats
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Meta decks with Sphinx's Decree
No archived Top 8 deck with this card yet.



Open the Armory
Sevinne's Reclamation