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Sphinx of the Second Sun

Sphinx of the Second Sun

Creature — Sphinx6/6$4.94

Flying At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)

Legal in Commander

Is

Does

Combos 38

  • Sphinx of the Second Sun + Chronomantic Escape + Paradox Haze

    • You can't be attacked
    • Lock

    Mana needed: 1,210 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun triggers, causing you to get an additional beginning phase after this phase. Move to your additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. At the beginning of your next upkeep, Chronomantic Escape and Paradox Haze trigger. Resolve the Paradox Haze trigger, causing you to get an additional upkeep step after this one. Resolve the Chronomantic Escape trigger, removing a time counter from it. Move to your next upkeep step. Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Sphinx of the Second Sun + Aggravated Assault

    • Infinite card draw
    • Near-infinite combat phases
    • Near-infinite untap of creatures and lands you control

    1,131 decks on Commander Spellbook

    How it works

    Before you start

    Lands you control can tap to produce at least {6}{R}{R}{R}{R}.

    Steps

    Move to your postcombat main phase. Sphinx of the Second Sun triggers, causing you to get an additional beginning phase after this phase. Activate all lands you control by tapping them, adding at least {6}{R}{R}{R}{R}. Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one. Repeat step 4 one additional time. Move to the main phase from step 5. At the beginning of the main phase, Sphinx of the Second Sun triggers, causing you to get an additional beginning phase after this phase. Move to the beginning phase from step 7, causing you to untap all lands you control and draw a card. Move to the main phase from step 4. Repeat from step 2.

    Commander Spellbook ↗
  • Sphinx of the Second Sun + Chronomantic Escape + Spark Double

    • You can't be attacked
    • Lock

    Mana needed: 98 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun and Spark Double each trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Sphinx of the Second Sun + Chronomantic Escape + Auton Soldier

    • You can't be attacked
    • Lock

    Mana needed: 79 decks on Commander Spellbook

    How it works

    Before you start

    Auton Soldier is a copy of Sphinx of the Second Sun.

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. At the beginning of your postcombat main phase, both copies of Sphinx of the Second Sun trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Sphinx of the Second Sun + Chronomantic Escape + Sakashima of a Thousand Faces

    • You can't be attacked
    • Lock

    Mana needed: 55 decks on Commander Spellbook

    How it works

    Before you start

    Sakashima of a Thousand Faces is a copy of Sphinx of the Second Sun.

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. At the beginning of your postcombat main phase, both copies of Sphinx of the Second Sun trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Sphinx of the Second Sun + Chronomantic Escape + Clever Impersonator

    • You can't be attacked
    • Lock

    Mana needed: 31 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun and Clever Impersonator each trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Sphinx of the Second Sun + Chronomantic Escape + Mirrorhall Mimic // Ghastly Mimicry

    • You can't be attacked
    • Lock

    Mana needed: 28 decks on Commander Spellbook

    How it works

    Before you start

    Mirrorhall Mimic // Ghastly Mimicry is a copy of Sphinx of the Second Sun.

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. At the beginning of your postcombat main phase, both copies of Sphinx of the Second Sun trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Sphinx of the Second Sun + Chronomantic Escape + Glasspool Mimic // Glasspool Shore

    • You can't be attacked
    • Lock

    Mana needed: 27 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun and Glasspool Mimic each trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Sphinx of the Second Sun + Chronomantic Escape + Sakashima the Impostor

    • You can't be attacked
    • Lock

    Mana needed: 24 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun and Sakashima the Impostor each trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Sphinx of the Second Sun + Chronomantic Escape + Rite of Replication

    • You can't be attacked
    • Lock

    Mana needed: 17 decks on Commander Spellbook

    How it works

    Steps

    Cast Rite of Replication by paying {2}{U}{U}, creating a token copy of Sphinx of the Second Sun. Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun and the Sphinx of the Second Sun token each trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 4 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 3.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Unesh, Criosphinx SovereignSphinx of the Second Sun is a Sphinx, which Unesh, Criosphinx Sovereign can use.
  2. The Ur-SphinxSphinx of the Second Sun is a Sphinx, which The Ur-Sphinx can use.
  3. Urza, Lord High ArtificerSphinx of the Second Sun untaps your artifacts and Urza, Lord High Artificer taps your artifacts.
  4. Shao JunSphinx of the Second Sun untaps your artifacts and Shao Jun taps your artifacts.
  5. Ironheart, Clever ChampionSphinx of the Second Sun untaps your artifacts and Ironheart, Clever Champion taps your artifacts.
  6. The Fifteenth DoctorSphinx of the Second Sun untaps your artifacts and The Fifteenth Doctor taps your artifacts.
  7. Glacian, Powerstone EngineerSphinx of the Second Sun untaps your artifacts and Glacian, Powerstone Engineer taps your artifacts.
  8. Zahid, Djinn of the LampSphinx of the Second Sun untaps your artifacts and Zahid, Djinn of the Lamp taps your artifacts.
  9. Scotty, Chief EngineerSphinx of the Second Sun untaps your artifacts and Scotty, Chief Engineer taps your artifacts.
  10. Aang and KataraSphinx of the Second Sun untaps your artifacts, which Aang and Katara can use because it cares how many of your artifacts are tapped, though the fit is only partial.

View Sphinx of the Second Sun on Scryfall