'Whats that? Your swinging at me for 50 damage that I can block? Did you even read this card I had out?"
DocBernard
★★★★★ (5.0/5.0)(1 vote)
I see a few comments here about it being useless or overpriced for what you are getting. That's just wrong. This card has basically made my standard mono-blue mill deck unstoppable among my friends (to the point that some friends even refuse to play against it).
Simply put, if you have four in your deck, by turn five (or four if you have some sort of mana ramping) you are putting down a 2/5 blocker that brutally punishes the opponent for trying to hit you. At one point, I had a friend beef up a creature to throw down 13 damage in one turn. I simply sacrificed the Belltower Sphinx and immediately the next turn played another Belltower Sphinx.
As for removal over actually killing it, that's why ever blue deck should run some Cancels/Negates/Essence Scatter/Mana Leak cards that prevent that sort of problem. Even better, is keeping 1 mana open for an unsummon. Now unsummons can be used for the first three or four turns to keep the battlefield shuffling well you set up a few Jace's Erasures and get your first Belltower Sphinx out. Then, the unsummons serve as very useful cards. Your opponent attacks with two large creatures, forcing you to only be able to block one? Unsummon the other and use your Sphinx to punish them. Even better, when the player goes to use Plummet or Pacificsm or whatever they have in reserve to stop the Sphinx, simply unsummon him and play him again immediately next turn.
Really, this card is clearly a vital card to any mill deck, along side such wonders as Jace's Erasure or Merfolk Mesmerist.
O0oze
☆☆☆☆☆ (0.0/5.0)
mcthor: thats a very hard to play and useless way to mill yourself 13, when there are cards like mind sculpt and tome scour. and these arent even the best mill cards.
Comments (15)
Dear Wizards, please reprint Belltower sphinx as a 2U 2/5 defender, flying optional.
...to mill yourself for 13.
@ achilleselbow
wow... you're right. Oh the nostalgia...
Simply put, if you have four in your deck, by turn five (or four if you have some sort of mana ramping) you are putting down a 2/5 blocker that brutally punishes the opponent for trying to hit you. At one point, I had a friend beef up a creature to throw down 13 damage in one turn. I simply sacrificed the Belltower Sphinx and immediately the next turn played another Belltower Sphinx.
As for removal over actually killing it, that's why ever blue deck should run some Cancels/Negates/Essence Scatter/Mana Leak cards that prevent that sort of problem. Even better, is keeping 1 mana open for an unsummon. Now unsummons can be used for the first three or four turns to keep the battlefield shuffling well you set up a few Jace's Erasures and get your first Belltower Sphinx out. Then, the unsummons serve as very useful cards. Your opponent attacks with two large creatures, forcing you to only be able to block one? Unsummon the other and use your Sphinx to punish them. Even better, when the player goes to use Plummet or Pacificsm or whatever they have in reserve to stop the Sphinx, simply unsummon him and play him again immediately next turn.
Really, this card is clearly a vital card to any mill deck, along side such wonders as Jace's Erasure or Merfolk Mesmerist.