Let’s look at some game changers! I’ve got some mixed feelings about WotC’s definition of these powerful cards. They’re staples of the format, and they’re undeniably powerful, but the Game Changer categorisation has the potential to stigmatise their use.
Or does it?
It may well be the case for some groups that by identifying and admitting the power of these cards and defining how many one can include in a deck of a specific tier, it actually gives tacit permission for their use. Go figure.
Whichever way you see it, it’s worth knowing what these cards do. Today, let’s look at Consecrated Sphinx!

In Commander, card draw is currency, and Consecrated Sphinx is a mint. First printed in Mirrodin Besieged, this six-mana flying creature has become synonymous with explosive card advantage, turning every opponent’s draw into a potential avalanche of resources. It doesn’t just help you win; it helps you win faster than anyone else can respond.
So, for the cost of a couple of blue mana and four colourless, what does this card actually do?
Flying
Whenever an opponent draws a card, you may draw two cards.
That’s not once per turn. That’s every time an opponent draws, even during their upkeep, their draw step, or off a Brainstorm. In a four-player game, this can mean dozens of cards in a single rotation.


How does this impact the game? Or rather, how does it benefit the player who brings it in their deck? I must admit that I love this card. It gives me so much:
- Unmatched Card Advantage: No other creature offers this level of passive draw power. It turns your hand into a library.
- Synergy with Wheel Effects: Pair it with Windfall, Wheel of Fortune, Will of the Jeskai, or Teferi’s Puzzle Box, and you can almost draw your entire deck.
- Immediate Impact: Even if it’s removed quickly, it often draws 4–6 cards before it dies; more than enough to swing tempo.
- Combo Enabler: With cards like Laboratory Maniac, Thassa’s Oracle, or Psychosis Crawler, it becomes a win condition.


This card is insanely useful, and is a great value engine. It’s not without some drawbacks, though. Let’s consider some of those:
- High Mana Cost: At six mana, it’s vulnerable to counterspells and tempo disruption.
- Draws Aggro: Once it hits the board, opponents will prioritise removing it. And rightly so.
- Can Be “Too Good”: In casual pods, it can feel oppressive, especially when paired with wheels or infinite draw loops.
As drawbacks go, those are mostly social and, like… human decency. Let’s not trouble ourselves with those considerations. I think we’ve demonstrated previously that we’re not always concerned on that front…
This goes in any deck, but I do try to consider the optimal homes for these game changer cards. With that in mind, what are the specific builds that most benefit from its inclusion?
- Control Decks – That want to refill their hand and dominate the long game.
- Combo Decks – That use draw triggers to fuel win conditions. The more card draw you have, the quicker you’ll find those all-important combo pieces.
- Blue Midrange Builds – That can protect it and capitalise on its draw power.


Consecrated Sphinx is a game changer not just because it draws cards, but because it reshapes the rhythm of the game. It forces opponents to rethink their draw spells, their sequencing, and their threat prioritisation. Whether you’re using it to dig for answers or drown the table in value, it’s a card that demands respect… and removal.
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