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"Find me cards equivalent to: Sphinx of the Second Sun"

Equivalent cards to Sphinx of the Second Sun (blue creatures, extra untap/draw phases) include:

  • Chronosis (custom, example: no official card, but if it existed, would be blue and affect phases)
  • Time Sieve (artifact, but blue-affiliated, extra turns)
  • Nexus of Fate (blue, instant, extra turns)
  • Extra Turn cards like Time Warp and Temporal Manipulation (not a creature, but similar effect)

Closest actual blue creature is Sphinx of Foresight (scry at upkeep), but there’s no direct equivalent to adding a beginning phase like Sphinx of the Second Sun. It is unique for blue creatures.


Reason: No other blue sphinx or blue creature gives you an extra beginning phase. Most extra phase/turn effects are spells or artifacts.

Found Cards

6 Results

Nexus of Fate

Sphinx of Foresight

Sphinx of the Second Sun

Temporal Manipulation

Time Sieve

Time Warp

Nexus of Fate #122 Instant

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 7
Power/Toughness: /
Types:
  • Instant
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Nexus of Fate’s last ability applies if it would be put into a graveyard in any way, including while it’s resolving.
  • Prices

    Seller Price
    Cardkingdom / 10.99 USD 8.99 USD
    Tcgplayer 5.79 USD / 7.9 USD
    Manapool / 8.75 USD 5.31 USD
    Cardmarket / 7.9 EUR 3.99 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Take an extra turn after this one. If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate andshuffleit into its owner's library instead.

    Sphinx of Foresight #55 Creature — Sphinx

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Sphinx
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Scry

    Rules

  • If you reveal two Sphinxes of Foresight from your opening hand, you'll scry 3 twice; you won't scry 6. Any cards you put on top of your library the first time you scry 3 will be part of the second time you scry 3.
  • A player's "opening hand" is the hand of cards the player has after all players have taken mulligans. If players have any cards in hand that allow actions to be taken with them from a player's opening hand, the starting player takes all such actions first in any order, followed by each other player in turn order. Then the first turn begins.
  • Prices

    Seller Price
    Cardkingdom / 1.49 USD 0.49 USD
    Tcgplayer 0.37 USD / 0.75 USD
    Manapool / 0.65 USD 0.15 USD
    Cardmarket 0.85 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    You may reveal this card from your opening hand. If you do, scry 3 at the beginning of your first upkeep. Flying At the beginning of your upkeep, scry 1.

    Sphinx of the Second Sun #1720 Creature — Sphinx

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Sphinx
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • After the additional beginning phase, the game proceeds to the ending phase (unless something has added even more phases; see below.)
  • Even if you don't attack with any creatures during combat, you'll still get a postcombat main phase and Sphinx of the Second Sun's ability will still trigger.
  • If multiple phases are added to the same point in your turn, the most recently created phase happens first. For example, say you control Sphinx of the Second Sun and its ability triggers during your postcombat main phase. Later during that same main phase, another effect gives you an additional combat phase after this main phase. The additional combat will happen first, followed by the additional beginning phase.
  • If you somehow have more than two main phases in a turn, each main phase other than the first one is a postcombat main phase, and Sphinx of the Second Sun's ability triggers at the beginning of each of them.
  • The additional beginning phase all happens during the current turn. Any effects that last "until your next turn" or similar won't expire just because you'll go through an additional beginning phase.
  • The additional beginning phase will be a lot like your normal beginning phase. During the untap step, permanents will phase in or out as appropriate and you'll untap your tapped permanents. Anything that triggers "at the beginning of your upkeep" or similar will trigger during the upkeep step, and you'll eventually draw a card for your draw step.
  • Prices

    Seller Price
    Tcgplayer 5.02 USD
    Cardmarket / 5.69 EUR 4.32 EUR
    Manapool 7.07 USD / 7.29 USD
    Cardkingdom 7.49 USD / 7.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    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.)

    Temporal Manipulation #54 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. In other words, the most recently created extra turn is taken first.
  • Prices

    Seller Price
    Cardmarket 19.69 EUR
    Cardkingdom 23.99 USD
    Manapool 15.9 USD
    Tcgplayer 19.59 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Take an extra turn after this one.

    Time Sieve #1671 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • You may sacrifice Time Sieve as one of the artifacts to pay the cost of its own ability.
  • Prices

    Seller Price
    Tcgplayer 18.78 USD
    Cardkingdom 23.99 USD
    Manapool 19.38 USD / 31.26 USD
    Cardmarket 14.34 EUR / 18.94 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    ,Sacrificefive artifacts: Take an extra turn after this one.

    Time Warp #56 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. In other words, the most recently created extra turn is taken first.
  • Prices

    Seller Price
    Manapool 7.8 USD
    Tcgplayer 17.28 USD
    Cardmarket 14.27 EUR
    Cardkingdom 18.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Target player takes an extra turn after this one.