Alhammarret, High Arbiter
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Alhammarret, High Arbiter

Legendary Creature — Sphinx

Flying

As Alhammarret, High Arbiter enters the battlefield, each opponent reveals his or her hand. You choose the name of a nonland card revealed this way.

Your opponents can't cast spells with the chosen name (for as long as this creature is on the battlefield).

Recommendations View more recommendations

JANKYARD_DOG on Eye In The Sky

2 years ago

Isperia triggers each time she deals combat damage, so yes, double strike is your friend. Cards that help with that are True Conviction, Duelist's Heritage, and Fireshrieker. Some others I just found are Paladin Class which doubles as an Anthem and stax effect as well. Also Akroma's Will, while being a one shot effect it has other applications. Another interesting one is Avenging Huntbonder. While it doesn't fly it spreads nicely with each subsequent attack. Sigarda's Vanguard is better if you have ways to blink/flicker it.

If you want to go full on anthems it may be beneficial to consider a 'go wide' strategy as well.Favorable Winds, Empyrean Eagle, Sprite Noble, Serra the Benevolent, Thunderclap Wyvern (personal favorite), Inniaz, the Gale Force, Steel-Plume Marshal, Windstorm Drake, Kangee's Lieutenant, Gravitational Shift (I feel this is meta dependent), Kangee, Sky Warden. Rally of Wings is one time effect, but possibly relevant.

Aside from blue's signature Counterspell's for saving your board, there are a few options. Depending on your budget Teferi's Protection is an option as well as Flawless Maneuver. Sephara, Sky's Blade is specific to flyers. Avacyn, Angel of Hope and Eldrazi Monument are pricey but are an option. Bounce spells are versatile here because they can remove a blocker which also nets you handle knowledge, or save a permanent from destruction. Scapegoat at least let's you read them, minus 1. Single target spells like Blink of an Eye can save you racking up commander tax. For commander protection, you got the usual Boots/Grieves but Neurok Stealthsuit and Whispersilk Cloak offer more, the former can be uses as a counterspell of sorts for single target effects.

Hopefully that isn't too much info for ya. Not saying include them all, but whatever you feel works for you. Oh, almost forgot... looking at the Sphinx options only a few really stuck out. The first of which is Medomai the Ageless works with the double strike as well, however cannot attack during any extra turns. That said, you just switch you equipment or target over on the extra turns. Alhammarret, High Arbiter Can view a hand and lock a card in it. If you bounce a commander prior you can name the commander. Jelenn Sphinx while small in the front still offers an anthem on the attack. Unesh, Criosphinx Sovereign, is iffy. I like the cost reduction but am not a fan of cards going to the yard up to you though. Atemsis, All-Seeing was something else I've been considering as an additional wincon. You can use Isperia to fetch cards of costs you're missing.

Ok, now I'm done for now.

KongMing on Zedru's Harsh Communism

5 years ago

It occurs to me that a lot of people are going to try and keep good permanents in their hand, so you can't steal them. The way around that is to know what is in their hand, and steal it from there anyways.

Telepathy tells you what is there, and makes your counterspells much more useful.

Alhammarret, High Arbiter is funny because his ability continues to work even if you give him to someone else. Politics wise, he can help to rebalance the board, taking one player's big threat out of the game while giving the weaker player a 5/5 Flying blocker.

Chandra Ablaze gives you amazing hand control combined with Zedruu. She forces your opponents to discard all the cool stuff they've been holding, and then you draw a bunch of cards on your next upkeep with Zedruu to keep the resources imbalanced in your favor.

FancyTuesday on Need help cutting deck

5 years ago

Here's a list of cards that seem underwhelming or out of place.

Azor's Elocutors: Flavor's great and all, but this is a 5 drop that doesn't affect the board. You then need 6 turns after it drops to win the game

Sphinx of Magosi: Below average beater, below average draw engine, combined it's just ok

Sigil of the Empty Throne: Another 5 drop that does nothing on its own. Completely dependent on casting enchantments, of which you don't have a huge number that's only gonna get smaller as you make cuts

Soul Barrier: 2 damage is a really minor price to pay in EDH

Starfield of Nyx: Another slow 5 drop enchantment. To get value out of it takes turns, and the potential targets aren't exactly massive bombs

Sphere of Safety: Unless a third of your deck is enchantments odds are this is just Propaganda that costs more to cast

Azor's Gateway  Flip: I kinda dig the looting in a 2 drop. If you were to keep any of these cards this would be the one I like the most. But it takes 5 turns to go off, and it's liable to get popped if you start pitching useful cards toward flipping it

Spellbook: Without metalcraft, storm, or any other effects to play off of its 0 drop nature it's just a really underwhelming card for the slot

Venser's Journal: 5 drop that doesn't affect the board or offer any sort of card advantage

Approach of the Second Sun: 7 mana to gain 7 life. Then a turn to untap, draw into it (assuming commander is out and you have the mana or other effects to dig that deep), and another turn to untap and play it again. As far as win cons this isn't the worst there is, but I can't help but feel there are better options in the 7 drop range

Beacon of Tomorrows: This is a card for a deck that's leaning heavily into extra turns and cheating spell costs, neither of which your deck really does

Alhammarret, High Arbiter: Really underwhelming ETB for a 7 drop, especially in multiplayer when you have 3 opponents worth of threats and you can only name 1 card

Of course none of these cards are truly bad, easy cuts, otherwise they wouldn't be in your decklist in the first place. Cuts like this are hard, and odds are you probably really like some or all of these cards. This is my take on some of 'em, and if you wanna keep them just look at the rest of the deck and ask "if not this card, then what?"

RazortoothMtg on

6 years ago

Jalira does say nonlegendary, so Alhammarret, High Arbiter, Lorthos, the Tidemaker and Tromokratis don't work.

1 suggestion: Proteus Staff serves as a backup or 2nd Jalira for more polymorphing.

Palulukan_Makto on Mono-sphinx Tribal

6 years ago

I already have Kindred Discovery in my maybeboard, I just don't know what it should replace. Sphinx of Jwar Isle ios a bit lackluster, since I can only look at the card and not cast it, like with Future Sight.

Conundrum Sphinx is also a bit weak IMO, since I don't have that many ways of knowing what's on top of my library and the low cost is insignificant when Unesh lowers the mana cost of all my sphinxes by 2.

As for Alhammarret, High Arbiter, I don't really like the idea of playing a Reflector Mage in my deck, since I can only name the cards it revealed, whereas Nevermore allows you to name any card.

Horizon Scholar is also a bit meh, since I'll be getting so many cards anyway.

And finally, Urza's Incubator is actually almost useless in this deck since I have Unesh to lower the cost of my cards by 2, Herald’s Horn to lower by 1, and Sapphire Medallion to lower them by another 1 giving me all the cost reduction I'll ever need.

Austin_Smith_of_Cards on Mono-sphinx Tribal

6 years ago

Kindred Discovery really keeps the card advantage coming in. Really should be played in just about every tribal deck with access to blue.

Sphinx of Jwar Isle is an interesting card that lets you know whatever's on top of your deck at all times. Useful with all the Unesh triggers. Shroud is also nice protection on an evasive beater.

Conundrum Sphinx is one of the lowest-costing sphinxes you have access to, and choosing how to stack enters-the-battlefield abilities is really useful if you know what card is on top.

Alhammarret, High Arbiter is a nice card that's kind of like a Nevermore attached to a Peek on a 5/5 flier.

Horizon Scholar has a nice enters-the-battlefield ability that lets you filter out dead stuff with Unesh's trigger.

It's pretty expensive now, but Urza's Incubator is still a terrific card for tribal that frequently uses expensive creatures.

DemonDragonJ on Core Set Legendary Creatures By …

6 years ago

Since I have already created threads that list commanders and planeswalkers by home plane, I shall now create a thread that lists legendary creatures who have appeared in core sets by home plane.

As with my previous lists, I shall first list the planes known to be home to at least one legendary creature who has appeared in a core set alphabetically by name, and then list each legendary creature from that plane who has appeared in a core set alphabetically by name. If that creature is from a specific region of that plane or is a member of a specific faction on that plane, I shall list that region or faction in parenthesis after their name.

Mirrodin/New Phyrexia Show

What does everyone think of this list? Is it sufficiently informative? Have I improperly labeled any creatures? Any feedback would be greatly appreciated.

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