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Reality Fracture Elder Sphinx Threatens Infinite Tokens and Damage Combos

Zachary Fink
3 min read
Reality Fracture Elder Sphinx Threatens Infinite Tokens and Damage Combos

Reality Fracture spoilers are coming out in full force, and for Commander players, there are already plenty of legends worth building around. In particular, multiple of the Elder Sphinxes are capable of taking over games by enabling gnarly combos. Ingris Stingerquill is no exception, threatening to generate infinite tokens in a heartbeat.

MTG Ingris Stingerquill

For the low price of just three mana, Ingris Stingerquill puts a lot of pressure on your opponents. Having every one of your attackers ping each opponent every combat is no joke, and this legend even helps create an army should you ever run out of gas. While the activation cost is admittedly clunky, using HeartstoneHeartstoneHeartstoneActivated abilities of creatures cost {1} less to activate. This effect can't reduce the mana in that cost to less than one mana. to reduce the cost and Illusionist’s BracersIllusionist’s BracersIllusionist’s BracersWhenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.
Equip {3}
to amplify each activation goes a long way.

Of course, you’re still incentivized to incorporate plenty of other token generators to help you go wide. Cards like Siege-Gang LieutenantSiege-Gang LieutenantSiege-Gang LieutenantLieutenant — At the beginning of combat on your turn, if you control your commander, create two 1/1 red Goblin creature tokens. Those tokens gain haste until end of turn.
{2}, Sacrifice a Goblin: This creature deals 1 damage to any target.
and Loyal ApprenticeLoyal ApprenticeLoyal ApprenticeHaste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
give a steady stream of creatures, making your Commander more threatening as the game goes on. Alternatively, leaning on Song of Totentanz and Tempt with VengeanceTempt with VengeanceTempt with VengeanceTempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste., which provide bursts of pressure all at once, has merit, too.

Interestingly, besides token production, another way to make Ingris Stingerquill’s trigger as scary as possible is to incorporate Infect creatures. Each time any minuscule threat like NecropedeNecropedeNecropedeInfect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
When this creature dies, you may put a -1/-1 counter on target creature.
or Ichorclaw MyrIchorclaw MyrIchorclaw MyrInfect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Whenever this creature becomes blocked, it gets +2/+2 until end of turn.
attacks, each opponent will get a Poison counter immediately. With only 10 counters needed for lethal, proliferate effects like Contagion EngineContagion EngineContagion EngineWhen this artifact enters, put a -1/-1 counter on each creature target player controls.
{4}, {T}: Proliferate twice. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
can end the game fast.

Once you’ve built out a big board, you can further maximize the flurry of attack triggers with noncombat damage payoffs. Chandra’s SpitfireChandra’s SpitfireChandra’s SpitfireFlying
Whenever an opponent is dealt noncombat damage, this creature gets +3/+0 until end of turn.
and Wildfire ElementalWildfire ElementalWildfire ElementalWhenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn., for example, reward you by threatening massive attacks. You can also make each individual attack trigger more threatening by increasing damage output with Ojer Axonil, Deepest Might, or Solphim, Mayhem DominusSolphim, Mayhem DominusSolphim, Mayhem DominusIf a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
{1}{R/P}{R/P}, Discard two cards: Put an indestructible counter on Solphim. ({R/P} can be paid with either {R} or 2 life.)
.

Alternatively, if you want to focus on card advantage instead of damage Ob-Nixilis, Captive KingpinOb-Nixilis, Captive KingpinOb-Nixilis, Captive KingpinFlying, trample
Whenever one or more opponents each lose exactly 1 life, put a +1/+1 counter on Ob Nixilis. Exile the top card of your library. Until your next end step, you may play that card.
or Thor, Guardian of MidgardThor, Guardian of MidgardThor, Guardian of MidgardFlying
Whenever a source you control deals noncombat damage to an opponent, you may exile that many cards from the top of your library. You may play those cards this turn.
can both take advantage of Ingris’s ping effect. With the help of Professional Face-BreakerProfessional Face-BreakerProfessional Face-BreakerMenace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
and massive Rituals like Battle HymnBattle HymnBattle HymnAdd {R} for each creature you control., you should have plenty of mana to cast a bunch of the exiled cards right away.

After getting all these payoffs in place, any extra combat enablers like Full ThrottleFull ThrottleFull ThrottleAfter this main phase, there are two additional combat phases.
At the beginning of each combat this turn, untap all creatures that attacked this turn.
and Relentless AssaultRelentless AssaultRelentless AssaultUntap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. become terrifying for your opponents. Add in Dolmen Gate to ensure your army doesn’t die to blocks, and you’ll likely assemble lethal in one go.

Infinite Tokens, Mana, Damage, and Death Triggers

As impactful as Ingris Stingerquill is at face value, the Sphinx gets even more appealing as a combo enabler and payoff. The easiest combo to execute involves pairing the legend with Mana EchoesMana EchoesMana EchoesWhenever a creature enters, you may add an amount of {C} equal to the number of creatures you control that share a creature type with it..

With both cards in play alongside at least three Cadet tokens, you’ll simply want to activate Ingris’ final ability to make another token. This will trigger Mana Echoes, netting you at least four colorless mana. This lets you reactivate Ingris, which again triggers Mana Echoes for even more mana, and so on. After generating infinite tokens and mana, you can simply attack with your Hasty squad to win the game.

While it’s not nearly as strong as this two-card combo, Ingris can also activate its ability infinite times with Illusionist’s Bracers and Ashnod’s Altar. Once the Bracers are equipped to your Commander, Ingris’s activated ability will make two 2/2 Cadets, which Ashnod’s Altar turns into four mana. While this won’t win the game on its own, any Impact TremorsImpact TremorsImpact TremorsWhenever a creature you control enters, this enchantment deals 1 damage to each opponent., Blood Artist, or Heartstone effect makes this lethal.

With an extremely explosive game plan and some strong combo potential, Ingris Stingerquill looks like a powerful aggressive Commander to build around, indeed. The Infect shenanigans with this Commander are particularly scary, allowing you to catch even seasoned Commander players off guard. If you want to run over your opponents with a bunch of small creatures, this new Elder Sphinx should offer exactly what you’re looking for.

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Zachary Fink
Written by Zachary Fink

Since being introduced to Magic the Gathering over a decade ago by his brother, Zack has immersed himself in the competitive scene. Zack has always had a knack for piloting assertive strategies, even earning 10 wins in back to back combo-dominated Pro Tours. Whether he’s covering MTG news or tuning mediocre aggro decks, MTG will always hold a place in his heart.

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