Marauding Sphinx
Marauding Sphinx is a midrange answer in blue that punishes sloppy defense and rewards a player who plans crimes and responses. At a cost of {3}{U}{U} it arrives as a 3/5 with flying and vigilance so it pressures the air while remaining ready to block. Ward 2 forces opponents to commit extra resources that can swing tempo in your favor. Experienced players will recognize its role as a tempo anchor that also demands careful sequencing in multiplayer and one on one matchups.
The printed trigger reads Whenever you commit a crime, surveil 2. This ability triggers only once each turn. That line fits the Outlaws of Thunder Junction personality by turning each theft or targeted interaction into card selection and graveyard setup. Play it when you have turn advantage or when surveil effects enable deeper digging. The card is useful in Control shells and Roguish blue builds that value incremental advantage and board presence.
Card Details:
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Mana Cost – {3}{U}{U}
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Card Type – Creature
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Subtypes – Sphinx Rogue
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Card Text / Rules Text (Printed) – Flying, vigilance, ward 2. Whenever you commit a crime, surveil 2. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Power / Toughness – 3/5
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Set – Outlaws of Thunder Junction
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Rarity – Uncommon
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Language – English
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Condition – Near Mint