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Legendary Creature — Sphinx
Flying {2}{U}, {T}: Draw two cards, then discard a card. Whenever Atemsis deals damage to an opponent, you may reveal your hand. If cards with at least six different mana values are revealed this way, that player loses the game.
“Blue sphinx that wins instantly if you hit with a hand of six different mana values.”
Atemsis, All-Seeing is a sneaky alternate win condition wrapped in a flying body. Your core gameplan is simple: accumulate a hand full of cards with six different mana values, then ping your opponent with Atemsis (or sneak through some combat damage) to trigger the instant-win ability. Since you're in mono-blue, you'll lean on card draw, evasion, and protecting your sphinx while you build up that diverse hand.
The deck rewards you for playing a diverse mana curve—you want cheap cantrips and ramp early, mid-game threats and card draw, and big spells late. Cards that let you hold extra cards in hand (like Reliquary Tower) or generate excess cards (Bident of Thassa, Coastal Piracy) are perfect. You'll also want ways to ensure Atemsis deals damage reliably: evasion tricks, minor unblockable effects, or just swinging in when the path is clear. This is a control-y midrange deck that sometimes wins out of nowhere.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive blue staples like Force of Will; lean on budget card-draw like Divination, Concentrate, and Frantic Search instead, and use Counterspell and Negate for interaction.
Inclusion = % of Atemsis, All-Seeing decks running this card. +lift = percentage-point boost over the format average.
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