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Creature Type
(Subtype for creature/tribal cards)
Beeble Scale 1[1]
68 cards
{W} 1.5% {U} 69.1% {W/U} 11.8% {U/B} 1.5% {U/R} 1.5% {M} 11.8% {artifact symbol} 2.9%
as of Streets of New Capenna
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Sphinx is a creature type used on Magic cards that depict large and powerful creatures with lion-like bodies, human faces, and feathered wings. Some rival dragons in size and strength. Notably, Sphinxes are the iconic creature type for the color blue [2][3] and they can be found in many planes.


Sphinxes are known for their vast intellect, cunning, and often never speak, save for riddles. They are primarily aligned with blue mana, though some are also aligned with white and/or black mana.

Sphinxes have hollow bones that can function as organ pipes, so “every phrase is a motif and a speech can be a symphony”.[4] Most Sphinxes within the Multiverse were likely influenced by Azor, an ancient Sphinx planeswalker who once traveled between the worlds to bring order.[5]

Some sphinxes have excellent hearing and apparently can tell truth from lies and separate truth from honesty.[4] This was demonstrated by Sharuum.

The first card to bear the creature type was Petra Sphinx in Legends.[6]



Sphinxes on Alara are highly revered and respected as leaders of their communities because of their vast knowledge. The Sphinx Crucius is said to have created the Etherium alloy, which shaped Esper into what it is today. After Crucius‘s disappearance, no new etherium could be synthesized, but Sharuum showed esper residents how to thin the alloy, making it last longer.

Between the Sundering and the Conflux time frame, Sphinxes were found exclusively on Esper.


Amonkhet sphinxes have leonine bodies, hawklike wings, and faces resembling humans, framed by great frills or manes of feathers. Their powerful forearms are also feathered, and fans of long feathers form their tails. They were perhaps the only creatures to remain uncorrupted by the influence of Nicol Bolas. Their impenetrable minds proved to be even beyond Bolas's mind control ability, for this reason, he placed them under a curse, banning them from communicating with other creatures in any way. Most citizens of Naktamun believed that the Sphinxes had taken vows of silence until the God-Pharaoh had returned to them.[7][8] They began to speak only after the Second Sun aligned. They whispered dire warnings, though no one listened.[9]


A few rare sphinxes have the heads of rams instead of the humanlike faces of other sphinxes. Though they lie under the same curse as other sphinxes, they are less enigmatic and more aggressive, actively attacking angels, demons and other agents of Nicol Bolas they encounter in the desert. They stay far from Naktamun and care little for its people; their hatred of Bolas is driven by his curse.[10]


The Sphinxes of Old Capenna acted as renowned fortune tellers, who often fought shadow-conflicts to ensure their conflicting prophecies came to pass. Of this older generation of sphinx, only the Obscura boss Raffine still lives.[11] Though not extinct, sphinxes are still extremely rare and solitary creatures.


Sphinxes roamed the cold wastes of Dominaria's Ice Age.


There are a small number of sphinxes on Mirrodin. They are so rare that most believe them to disappear into the aether when seen. It is known that at least the Consecrated Sphinx has been compleated by the Phyrexians and used to fight the Steel Hellkite.


Sphinxes of Ravnica are typically affiliated with the Azorius. They are solitary creatures that value their privacy but are also willing to share their insights with each other in times of need.[12] In fact, the sphinx planeswalker Azor was the main author of the legal system of the plane, creating the Guildpact and guild system. Azor himself was the founder and parun of the Azorius, but he left Ravnica after some time to bring order and guidance to other planes of the Multiverse.

Another notable sphinx on the plane was Isperia, guildmaster of the Azorius during the events of Guilds of Ravnica. She was petrified and killed by Vraska, leader of the Golgari Swarm, under Bolas‘ orders.[13]

A few Sphinxes are aligned with House Dimir and also count as nightmares.

Serra's Realm[]

In an alternate reality, sphinxes populated the planeswalker Serra's realm instead of angels.


Theran sphinxes are primordial, mysterious beings with ancient knowledge. They have abstract thought patterns, so even when they are not trying to be enigmatic they still are.[14] One, Medomai, is a prophet at Meletis, going into the city several times to warn of future events.


On Zendikar, Sphinxes are to be found in Sejiri, on the Jwar Isle, and most recently in Magosi and Tazeem as well. Most Sphinxes search remote locations to ponder of Zendikar's mysteries and contemplate what they have learned. They jealously protect their lairs from other sphinxes and large predators, such as dragons, but they pay little attention to smaller visitors. A sphinx's lair is often difficult to reach and typically involves treacherous climbing for creatures without the ability to fly. A visitor who can reach the spot is often rewarded with an audience—but those who come in search of answers are likely to leave disappointed.[15]

Notable sphinxes[]



Token Name Color Type Line P/T Text Box Source Printings
Sphinx Blue Creature — Sphinx 4/4 Flying
White/​Blue Creature — Sphinx 4/4 Flying, vigilance
Glyph Keeper White Creature — Zombie Sphinx 5/3 Flying
Whenever Glyph Keeper becomes the target of a spell or ability for the first time each turn, counter that spell or ability.