Sphinx of Clear Skies
Domain rewards the mana base you were already assembling, and this design ties the payoff to the swing rather than to entering play: connect once and you dig X deep, where X scales with how many basic land types are among the lands you control. The clever move is stapling a Fact or Fiction split onto combat damage. Fact or Fiction let you fire at instant speed, in the moment you needed cards; here the opponent must divide your revealed pile knowing they are staring down a 5/5 flier with ward 2 that will connect again next turn. That reframes their decision. A generous split hands you real card advantage; a stingy one can force a choice between taking the cards or stocking your graveyard, since piles can be empty, and the wider your domain reach the harder it is to keep any pile safely small. Ward 2 is what protects the loop: cheap removal aimed at a five-drop no longer trades cleanly, so the body sticks long enough for domain to fire more than once. The tension baked in is that both the ceiling and the floor of each trigger are set by the opponent's judgment, but sustained combat pressure quietly bends that judgment toward you: a body that has to land the hit to deliver, protected well enough that it usually does.




