Atemsis, All-Seeing

Atemsis, All-Seeing

Color Identity

U mana

Details

Mana Value

6

Popularity

#1,800

of 3,466 commanders · via EDHREC

Card Text

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.

4/5

Playstyle

Control · Late-game · Minimal interaction · Alternate win-cons

Aggression
2 of 5
Speed
2 of 5
Interaction
2 of 5
Combat
4 of 5
Engine
3 of 5
Complexity
4 of 5

Card Price

€0.24CardMarket
as of 2026-10-02

Strategy Guides

Card Draw Strategy Guide

Card Draw decks are for players who want a full hand to be the engine, the protection, and eventually the win condition. This strategy wants to draw extra cards every turn, using card draw commanders, repeatable engines, wheels, and draw payoffs, to win through card advantage EDH plans such as damage triggers, stocked interaction, or superior late-game resources. Unlike Control, it is not only answering threats, and unlike Spellslinger it cares about the draw event more than the spell cast. The best card draw commanders either refill you directly or convert each extra card into pressure.

Learn more about card draw strategies

Control Strategy Guide

Control decks are for players who enjoy deciding which threats matter, spending answers carefully, and winning after the table has slowed down. This strategy wants to stabilize the game, using control commanders, counterspells, removal, sweepers, and card-draw engines, to win through a protected finisher, planeswalker, combo finish, or long-term card advantage. Unlike Stax, Control answers threats on the stack or battlefield instead of locking everyone out of resources. The best control decks EDH players build accept that multiplayer control cannot counter everything, so they lean on sweepers and engines that trade across several opponents.

Learn more about control strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

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