
As Alhammarret, High Arbiter enters the battlefield, each opponent reveals his or her hand. You choose the name of a nonland card revealed this way. Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).
On a 5/5 flyer for 7 mana, that’s not a very exciting effect. You only get to choose one card that your opponent’s can’t cast. Sure, you get to know your opponent’s hands and what you may have to play around. But it’s sort of like a worse Meddling Mage, a blue/white creature that has had its day in Constructed. How can you build around a card like that?
What sort of cards can you play alongside the massive Sphinx? Let’s take a look at the Archive to see what sort of deck we’re looking for.

On a 5 cost artifact, that’s plenty good. Heck, it’s seeing play in Constructed in Sphinx’s Tutelage decks. So let’s see, we get information about opponent’s hands, gain life, and draw lots of cards? Blue does two of those things quite well. The lifegain… not so much. Basically, get card advantage, stop your opponent’s from doing anything, and incidentally gain life somehow. Those all seem like things you’d want to do.
As the only mono-Blue Sphinx Commander, why not go for a mono-Blue Sphinx tribal list? Sharuum the Hegemon is pretty good in white, blue, and black. So can a mono-Blue list work?
Here’s what I’ve come up with:
1x Academy Ruins
1x Evolving Wilds
1x Faerie Conclave
1x Halimar Depths
26x Island
1x Mage-Ring Network
1x Myriad Landscape
1x Nykthos, Shrine to Nyx
1x Reliquary Tower
1x Seat of the Synod
1x Temple of the False God
1x Terramorphic Expanse
Academy Ruins gets a ton of artifacts back in this deck. Faerie Conclave is a cute little man-land that can be a 2/1 flyer. Halimar Depths helps you set up draws. Mage-Ring Network is a storage land that helps you cast your Sphinxs. Nykthos is huge in this deck since you will have tons of devotion to Blue. Seat of the Synod is not 100% necessary but gives you another artifact.

1x Arbiter of the Ideal
1x Chancellor of the Spires
1x Clever Impersonator
1x Consecrated Sphinx
1x Conundrum Sphinx
1x Guardian of Tazeem
1x Master of Predicaments
1x Phyrexian Metamorph
1x Prognostic Sphinx
1x Solemn Simulacrum
1x Sphinx Ambassador
1x Sphinx of Jwar Isle
1x Sphinx of Lost Truths
1x Sphinx of the Final Word
1x Sphinx of Magosi
1x Sphinx of Uthuun
1x Thassa, God of the Sea
1x Windreader Sphinx
The mono-Blue Sphinxes in this deck all do some pretty cool things. In particular, Arbiter of the Ideal will often get you a free Sphinx onto the battlefield with the Inspired ability. Guardian of Tazeem is especially good at keeping opponent's creatures tapped down in a mono-Blue deck. Sphinx of the Final Word makes sure your instants and sorceries go uncountered. The only non-Sphinxes in the deck are Solemn Simulacrum (EDH staple), Thassa, God the Sea (which lets you Scry every turn and can make guys unblockable) Clever Impersonator (a clone that can copy almost anything) and Phyrexian Metamorph (which usually copies your Sphinxes or utility artifacts).
1x Bribery
1x Fabricate
1x Gitaxian Probe
1x Mind Spring
1x Ponder
1x Preordain
1x Rite of Replication
There aren’t many Sorceries in this deck, but they all do a bit. Bribery steals one of your opponent’s things. Fabricate gets you an artifact from your deck (usually Alhammarret’s Archive or Venser’s Journal.) Gitaxian Probe is a can-trip that lets you see an opponent’s hand. Ponder and Preordain help set up draws. Mind Spring and Blue Suns’ Zenith (which is included among the instants) can draw you a bunch of cards, especially with the Archive on board. Rite of Replication is especially sweet for making many copies of one of your Sphinxes.
1x Jace, Architect of Thought
1x Jace Beleren
1x Tamiyo, the Moon Sage
1x Tezzeret the Seeker
Tezzeret is another way to seek out important artifacts. Both versions of Jace help you get valuable cards while the Architect can ultimate you into several bombs. Tamiyo gives you a lot of cards and can make all of your cards reusable.

1x Alhammarret's Archive
1x Caged Sun
1x Coat of Arms
1x Cryptic Gateway
1x Expedition Map
1x Lightning Greaves
1x Mindslaver
1x Oblivion Stone
1x Pristine Talisman
1x Sol Ring
1x Swiftfoot Boots
1x Unstable Obelisk
1x Urza's Incubator
1x Venser's Journal
The Archive has to be in here, not merely for the flavor, but to draw you lots of extra cards. Card advantage is huge in this deck as your creatures typically won’t hit the board for awhile, so when they do, you want to have a lot of options. There’s very little lifegain in the deck, but Venser’s Journal is going to gain you a ton, allowing you to often simply outlast opponents. Pristine Talisman is a mana rock, but can also gain you a life here and there just because.
Caged Sun doubles your mana and pumps up your Sphinxes a bit. Coat of Arms is an iconic tribal card that makes your already formidable Sphinxes even more so. Cryptic Gateway helps you tap down two creatures you control to cast another Sphinx for free, essentially. Mindslaver can win you the game with Academy Ruins to get it back. Oblivion Stone can blow up all of the things in case you get behind.
Urza’s Incubator isn’t a card you see all too often, but it’s a really useful tribal card. Reprinted in Commander 2015, it makes your Sphinxes (or whatever creature type you choose when you cast this artifact) cost 2 colorless mana less. to cast them This effect actually helps all players, but besides Consecrated Sphinx, you probably won’t see many other Sphinxes burn you with this card.
1x Blue Sun's Zenith
1x Brainstorm
1x Calculated Dismissal
1x Clash of Wills
1x Counterspell
1x Cyclonic Rift
1x Dissipate
1x Fact or Fiction
1x Hinder
1x Mystical Tutor
1x Rewind
1x Spell Crumple
The usual control suite, but with Calculated Dismissal and Clash of Wills from Magic Origins added. You need just a bit more control with the slower speed of this kind of deck.

- 1x Call to the Kindred
1x Gravitational Shift
1x Leyline of Anticipation
1x Omniscience
1x Rhystic Study
1x Soothsaying
1x Telepathy
The key card here is Call to the Kindred, an often forgotten enchantment from Dark Ascension. It’s an Aura that you attach to one of your Sphinxes and at the beginning of each upkeep, you get to dig 5 deep into your deck looking for another Sphinx. If you find one, you put it straight onto the battlefield. The other cards go to the bottom of your deck. Typically you’ll see this played in Zombie tribal, Slivers, and occasionally Horde of Notions and Scion of the Ur-Dragon decks. But it’s mega good in Sphinxes.
This is not exactly a “budget” deck, and the mana curve is a bit steep. But the deck has solid synergies, a strong core, and the ability to simply have insane card advantage and potentially some serious lifegain. It also has the Academy Ruins/Mindslaver recursion combo to win forever.
However, there are some cuts you could make. Bribery is a $15+ card that steals you a creature but isn’t 100% necessary for the strategy. Oblivion Stone is a $30+ card, and you could replace it with another card of your liking, perhaps something like Evacuation to have everyone pick up their cards. Omniscience can make your life a lot easier by making all your spells cast for free, but it is $20 so you can leave it out if you wish.
Coat of Arms is only about $7 but if you play against a lot of tribal decks in your local meta, it’s probably best to leave it out and perhaps choose Obelisk of Urd instead. Overall, you can probably trim the cost of this deck to under $200, but only if you had to buy every card.
Alhammarret makes this deck possible by being the only legendary mono-Blue Sphinx, but obviously using Sharuum the Hegemon or either incarnation of Isperia gives you a lot more options. As this stands, this mono-Blue deck could prove to be pretty powerful.
What other Commanders would you like to see built around that would be considered… Generally Insane?