Guardians of the Pyramid of Light
The "Sphinx" name in Yu-Gi-Oh! represents not one, but two distinct families of monsters with opposing strategies. The first are the LIGHT Beast monsters from the Pyramid of Light movie, built for a single, decisive OTK. The second are the EARTH Rock monsters, focused on a slow, grinding control of the game state through powerful Flip effects. This control strategy has received powerful, modern support that re-contextualizes its place in the game. Understanding this fundamental split is the first step to mastering the ancient power of the Sphinx cards.
This all-or-nothing strategy revolves around the Continuous Trap Pyramid of Light. By paying Life Points, duelists can summon the colossal Andro Sphinx and Sphinx Teleia. The goal is to destroy them simultaneously to unleash the deck's ultimate boss monster, Theinen the Great Sphinx, for a game-ending attack.
In stark contrast, the EARTH Rock Sphinxes employ a control strategy. Using the devastating Flip effect of Guardian Sphinx to return all opposing monsters to the hand, and combining it with Criosphinx to force discards, this variant aims to systematically dismantle the opponent's resources and establish a powerful defensive lock. Recent support has modernized this concept, turning it into a recursive engine for Flip-based decks.
The twin pillars of the OTK. High ATK and DEF, but they cannot attack the turn they are summoned and cannot be revived from the GY.
The Continuous Trap that enables the strategy, but its removal from the field banishes your Sphinxes, making it a high-risk enabler.
The final boss. Summoned only when Andro Sphinx and Teleia are destroyed at the same time. Can boost its ATK to a staggering 6500.
A modern engine piece with zero synergy with the "Pyramid of Light" cards. Its true home is in Flip decks (like "Prediction Princess"). It Sets "Book of Moon"/"Book of Taiyou", Summons itself when a monster's position changes, and provides a repeatable bounce for interruption.
The core disruption tool. Its repeatable Flip effect, which forms a powerful loop with "Sphinx of the Cycle", returns all of your opponent's monsters to their hand.
Criosphinx forces discards when monsters are returned to the hand, while Hieracosphinx protects your face-down monsters from attacks.
The original boss of the control variant. A 4000 DEF wall that inflicts burn damage whenever an EARTH monster is Flip Summoned.
With Pyramid of Light active, pay 1000 LP to Special Summon Andro Sphinx and Sphinx Teleia from your hand.
Activate a card that destroys Spells & Traps, like Harpie's Feather Duster. This removes Pyramid of Light from the field, triggering its own effect.
Because both Sphinxes were destroyed simultaneously by Pyramid of Light's effect, you can Special Summon Theinen the Great Sphinx from your hand or Deck. Pay 500 LP to boost its ATK to 6500 and attack for game.
The goal is not to pass turn, but to win. The ideal endboard is simple: a 6500 ATK Theinen the Great Sphinx on an empty field, ready to deliver the final blow.
The "Guardian" strategy, when empowered by Sphinx of the Cycle and the "Prediction Princess" engine, aims for an active, multi-interruption board. This includes a recursive Sphinx of the Cycle (on field or in GY), a Set Book of Moon, and a Flip monster (like Deus X-Krawler) ready to be activated by Prediction Princess Tarotrei.
The Sphinx archetype itself is largely untouched by the TCG banlist, but key synergistic cards it relies on are affected.
Banlist Status Summary
Core cards checked:
• Andro Sphinx
• Criosphinx
• Dimension Sphinx
• Exxod, Master of The Guard
• Guardian Sphinx
• Hieracosphinx
• Pharaonic Guardian Sphinx
• Pyramid of Light
• Sphinx Teleia
• Sphinx of the Cycle
• Theinen the Great Sphinx
+ Related cards checked:
• Harpie's Feather Duster
• Prediction Princess Tarotrei
• Pyramid of Light
• Sphinx of the Cycle analyzed •
0 archetype restrictions •
1 synergistic card restricted
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