Glare of Heresy

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Glare of Heresy

Sorcery

Exile target white permanent.

Tzefick on Ability challenge

4 years ago

I find I have a hard time coming up with suggestions for the last couple of keywords. It seems like we've run into a few keywords that are simply harder to craft a mechanic around, first with affiliate and now with combine. Not that that's an issue, it is after all a challenge thread.

Combine would for me lend itself too much toward meld and that type of mechanic. To combine is to put two elements together to make something different, often better than their individual selves. As such it could also lend itself to Soulbond and that type of mechanic.

A slightly different take, that will also be my suggestion, is a combination of magic before either of the previous mechanics would take effect.

Combine X (As an additional cost to cast ~, you may discard an X card from your hand. If you do, ~ enters the battlefield transformed.)

Examples: Combine Instant (As an additional cost to cast ~, you may discard an instant card from your hand. If you do, ~ enters the battlefield transformed.)

Combine Nonland (As an additional cost to cast ~, you may discard a nonland card from your hand. If you do, ~ enters the battlefield transformed.)

The basic principle is that you combine the energies from a certain type of magics to enhance the original spell.

The mechanic is mainly found on creatures, but can possibly be found on other card types, as the mechanic is largely flexible. I'll not place it in a specific color either.

Joral Conjurer

Creature - Human Wizard (uncommon)

Flash

Combine Instant (As an additional cost to cast ~, you may discard an Instant card from your hand. If you do, ~ enters the battlefield transformed.)

2/3

//

Joral Trickmage

Creature - Human Wizard

When ~ enters the battlefield, counter target spell.

2/3


Riz Flamecaller

Creature - Human Shaman (Common)

Combine Instant/Sorcery (As an additional cost to cast ~, you may discard an Instant or Sorcery card from your hand. If you do, ~ enters the battlefield transformed.)

When ~ enters the battlefield, create a 2/1 red Elemental creature token.

1/1

//

Blazing Elemental

(red indicator) Creature - Elemental

Menace

3/2


Aspring Prince

Creature - Human Noble (rare)

Combine Land and Creature (As an additional cost to cast ~, you may discard a Land and a Creature card from your hand. If you do, ~ enters the battlefield transformed.)

First Strike

3/3

//

Thahan, King of Guhal

(white color indicator) Legendary Creature - Human Noble

First Strike

Other Nobles and Humans you control get +1/+1.

At the beginning of your upkeep, create a 1/1 white Human Noble.

4/4


Devoted Celebrant

Creature - Human Cleric (Common)

Lifelink

Combine Aura (As an additional cost to cast ~, you may discard an Aura card from your hand. If you do, ~ enters the battlefield transformed.)

2/1

//

Harmonic Priest

(white color indicator) Enchantment Creature - Human Cleric

Lifelink

Whenever you gain your third life each turn, draw a card.

2/3


Insatiable Hunger

Instant (Uncommon)

Combine Creature (As an additional cost to cast ~, you may discard a Creature card from your hand.)

Destroy target creature. If you combined ~, instead destroy two target creatures.


The mechanic is a bit tricky to balance, as discarding is not a similarly gated cost as a mana cost. Some decks/colors have no issue drawing and discarding cards, while others are more reluctant to squander their few cards away. As such it's a balancing act between giving enough incentive while neither providing too much free stuff for something that is not gated behind mana (and usually turn number).

There's also the inherent drawback there is with auras, that you risk being 2-for-1. However I figure the cost being just to discard the card, and not also being behind on mana, makes it a much less problematic scenario, at least tempo-wise. The pay-off is also frontloaded, granting you the (often) better version of the card right away.

I tried with the Shaman to make a scenario where your decision on using combine would be choice between two different pathways, and not just an upgrade when using combine. I think these types of cards are the more interesting to evaluate.

The mechanic also has a supplementary strength, when you can turn otherwise largely dead cards into fuel for mediocre cards. Say you run Glare of Heresy Mainboard and you run against a non-white opponent. If you had a card with Combine Instant or Nonland, you could ditch the useless card to improve the Combine-card. That's certainly a flexible strength in deck building. Furthermore making it more complicated to balance the strength of the cards between colors - based on what format/environment they are printed in.

I think the mechanic has a lot of leeway to both be used for a Standard and especially for a Modern or Commander focused product.

Barrysaurus on Eight-and-A-Half Tails budget.

5 years ago

Are you still taking C&C? If so you may want to run Mass Calcify, Glare of Heresy, and maybe Flickering Ward. More specific kinda budget-y white removal this list is sweet btw

Cloudchaser.Kestrel on Mono-White Protection

6 years ago

Glare of Heresy is easy permanent removal with painter's servant or Eight-and-a-half.

Zelpoke on B/W Soul sisters

6 years ago

Since you gain life I think you should take out Duress entirely and put one Inquisition of Kozilek into the sideboard and put in 2 Thoughtseize's. For the side board take out one Glare of Heresy. I also think you should take out Dryad Militant for a Rest in Peace.

PartyJ on Mono-White Clerics

6 years ago

Hi!

Nice choice for a commander. I used to play this commander too, but when Sram was spoiled I changed this one to him. Also a very fun!

I checked your list and I came up with these suggestions:

My personal favorite deck I am playing these days is this deck. It's very strong and can punish people really hard. But this is also a competitive build, not suited for each meta. Feel free to give it a visit and I always appreciate an upvote :)

Have fun on T/O and if you ever need EDH advise on any of your decks, then you can always summon me or post on my wall for help.

Cheers,

PJ

Naganov on Geist of Saint Traft Protection

7 years ago

Misschien dat je Glare of Heresy kan spelen in plaats van Purge. Purge is dan wel een instant maar hij werkt enkel op creatures. Artifacts een kleurtje geven moet nou ook niet direct een probleem zijn. Zeker niet met Eight-and-a-Half-Tails erbij.

Heaven's Gate weet ik ook nog niet, hij maakt Martyr's Cry wel een stukje beter, maar het is enkel until end of turn en enkel op white. Ik denk dat ik snel redenen kan verzinnen om Purelace of Niveous Wisps te gaan spelen aangezien ze beiden een meer definitief effect hebben (Wel maar op n permanent)

Verder ziet het deck er ondertussen erg gaaf uit. Mogelijk dat je Teferi's Moat nog ergens erin kan passen, is sowieso al een redelijk sterke kaart en samen met Shifting Sky en Light of Day een flink sterk setje.

Als je Iona, Shield of Emeria overigens op een gegeven moment zat bent kan je hem zeker vervangen door Stormtide Leviathan!

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