Gleam of Authority

Gleam of Authority

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 for each +1/+1 counter on other creatures you control.

Enchanted creature has vigilance and ", : Bolster 1." (To bolster 1, choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)

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Set Rarity
Dragons of Tarkir (DTK) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Gleam of Authority Discussion

Phule451 on Siona's Army

2 months ago

You don't have a whole lot putting counters on your creatures, so Gleam of Authority seems like something you could cut as well.

mcewanquad on $5 Bird Counters

3 months ago

Love this deck, I made a version of it based on the list.

I have found Gleam of Authority underwhelming unless you have managed to get your Cloudfin Raptor up using Thrummingbird . Because most of the enchantments are cheap, if you don't know you have Celestial Ancient coming up it's hard to justify keeping stuff like Ordeal of Thassa and Favorable Winds in the hand to activate the triggered effect of Ancient later on. However usually if you get get some proliferation from Thrummingbird + Collective Effort , you have a viable bird army by T3 or T4.

In the 1-drop slot I swapped Faerie Seer for Healer's Hawk . I have been thinking of adding Sky Tether as basically a 1 mana Pacifism for removal. Blessed Spirits also rounds out the curve nicely and fits right in with the theme. I happened to have a Starfield Mystic which also dovetails nicely. I found Gird for Battle as a nice mana sink on T3 or T4 to get the proliferation / boosts for High Sentinels of Arashin if you have any "naked" creatures. To boost card draw, one could also add Winged Words and/or Curiosity / Curious Obsession which would get more enchantments in the hand. Invocation of Saint Traft is also a great combo with Cloudfin Raptor . Finally, Eidolon of Countless Battles can be a nice T4 bomb, boosting up one of your smaller flyers.

I know a lot of those changes make it a little less budget, but we're still talking like <$15 here.

lagotripha on Thunderous Vindication 2

4 months ago

There are a few budget options like which play to this strategy- cheap enchantments which draw a card and a bunch of enchantment matters stuff to throw at their face. The cards that make it tick are Ethereal Armor and All That Glitters . Creatures like Champion of the Flame , Favored Hoplite & Lagonna-Band Trailblazer help.

Cartouche of Solidarity offers protection against 'sacrifice a creature' effects. Gleam of Authority can work alongside counters from heroic, but likes a higher creature count than ideal. If you insist on playing reckoner, Saving Grace exists. Hammerhands/ Cartouche of Zeal has eight functional copies if you often face single blockers, but Gryff's Boon offers flying and recursion. Consuming Fervor has a great rate for a pump spell.

Past that, its the sideboard battle. Flamespeaker's Will / Mortal Obstinacy and Chained to the Rocks are worth knowing that they exist.

Have fun and happy brewing!

gavriel1136 on The Accountant

6 months ago

As a disclaimer, some of these are not perfect 1:1 replacements. Essentially, any card on the remove side can be swapped for any card in the replace side. Remove-Replace Blind Obedience - Kismet : Slowing down your opponent's lands is huge and will make you "faster" in comparison

Good-Fortune Unicorn - Collective Effort : GFU is just too small of an effect to take up a slot here. CE is more flexible, plus at instant speed.

Yisan, the Wanderer Bard - Bloodspore Thrinax : Yisan needs a deck built for her, which this def isn't. Thrinax replaces the Unicorn.

Tolsimir Wolfblood - Leyline of Abundance : Tolsimir is just too weak for what he does. The leyline works well with your mana dorks.

Huatli's Raptor - Mikaeus, the Lunarch : HR is low cost, which implies it will come out early, but it really works best midgame. Mikaes scales to any point in the game and can proliferate faster with all your "untap creatures" effects.

Anafenza, the Foremost - Myth Realized : Ana is simply too narrow. Myth will give you a strong creature even if someone wipes all the creatures on the field.

Hadana's Climb  Flip- Luminarch Ascension : Hadana is nice, but mana-hungry and a bit slow for what it does. LA can churn out angels as early as turn 4 if you can get atraxa out before it.

Temple of the False God - Gavony Township : 4 color decks don't like temple, as a rule, but Gavony is a great mana sink late game

Eternity Vessel - Cauldron of Souls : Since +1/+1 counters negative counters, you'll always be able to save your creatures from a wipe with Persist.

Contentious Plan - Solidarity of Heroes : Even if you never use the strive cost, instant speed doubling can win you the game with an unblocked creature and 1 G mana.

Inexorable Tide - Unbreakable Formation : IT is flashy, but slow to build up. UF is cheap, can save your creatures from a wipe, and if cast during your main phase, basically gives you a free combat round with no consequences.

Jiang Yanggu, Wildcrafter - Oona's Blackguard : Yanguu is too slow and vulnerable. OB can really slow down your opponents when they're losing cards each turn.

Caustic Caterpillar - Black Sun's Zenith : You have tons of artifact/enchantment removal and without graveyard recursion, CC is just too small. BSZ can be cast for X=1 and then can be proliferated. Plus it recurs itself.

Lighthouse Chronologist - Inspiring Call : Don't kid yourself with extra turns. Saving all of your creatures while drawing cards is where it's at.

A few cards I found that would work great in this deck, but had no easy replacements: Gleam of Authority , Together Forever , Orochi Hatchery , Citadel Siege , and (I know you used to have it here) Vorel of the Hull Clade

Firstmiracle on OKetra Human Zombo alliance

7 months ago

Ok Niko, Quick Breakdown of what you've got here.

I notice several themes integrated into the deck. You should probably only focus on one theme, and if a secondary theme crops up take advantage of it's synergies. Right now I'm seeing:

Tokens Populate Soldiers Lifegain Creature Count Matters Enchantments Matter

Next we look at targeted removal:

Wanderer's Strike - Just one removal spell is too few. What happens if someone plays a dank artifact or enchantment? Do you just die to it?

Next we'll look at boardwipes:

Hour of Revelation - Some heavy restrictions here. Do you really want to wait for your boardwipe to become discounted? This is also too few board wipes. What happens if the creatures are indestructible? Or if Someone plays around Hour of Rev?

Next we'll look at ramp:

Smothering Tithe - Excellent choice, and a real over-performing option as well.

Ashnod's Altar - Excellent way to make use of your tokens and small costed buddies.

Everflowing Chalice - Aight, not my first pick, but it's aight.

Sol Ring - Duh

This is a pretty good ramp package, but I think we could upgrade it.

Next we'll break down your card draw options:

Mentor of the Meek - Decent in this deck. Sure the tokens you want to make the most of don't work out, and a few cards you play can turn this on. I like him, lets optimize creatures around him to make him better.

Skullclamp - Ayup!

Two cards that draw for you is a good start, lets add in some more.

Alright, let's cut everything that isn't a creature, that doesn't make tokens on its own, that isn't removal, card draw, boardwipes, or ramp, that doesn't have synergy with your commander.

Ajani's Welcome - A great card, but definitely reserve it for a build where you abuse your life totals more so than make creatures.

Anafenza, Kin-Tree Spirit - Most of your creatures are tokens.

Angel of Glory's Rise - Anti-synergies with your commander, and the tokens it creates.

Angel of Renewal - We can find a card that does something better.

Angelic Accord - We want to make angel tokens, but we're not here to gain life.

Angelic Chorus - While this looks good, it generally equates to 4-5 life a turn. Not bad, but not amazing for the investment in this deck.

Angelic Exaltation - Boy do I have mixed feelings on this card, suffice it to say, if you have no creatures, this card sucks. You might have no creatures when you draw this card. That would suck.

Elite Inquisitor - A good card, but we can do better.

Fiendslayer Paladin - A good card, but we can do better.

Forebear's Blade - There's a little synergy here, but to be honest you want a huge discount from this, and you're not likely to get a consistent discount.

Gleam of Authority - Odd counter strategy tossed in. I assume because of Cathars' Crusade which can win the game without gleam of authority.

Glorious Anthem - A great spell for a tempo based weeny deck. This is a cast based token deck.

Harvest Hand  Flip- A good card, but we can do better.

Illusionist's Bracers - I think I understand why you included this, but it doesn't work with Oketra. Oketra's ability is triggered not activated. You probably were thinking of Strionic Resonator

Lena, Selfless Champion - You have so many more token creatures than non-token ones, and your zombie tokens don't benefit from her selflessness at all.

Martyr's Bond - This has potential in a deck that sacrifices it's stuff to maintain board control. I don' think this is a bad card, it just isn't a good enough fit.

Power Conduit -Here's that counter theme again.

Preeminent Captain - Soldier theme.

Sigil of the Empty Throne - Enchantment theme

Squad Captain -Creature count matters theme.

Standing Troops - A good card, but we can do better.

Sunblade Angel - A good card, but we can do better.

Umbral Mantle - I may have missed what this was for.

Veteran's Armaments - Soldier theme again.

Wanderer's Strike - A good card, but we can do better.

Now, I am well aware that this is a lot of cards. Let's shore up your deck, maybe by analyzing your win conditions.

God-Eternal Oketra + Creature Spells = Profit

God-Eternal Oketra + Cathars' Crusade + Creature Spells = Board pump

Token Makers + Divine Visitation = Profit

Expendable Tokens + Ashnod's Altar = Profit

So you win by smacking with a bunch of medium sized tokens, most of the time. This means you need to do three things, Play creatures, Draw Creature spells, and protect your creatures.

Let's start by adding in some badass creatures that fit in your deck well.

Loyal Sentry - One mana has never been spent so well. In the late game it makes a token, in the early game it swings for damage, in the mid game it blocks and destroys pesky creatures.

Knight of the White Orchid - A bear with first strike that ramps you. Pretty good.

Oreskos Explorer - I would never play this in a non-mono-white deck. This does however let you catch up if you are late on land draws, and is at worst a bear to block with.

Benalish Marshal - Glorious Anthem

Boreas Charger - Ramp bud, ramp in mono-white whenever possible. Helps that you could make a zombie, or sac it to skullclamp.

Brimaz, King of Oreskos - I heard you wanted more cats? Can I convince you to play more cats?

Leonin Warleader - This was a card in your maybeboard, its really good.

Oketra the True - This is a fairly good card. Big blocker, or a token generator if you're doing poorly. I often hold her in hand to dump and rebuild after a board wipe.

Ranger of Eos - Only a few cards in your deck that this can retrieve, but a refill alongside making a zombie is an incredibly reserved play that could prevent you from over committing to the board.

Crested Sunmare - Don't get confused. This card cares if you gain life, but not how much. You have plenty of life gain left in the deck to justify making an army of 5/5 indestructible horses.

Geist-Honored Monk - Build a board, save for right after board wipes, or to pull ahead and force one. This is at worst a 3/3 with Vigilance, and two 1/1's with flying for 5 mana. Most often, this will be a 5/5 with vigilance, two 1/1's with flying and a 4/4 with vigilance for 5 mana.

Sun Titan - Sun Titan is Sun Titan. No mono-white deck could be ashamed to run it.

Angel of Serenity - This card is heavily underrated. It is removal, with the possibility to come back, but its also an easy way to sneak in a lethal attack while generating some board presence.

Good on creatures now? Awesome, let's look at Instants.

Swords to Plowshares - Remove that creature.

Generous Gift - Remove that Permanent. Oh and make a creature smaller than my Zombie tokens.

Disenchant - Get that Artifact or Enchantment off my battlefield and in your graveyard.

Rootborn Defenses - Yeah, this.

Unbreakable Formation - This can win games, or prevent the loss of games.

Return to Dust - Fuck these two things in particular, or just one if it's that bad.

Charge Across the Araba - Talk about stupid unpredictable win-cons for a mid-range token deck. This is one.

That about wraps up Instants, now Sorceries.

Divine Reckoning - Protects your general, but still clears the board.

Hallowed Burial - For those mf'ers that don't die.

Austere Command - A very utility board wipe.

Lastly add in a Land Tax

DnDnMTG on Mono White Aura Heroic

7 months ago

Icebrgr - Thanks for the suggestions! I was thinking about adding Kor Spiritdancer for Eidolon. After two FNM's I've only cast Eidolon once. I'm thinking about putting Brave the Elements in for Gleam of Authority now. In the two FNM's I've only cast Gleam once and I usually hate drawing it because I usually only have one creature out and would rather have another protection instant like Brave the Elements

5dollarMTG on $5 Tandem Heroes

9 months ago

Thanks IHaveNoMoney - I often play Gleam of Authority in aura decks like $5 Bird Counters, but it runs around fifty cents at TCGplayer, so it's tough to fit in more than one or two on a strict $5 budget. It would also be a good fit in $5 Heroic Auras.

IHaveNoMoney on $5 Tandem Heroes

9 months ago

Here is a sick card for you: Gleam of Authority Especially when you have a few creatures out and hit Phalanx Leader, everyone gets a +1/+1 and then he gets a +1/+1 from all of them. I have been trying forever to combine that combo with a token deck for real craziness to little avail, but I bet it will work out well here. I love all your $5 decks by the way. Great work.

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