Gleeful Sabotage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Archenemy (ARC) Common
Shadowmoor (SHM) Common

Combos Browse all

Gleeful Sabotage

Sorcery

Destroy target artifact or enchantment.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Gleeful Sabotage Discussion

TypicalTimmy on Why Utter End, and cards ...

2 months ago

I'm just going to say it, and if it makes me a target or a bad person I'm fine with it.

SynergyBuild, do you like any cards? You are literally saying any card that costs more than 1 cmc is terrible, unless it's a 2 cmc spell that has a as part of it's casting cost.

It seems to me that you want to maximize value from your mana base, and as such look for cards with the fewest color restrictions possible.

What I am wondering is if you realize that the added colors or generic mana give the spells more power behind them? Sure, not all spells are designed as well. There are plenty out there that cost way too much for what they do, or they have colors that make it harder to cast and there are spells that do the same thing for less.

Yes, there are always other options. But I question your reasoning behind this all?

Just because you personally don't like these cards does not mean they are "bad" cards. As Boza said, they are insurance. Maybe you are playing a Golgari deck or something and your opponent brings out something like Panharmonicon and you don't want it to go off. Boom. Putrefy is suddenly looking quite good. Yes, there are obviously better cards in the same guild: Broken Bond , Crumble , Gleeful Sabotage , Naturalize , and Nature's Claim are all fine examples.

But some of those are Sorcery spells! They are so much worse! They are garbage! Ew!

Yeah, well, you want a list of cards or not? There you go.

But part of building a deck is also finding cards that can do multiple things. Putrefy can remove creatures as well.

Likewise, there are Go for the Throat , Doom Blade , Bone Splinters , Smother , Fatal Push , Walk the Plank , and Dismember all work wonderfully for creature spot removal.

But do you know what these don't do? Remove artifacts.

I'd rather have cards like Putrefy , Assassin's Trophy , and Abrupt Decay in a Golgari deck that can remove multiple types of threats, rather than hope I can top-deck in time to remove what is currently sitting on the field.

TypicalTimmy on Why Utter End, and cards ...

2 months ago

I'm just going to say it, and if it makes me a target or a bad person I'm fine with it.

SynergyBuild, do you like any cards? You are literally saying any card that costs more than 1 cmc is terrible, unless it's a 2 cmc spell that has a as part of it's casting cost.

It seems to me that you want to maximize value from your mana base, and as such look for cards with the fewest color restrictions possible.

What I am wondering is if you realize that the added colors or generic mana give the spells more power behind them? Sure, not all spells are designed as well. There are plenty out there that cost way too much for what they do, or they have colors that make it harder to cast and there are spells that do the same thing for less.

Yes, there are always other options. But I question your reasoning behind this all?

Just because you personally don't like these cards does not mean they are "bad" cards. As Boza said, they are insurance. Maybe you are playing a Golgari deck or something and your opponent brings out something like Panharmonicon and you don't want it to go off. Boom. Putrefy is suddenly looking quite good. Yes, there are obviously better cards in the same guild: Broken Bond , Crumble , Gleeful Sabotage , Naturalize , and Nature's Claim are all fine examples.

But some of those are Sorcery spells! They are so much worse! They are garbage! Ew!

Yeah, well, you want a list of cards or not? There you go.

But part of building a deck is also finding cards that can do multiple things. Putrefy can remove creatures as well.

Likewise, there are Go for the Throat , Doom Blade , Bone Splinters , Smother , Fatal Push , Walk the Plank , and Dismember all work wonderfully for creature spot removal.

But do you know what these don't do? Remove artifacts.

I'd rather have cards like Putrefy , Assassin's Trophy , and Abrupt Decay in a Golgari deck that can remove multiple types of threats, rather than hope I can top-deck in time to remove what is currently sitting on the field.

triproberts12 on Hydra Over Run

4 months ago

Citanul Flute is a good card for Hydra decks. If you're going to bother with the Urza lands, you'll want to run Hour of Promise , so you actually stand a chance of assembling Tron. Not really sure what Reflecting Pool is doing in a deck with no double red costs.

I think there's a lot of room for general card improvement, as well. Run Sakura-Tribe Elder over Darksteel Ingot. Instead of Naturalize, Cindervines and Destructive Revelry get in additional damage. If you're willing to give up Instant-speed, Hull Breach and Gleeful Sabotage hit multiple targets. Krosan Grip is an EDH staple, since it can't be responded to. Nature's Claim is cheaper.

Without cards that care about Basics, you shouldn't be running Evolving Wilds in a 2-color deck. Any dual is better, although, I don't know what you're thinking only running 33 lands. This deck should be running 36-38 lands, easy. Only cEDH decks run that few lands, and it's because they don't expect to need a 4th or 5th land drop before the game is over.

I would take a look at EDHREC to see what the best cards out there for Rosheen Meanderer Hydra tribal decks and in Gruul in general are.

hkhssweiss on

4 months ago

Here are some cuts you can consider:

All the cards I mentioned above in EDH doesn't make too much of an impact and not good enough in a multiplayer game. I saw a lot of pump cards but the thing is once you use it will be over, in a 1v1 situation those cards can be considered but you are going for a multiplayer game, so you want to have longer lasting effects or worldly buffs than single shot pumps.

You can start by trimming out those cards first, and also changing the mana base a bit as 30 lands it fairly low for a deck thats not akin to storm or combo, you can up it to at least 34-36 lands, I would say 36 for now until you start refining the deck.

Hope that helps!

Beebles on Mina & Denn's Supermassive Landmass | Primer | M20

7 months ago

Wow, lots of tips Saljen. First of all: Thanks a lot for taking the time to leave some feedback! I think I’ve considered most of your mentions though and ended up not including them due to certain preferences. Lots of cards to respond to, so here goes:

  • I used to run Hour of Promise and I like the card. However, I ended up cutting it when other land tutors were printed. I think it was Pir's Whim that has taken its place.
  • Constant Mists I also used to run, but I found that I did not run enough cards that synergize with it. I would probably put it back if I ever change the list to be more graveyard-oriented (similar story for Sylvan Safekeeper), or if my meta starts playing more aggro. It is a card I really like though, so I would like to run it again.
  • I’m aware of the Abundance Sylvan Library combo, but that situation will occur very rarely (especially as I run no ways to tutor for enchantments). So most of the time Abundance will see play on its own. And as a stand-alone card, I do not think it warrants a spot in the deck. Same story with Prismatic Omen, which only other synergy is it makes Dark Depths and Glacial Chasm tap for mana. These cards are great when they combo, but mediocre when they don’t imo. Gratuitous Violence only works when creatures deal damage, so I don’t see how that helps with valakut…
  • Eternal Witness and Skullwinder are indeed great recursion cards! However, I run witness in so many decks already so I wanted to focus on lands in this list for my recursion cards for some variety. I prefer those recursion cards over witness and skullwinder.
  • I never really read Realm Seekers well enough it seems :). Will reconsider that card!
  • I’ve built this deck to make the lands shine! Magus of the Moon and Blood Moon turn the stars of my deck into mountains… I agree they are great cards for stalling opponents, but it goes against what I want to do with this deck. Also, I tend to steer away from cards that mess with my opponents' lands (already cut Jokulhaups for that reason). That’s also why I’m also not running Vorinclex.
  • Yavimaya Hollow is useful, but not necessary in this list I think. I never really considered it for this deck however. So I will do that :)!
  • I did not include Realms Uncharted in this list as I’m not focusing on graveyard synergy. But I never considered it in combination with Petrified Field, so maybe that will change things ^.^. However, I do really like the land tutors that are already in the deck.
  • Wheel of Fortune is awesome. However, I only have one of them, and I put that one in a Daretti deck, where it is more valuable for the deck strategy. Here I can run other carddraw and not feel bad about it ;). I don’t think it makes a big enough difference here to warrant that price tag.
  • T&N I am already considering in this deck, but haven’t decided on it yet :). Insurrection is nice, but does not have any synergy here with the strategy or themes (I do run it in another deck where I think it is more at home).
  • I agree Decimate and Gleeful Sabotage are decent removal options, but I prefer the removal pieces I ended up selecting for this list.
  • You did see I only run 5 mountains right? I don’t see how Boundless Realms is going to kill all opponents with Valakut unless I have valakut copied a bunch of times and if I have a bunch of other cards in play as well that I don’t run. I actually wrote quite extensively about why I do not run Boundless Realms in my description and I stand by those arguments.

Thanks a lot for dropping by. I will consider realms uncharted, petrified field, yavimaya hollow and realm seekers ;).

Cheers,

Beebles

Saljen on Mina & Denn's Supermassive Landmass | Primer | M20

7 months ago

Hour of Promise can either grab the full Dark Depths combo, or it can grab Valakut + T-Stage, which gives you a lot of options. It can also pull out any other combination of helpful lands, like Glacial Chasm.

Constant Mists is a way to take advantage of your mass of lands, and can let you stay in the game far longer than you have any right to with this card.

Sylvan Library + Abundance is a pretty sweet little combo that lets you draw 3 cards per turn. Since Abundance "draw" triggers don't actually draw, but rather place the cards in your hand, as long as you trigger Abundance on all three Library triggers, you get to draw 3 cards. Both cards are obviously pretty good on their own too.

Prismatic Omen drastically increases the power of your Valakut combo. Gratuitous Violence also helps with the combo, and drastically boosts the power of your tokens and beaters.

Vorinclex, Voice of Hunger is just a stupidly awesome power-house. Not only does he double your mana, but he shuts down your opponents plays for as long as he's in play.

Eternal Witness and Skullwinder are really great recursion effects.

Realm Seekers often comes down with 15+ +1/+1 counters and can single-handedly set up any land combo you want.

Magus of the Moon and Blood Moon are great for stalling out opponents. They have the side effect of turning off Valakut though. I run them in my R/G Borborygmos deck and they pay off more often than they mess you up.

Yavimaya Hollow is a great land to have in your toolbox. Lotus Vale too

Petrified Field + Realms Uncharted forces the opponent to make bad choices, and almost always nets you your Valakut combo, or something just as beneficial.

Wheel of Fortune is pretty great in here if you can get your hands on one. Tooth and Nail and Insurrection win games all on their own.

Sylvan Safekeeper can help you keep your permanents safe while throwing lands in the yard for later use.

Decimate and Gleeful Sabotage are amazing pieces of removal in these colors.

The main reason to run Boundless Realms is as a win-con once Valakut is in play. It can often give you enough bolts to take out all of your opponents.

Dubitable_Salmon on Tier 1 Pauper Elvish Insanity

8 months ago

I'm really missing Land Grant in this; especially with Lead the Stampede present, you really want every bit of land-thinning you can get. Also, I'm thinking Renegade Freighters would make more effiecient colorless tramplers than the Devastator.

As for the sideboard, Naturalize is a pretty lame choice. Go for Gleeful Sabotage instead, or Sundering Growth, if you want to stay at instant-speed. Tangle seems like a worse choice than Moment's Peace; two consecutive turns of no attacks is not as good as any two turns. And Spidersilk Armor is probably a better fit for flyer-hate than Vines & Scattershot, because it also softens enemy boardwipes like Shrivel, Electrickery or Holy Light. Also, there should you should hand 1 sideboard slot to Flaring Pain as a little surprise for tome/fog builds.

Grubbernaut on Enchantress

8 months ago

Love it. Only thing I'd swap is 4x forest for 4x Land Grant, but that's a pet card of mine.

The SB seems ballsy, in terms of color. You might also consider Gleeful Sabotage over Nature's Claim, since you've got Shaman for artifacts.

Cheers!

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