Glen Elendra Archmage


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters (MMA) Rare
Eventide (EVE) Rare

Combos Browse all

Glen Elendra Archmage

Creature — Faerie Wizard


(Blue), Sacrifice Glen Elendra Archmage: Counter target noncreature spell.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

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Glen Elendra Archmage Discussion

ericalt91 on Accordion Block Issues

14 hours ago

So as the title says, I've been having issues with my accordion blocks on my decks lately. Below is an example of the coding, and you can see the end result at the deck's page: Ezuri's Unending Progress

Any help would be greatly appreciated. I would like all of my decks to end up looking nice and uniform. My other deck Karlov's Tithes is exactly how I want things to end up. Thanks in advance!

Alt text

My third EDH deck, and my first non-Black EDH. I chose Ezuri, Claw of Progress because I have always liked the idea of a +1/+1 counter-based deck. Blue/Green (Simic) is an ideal color combination for such a deck, as mechanics like Evolve naturally place counters on your creatures. Coupled with the Proliferate mechanic from New Phyrexia, and you have a deck that easily turns one and two drop creatures into powerhouses.

Card draw is a powerful mechanic, and no color does it better than Blue. In this particular deck the card draw is mostly creature-based.

Coiling Oracle - Mana acceleration or card draw depending on the card revealed.

Cold-Eyed Selkie - Card draw on damage. With all the counter generation in this deck, this card has potential.

Fathom Mage - Draw a card whenever she gets a counter, which in this deck should happen a lot.

Lifecrafter's Bestiary - Pay an additional whenever you cast a creature spell to draw a card.

Momir Vig, Simic Visionary - Whenever you play a blue creature, put the the top card of your library in your hand as long as it's a creature.

Nissa, Voice of Zendikar - Her ultimate ability can draw a considerable amount of cards.

Prime Speaker Zegana - With all the counter generation in this deck, she should draw you at least seven cards if not more.

Rashmi, Eternities Crafter - If the cast doesn't trigger from her ability, you can put the card in your hand.

Steady Progress - Proliferate and draw a card. Instant speed.

Tezzeret's Gambit - Draw two cards and proliferate.

The true essence of the Simic Combine and the bread and butter of this deck. +1/+1 counters beef up creatures and can be used to trigger a variety of abilities.

Avenger of Zendikar - Puts +1/+1 counters on its own tokens and those generated by Nissa, Voice of Zendikar.

Champion of Lambholt - Gets a +1/+1 counter whenever a creature enters the battlefield under your control.

Chasm Skulker - Gets a +1/+1 counter whenever you draw a card.

Doubling Season - Doubles all counters that would be placed on any permanent you control.

Ezuri, Claw of Progress - Places +1/+1 counters on a creature before each of your combat steps.

Fathom Mage - Evolve places a +1/+1 counter on a creature whenever a creature with greater power or toughness enters the battlefield under your control.

Fertilid - Enters the battlefield with two +1/+1 counters on it.

Gyre Sage - See Fathom Mage

Hangarback Walker - Enters the battlefield with X +1/+1 counters on it. Pay and tap it to put a +1/+1 counter on it.

Hardened Scales - Whenever a creature you control would get a +1/+1 counter it gets an additional counter as well.

Hooded Hydra - Pay X mana to have it enter the battlefield with X +1/+1 counters on it.

Kalonian Hydra - Enters with four +1/+1 counters; however, doubles the number of +1/+1 counters on all creatures you control when it attacks.

Master Biomancer - Places +1/+1 counters equal to its power on each creature you control that enters the battlefield.

Mycoloth - Gets counters equal to twice the number of creatures sacrificed as it enters the battlefield.

Nissa, Voice of Zendikar - Her minus two ability places a +1/+1 counter on each creature you control.

Plaxcaster Frogling - Enters the battlefield with three +1/+1 counters on it. Graft allows you to transfer these counters as well.

Prime Speaker Zegana - Enters the battlefield with X +1/+1 counters, where X is the greatest power among creatures you control.

Rishkar, Peema Renegade - Allows you to distribute two +1/+1 counters when he enters the battlefield.

Sage of Hours - Place a +1/+1 counter on him whenever you cast a spell that targets him. Doesn't really happen in this deck.

Simic Manipulator - See Fathom Mage

Verdurous Gearhulk - Allows you to distribute four +1/+1 counters when it enters the battlefield.

Vigor - Converts damage that would be dealt to creatures you control into the same amount of +1/+1 counters.

Vorel of the Hull Clade - His activated ability doubles the number of counters on target artifact, creature, or land.

Walking Ballista - Enters the battlefield with X +1/+1 counters on it. Pay to put an additional +1/+1 counter on it.

There is no more powerful, nor satisfying effect, than a well-timed counterspell. Being able to stop an opponent's big play or infinite combo is an amazing ability.

Counterspell - As basic as counterspells get.

Disallow - Counters any spell, activated ability, or triggered ability. Potentially a lifesaver.

Fuel for the Cause - Expensive as counterspells go, but does proliferate as well.

Glen Elendra Archmage - Counters noncreature spells. Easily repeatable with the amount of +1/+1 counters the deck generates.

Mystic Snake - A counterspell and a creature that can trigger Ezuri, Claw of Progress.

Plasm Capture -A little expensive for a counterspell, but gives you mana during your next precombat mainphase.

Voidslime - See Disallow

Mana is required to play spells. This is one of the most basic concepts of magic. More mana allows more spells to be cast. More spells allow for more plays to tilt the game in your favor. Therfore, getting mana as rapidly as possible increases one's chance of victory.

Birds of Paradise - One mana for a chump blocker that also produces mana of any color. A staple.

Coiling Oracle - You either draw a card, or get an additional land onto the battlefield.

Cultivate - Search for two basic lands, put one into play, and the other into your hand.

Devoted Druid - Basic mana dork with a twist. Reusable due to +1/+1 and -1/-1 counters negating one another.

Fertilid - Remove a counter and pay mana to search for a basic land. Highly repeatable coupled with the +1/+1 counter generation in this deck.

Gyre Sage - Potentially a massive mana source if you are able to put sufficient +1/+1 counters on it.

Kodama's Reach - See Cultivate

Nissa, Steward of Elements - Her second ability can put a land onto the battlefield from the top of your library.

Plasm Capture - Counters a spell and gets you some mana during your next precombat main phase.

Rishkar, Peema Renegade - Turns any creature with a +1/+1 counter on it into a mana source. Very powerful in this deck.

Simic Signet - Mana acceleration and fixing in one. A staple.

Sol Ring - to get . Few cards are as powerful.

Some cards in a deck don't really fit into the deck's broad categories. This is sort of a catch-all for useful, but perhaps niche effects or supplemental cards.

As Foretold - Gives you a free spell every turn. Couples well with all of the Proliferate effects in the deck.

Blighted Agent - Unblockable 1/1 with Infect. Possible win-con coupled with Ezuri, Claw of Progress.

Cyclonic Rift - Essentially a tool to set up for the big finish by removing all of your opponents' potential blockers.

Eternal Witness - A tool for getting back cards that have been used/milled.

Lightning Greaves - Almost exclusively used to protect Ezuri, Claw of Progress from spot removal.

Herald of Secret Streams - Doesn't generate +1/+1 counters, but makes all creatures you control with counters unblockable.

Invisible Stalker - Unblockable 1/1 with Hexproof. Becomes huge when coupled with Ezuri, Claw of Progress.

Panharmonicon - Creates more triggers for Ezuri, Claw of Progress. Synergizes well with enters the battlefield effects as well.

Rashmi, Eternities Crafter - A source of free spells. Works well with the low average CMC of the deck.

Reliquary Tower - With as many cards as this deck draws, having no maximum hand size comes in handy.

Swiftfoot Boots - See Lightning Greaves

Trygon Predator - Artifact and enchantment removal on a stick.

Vizier of the Menagerie - Allows you to play the top card of the deck if its a creature. Also allows us to use mana of any color for casting creature spells.

+1/+1 counters can be powerful in their own right. Any mechanic that can put more counters on your permanents should be a welcome addition to the deck.

Contagion Clasp - A basic source of proliferate. Costs to use.

Contagion Engine - Contagion Clasp's big brother. A board wipe and proliferate source in one.

Fuel for the Cause - Counter a spell and proliferate. Pure advantage.

Inexorable Tide - Expensive, but the ability to proliferate multiple times in a turn is very powerful.

Steady Progress - Proliferate and draw a card. Simple and effective.

Tezzeret's Gambit - Draw two cards and proliferate. Almost always paid for using life.

Thrummingbird - A proliferation machine. Very reliable source if you can keep it alive.

Viral Drake - Repeatable proliferate. Reasonably priced for the effect.

A minor sub-theme within the deck. Several cards generate tokens upon death. Mainly for use as board wipe recovery. If several small tokens enter the battlefield, can give several triggers for Ezuri, Claw of Progress.

Avenger of Zendikar - Creates 0/1 Plant toekns equal to the number of lands you control when it enters the battlefield.

Blade of Selves - Generates multiple temporary tokens on attack of whatever it is equipped to.

Chasm Skulker - Creates 1/1 Squid tokens equal to the number of +1/+1 counters on it upon death.

Doubling Season - Doubles the number of tokens generated by other cards I control.

Hangarback Walker - As Chasm Skulker, but produces 1/1 Flying Thopters instead of Squids.

Hooded Hydra - As Chasm Skulker, but produces 1/1 Snakes instead of Squids.

Mycoloth - Produces 1/1 Saprolings at the beginning of your upkeep equal to the number of +1/+1 counters on it.

Nissa, Voice of Zendikar - Her +1 creats a 0/1 Plant token.

TaegukTheWise on Roon Blink Shenanigans

2 days ago

With the amount of basics you have I would say to either take out Farhaven Elf or Solemn Simulacrum (I say either because of the differing mana costs) I like the pick with the Ulvenwald Hydra with all the non basics. I like the doomsday thing you're trying to pull off with Laboratory Maniac, I would chuck it in my deck as well, but getting the combo reliably isn't consistent and if you draw a lab maniac during a regular game I guarantee you that he will sit in your hand forever and its the first thing you discard since it doesn't actively do something, I get that every piece serves a purpose but lab maniac doesn't serve much of a purpose except take up a valuable card slot to get to a game plan that won't happen often (good try though). My recommendation to you is that you get a Minion Reflector instead since it doubles ETB triggers with a hasty body for mana and it combos just as well as the infinite draw combo you wanted to fire off.

Add Jace's Mindseeker it synergizes well with your diluvian primordial. Instead of Goldnight Redeemer use Cloudblazer, its the card draw that sells this one and at that rate add Mulldrifter over blue sun's.

By themselves Myr Battlesphere, Avenger of Zendikar, can sure make tokens and operate as efficient threats by themselves but they need a bit more to be more relevant, Hornet Queen is in a worse position but in the same boat.Cathars' Crusade, Call for Unity and Meadowboon can shore up the fact that your value creatures and tokens are typically small while staying with your main game plan (while staying cheaper than Craterhoof Behemoth), even if that's fetching for a basic. Swap the angel of invention for the crusade. Instead of icefall reagent use Frost Titan if you want more value locking things down. You have in your deck, you want Leyline of Anticipation since if its in your opening hand its free over the orrery if you didn't have then run the orrery.

I'm under the assumption that you want to be a control variant, which is fine but you need to have more control aspects like counterspells, add Counterspell Disallow, Voidslime and Glen Elendra Archmage she also combos well the cathar's crusade. I want you to look at Ghostly Flicker and tell me how good it is after a board wipe, cards like that are not good cards, you have the right idea with adding other blinkers like restoration angel, and Eldrazi displacer, they are so much better in comparison since they are creatures and can do something versus sitting in your hand and doing nothing after a wipe. Vorinclex seems cool, but I find that stalling out my opponents does better when its my main game plan (he also doesn't have an ETB effect either), I don't see much use out of him otherwise.

A bunch of your cards are good cards but the deck needs more focus. Edric rewards aggressive decks, this deck has aspects but can't always cash in on that. This deck wants to control the board but has a big volume of unnecessary blink (cough* ghostly flicker cards exclusively) and creatures that don't control the board, unlike stonehorn dignitary and mystic snake. You can get a lot more reliable and repeatable card draw out of creatures versus instants and sorceries because you run a blink deck, so abuse that. I don't understand what you seek to copy with cards like progenitor mimic, if you want cool creatures go with a control classic like Gilded Drake.

Choose a style and go with it, if you take a look at my Roon deck you will see a lot of cards that don't seem to synergize, but they have a common and fun theme that's extremely powerful and oppressive since they have an underlying theme. I control the board then I go aggro for the win. Treat your Roon deck like an exclusively ETB/LTB midrange deck at first. There are a lot of cuts I would make if I were in your shoes, but i'm not so its really in your ball court to start capitalizing on Roon's potential. There are also a lot more things to say, but I'll let this comment sink in for now. Just ask if you need more help/suggestions, or check out my list for reference.

RazortoothMtg on Inalla

2 weeks ago

Thanks for you suggestions Hyperalgialysis, multimedia, and ChaosCommander!

I was considering cutting one of Rise or Legion, since they're so expensive, but I think Rise of the Dark Realms is actually better than Clone Legion, even though legion technically goes infinite with Dualcaster Mage. I play Rise in my Tasigur deck, and it generally wins every game I play it in due to the high amount of GY based decks in my meta.

Chromatic Lantern simply got moved to the maybeboard because I don't own one and they're over $10. This isn't a deck I'm wanting to slam a bunch of money on quite yet, so that's also the reasoning for Patron Wizard and Glen Elendra Archmage, and to a lesser extent Voidmage Prodigy. I own most cards in the list right now because I have the Inalla precon and pre-owned a lot of the cards here.

I think AEther Adept is probably cuttable. It just doesn't usually do enough. I usually look at it wishing it was a Hero's Downfall or Terminate instead, as games in my meta usually go long and having to recast a card isn't that big of a deal.

Dire Fleet Ravager is simply in there because I was looking for wizards with cool ETB effects, and he was new, so I threw him in. I haven't really gotten to testing him yet, but the more I look at him the more I think "I play this and immediately die to whatever's on the other end of the board" because at 40 life it brings me to 18, and I usually won't have a lot of dudes. So out he goes!

Similarly, Flesh Carver and Ghoulcaller Gisa were me looking for cool sac outlets that also happen to be wizards, like Viscera Seer, since I'm losing my tokens anyway. I already own Ghoulcaller Gisa, and although it is a wizard, it doesn't really benefit from one of our only real tribal synergy, Inalla's trigger, outside of turning a wizard into a zombie. She'll probably be cut. But I'm not so sure about Flesh Carver going away, since he can potentially get huge, and requires two removal spells, in addition to being able to use him multiple times a turn and his synergy with our reanimation effects to make more giant horrors.

Out of the counterspells, which ones would you cut? I'm thinking Last Word and Arcane Denial. Maybe Dissipate/Void Shatter, but there's a lot of GY decks in my meta...

Also, what are your thoughts on adding the Niv-Mizzet, the Firemind combos at the end of the description? Should I even bother? And which ones are best?

ChaosCommander on Inalla

2 weeks ago

I'm with multimedia, Rise of the Dark Realms isn't worth keeping. Clone Legion for flavour alone and for that one blowout moment could stay, as long as you know for the most part it will be a total dead drop.

Why aren't you running Chromatic Lantern? Feels like an auto-include for this. I see it in the maybeboard, but it's gotta be in the "OH BABY BOARD" homie. It's so worth running.

Dire Fleet Ravager feels out of place. So does Ghoulcaller Gisa. I get that you're trading the clone for a bunch of zombies and that it's a decent sack outlet, but Wizards aren't big boyz/girlz. They won't generate too many zombs and on top of that, you have to decide on only one. I'd favour Ashnod's Altar or Phyrexian Altar over her. COUNTERPOINT! Purphoros, God of the Forge is a good reason to keep spamming zombies, but then you gotta fun Faces of the Past or Fatestitcher for more Gisa untaps.

You have a lot of countermagic. Why not run Patron Wizard or Voidmage Prodigy or Glen Elendra Archmage? These are good countersticks and they're easier to recur, they fit your tribal needs.

Easy cut decisions for me are Flesh Carver, Dire Fleet Ravager, one or two of the counterspells, Rise of the Dark Realms.

I hope this helps!

greyninja on Number of counterspells in Animar

2 weeks ago

@redkhan, thanks for the feedback, no need to apologize. Both of those are noncreature spells in a creature deck. Def something to consider.

Skullclamp insta-kills 11 creatures right now. Not a ton, but I've seen success in the past. It's one I've had in since the beginning to sac mana dorks once they become irrelevant in a long game. I'll admit that I have considered removing this at times.

Glimpse of Nature is a new card to me and I love it. The best kind of cantrip in a creature deck

@rockleemyhero, I had Kira, Great Glass-Spinner in the deck and was happy with it until it messed with one of the few cards that targets my own stuff (ie equipment, Man-o'-War, etc)

I'm embarrassed to say that I had Glen Elendra Archmage too for probably over a year and never drew it when I needed it. Eventually was traded out of the deck itself to someone else for something I needed at the time in another deck.

I agree with a lot of what you say. I'd hate to draw into stupid countermagic when really I just want to draw into gas. All too often my friends stop me in my tracks tho once it's time to blast off. I like your Swan Song idea and I really need to pick up another Spellskite and maybe Glen Elendra Archmage

rockleemyhero on Number of counterspells in Animar

2 weeks ago

I disagree and say skullclamp and glimpse are mainstay staples in animar. You need gas and those are 2 of the cheapest, abusable forms of it.

As far as # of counterspells, I think there's a trade off of mana cost and efficiency. Like you don't want to add cancel or cryptic command into your animar deck no matter how bad you need your nth counterspell. Rather you are better off with a cantrip gas card, or combo piece instead of a subpar card.

For example I think even mana drain, a cedh staple, is almost too mana intensive for how quick your deck is. However it has some decent utility to help you power out a fatty if animar keeps getting removed.

I'd still run Swan Song before it. Possibly even Stubborn Denial, Flusterstorm, Negate, and Delay depending on your meta. Double U in a 3 color deck that is so focused on G can Be difficult when you need it most.

Creature based counters seem most ideal here. Glen Elendra Archmage, Spellskite, and possibly even Kira, Great Glass-Spinner and Siren Stormtamer depending on your meta's ratio of spot removal vs board wipes. Hope that helps :)

deadmanwaltzing on [Obey] - Competitive Control

3 weeks ago


Yo buddio, let's have a look shall we:

  1. Gitaxian Probe - What're you hoping to actually achieve with it? Storm decks run it as a free draw w/ doomsday, free spell that cantrips whilst generating info about what the control players are up to, why this over something like Opt for you - or something higher impact? I just don't see where this fits into your overall strategy. I'd rather run Telepathy over this and I'm not a Telepathy fan. I'd just want something higher impact.
  2. Spell Pierce - Sure, meta call - totally fine.
  3. Prismatic Lens - Yeah, filtering for coloured mana when you're going off w/ Paradox is hella good in certain scenarios. Fine inclusion.
  4. Sphere of Resistance - Personally hate Sphere, we run a pseudo turbo xerox gameplan, a lot of cheap cantrips and mana rocks, Sphere is super bad for these, great if your meta is all fast combo and food chain though. Decent silver bullet.
  5. Reshape is fine. You're gonna love Transmute when you get it. Paradox all day erry day.
  6. Whir of Invention - Yeah fine. Pretty 'okay' feeling card when I've played it; very infrequently been impressed by it, but always at least decent.
  7. Blue Sun's Zenith - I mean, I guess. Rev is really good w/ lifegain and the double GAA4 benefit. Honestly don't see the 'can function as a win condition' as much as a pro considering how the deck currently operates.
  8. Thirst for Knowledge Yeah, I used to run it myself, Manifold is getting cut actually too actually.
  9. Glen Elendra Archmage u wot m9? Nah. I'm not down with this. I'd suggest introducing a Counterbalance package if you want repeatable countermagic. 6 mana for double negate is super clunky. Bad! Stop!
  10. Consecrated Sphinx - Yup. Top banana that card, in the right matchup. Sometimes a man just needs haymakers.

Overall a fine list, but yeah, not liking 1, 7, 9 and iffy on 4. I'd also suggest another piece of spot removal if you're dropping wrath. Reality Shift is tutorable with Muddle, Merchant Scroll and functions as a Paradox/Scepter wincon by exiling people's entire libraries (providing they have at least one valid target).

freakingShane on Inalla's College of Winterhold

3 weeks ago

Both of those two wizards definitely belong in here. Glen Elendra Archmage seems like a control players dream in a deck like this!

I see what you mean about the downside of Carnival of Souls. The upside is free Eminence triggers, the downside is losing, haha. I'll definitely be keeping my eyes on this, man. You got another winner here!

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