Glimmer of Genius
Scry 2, then draw two cards. You get EE.
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Glimmer of Genius Discussion
2 days ago
@KazicGreyhelm Thanks for the huge amount of info. I agree 100% I should add some dual lands, especially Submerged Boneyard, it's a very cheap card so fits the budget easily.
Fatal Push is far to expensive for the budget I have in mind. Same goes for disallow, I have the cards in my possession but want to restrict my self budget wise with this deck.
About Walk the Plank, I also really like the fact it is just 2 . But I do agree the Sorcery speed is not up to par with instant speed most of the time and Essence Extraction is just not deadly to everything, So I have it in my sideboard just in case I have to deal with a lot of rather small creatures. Hour of Glory Is a very viable option though, I will have to keep that one in mind during play testing this deck. Although it's twice as expensive to cast, it is at instant speed and could take more cards down with it.
Supreme Will Is something I've overlooked I think. For 1 more mana you can be for more sure you actually counter something and it is a small tutor if you're in very dire need of a particular card.
Thanks for all the advise and your time. Never playing control and then building a deck for it is quite a daunting task, I guess that is true for every type of deck you normally never play. I will update my deck list when I've made of modifications and playtested it a bit
4 days ago
Supreme Will Fetch/Counter
Siren's Ruse Blink/Protection/Draw
Treasure Map Scry/Draw
Opt Scry and draw
Baral, Chief of ComplianceFilter during counter
And shits and gigs I can still run Glimmer of Genius IF I really need to.
4 days ago
The deck doesn't need 4 Unclaimed Territory. In my experience it bricks at 3 or 4 so I've cut it down to two in my merfolk deck. I also run 3 Verdurous Gearhulk for pressure, 4 Hieroglyphic Illumination for draw power and 3 Kopala, Warden of Waves for protection/disruption. Thinking the Illuminations might get cut for 4 Glimmer of Genius just because the pile can be super finicky with draws.
5 days ago
sg_86 to be honest it doesn't usually do me all that much good. Base version of the deck doesn't generally run much removal. And at 10 treasures it't only really a real wincon with a Panharmonicon in my case. I don't want the deck to hinge on that happening. As the deck sits without Panharmonicon it reliably can produce at least 5 treasures by turn 7 in the worst case. Combo that into a Marionette Master for big win or a really big Torment of Hailfire which I'm averaging X=9, which so far has been either crippling or game ending in most cases. I thought about it long and hard and Torment Just wins over it most cases. This past weekend I was toying around with the idea of a 1 of Gonti's Aether Heart because it somehow does work.... and I got to actually pop it off for the win against someone at FNM. I still almost feel like it was a fluke but idk. It felt too fluid. Also gave purpose to occasionally running Glimmer of Genius and gives more purpose to a late game treasure map.
5 days ago
I have many things to say about this.
First, If you don't want to buy Drowned Catacomb and Fetid Pools then you should at least invest in some Submerged Boneyard because duallands are better than basics; especially if there are color intensive spells such as Walk the Plank. Also, utility lands such as Ipnu Rivulet, Ifnir Deadlands or Field of Ruin would not be bad.
Second, on the subject of walk the plank, I am not a fan of the card. Instant speed removal will always be superior in my eyes. Fatal Push is clearly good and Essence Extraction is decent to throw into the mainboard despite not being hard-removal. I understand that walk the plank is basically unconditional removal, but i would rather have Hour of Glory than Walk the Plank. There is a consideration for cards such as Never / Return to deal with the likes of planeswalkers. The main problem I have with sorcery removal is that it conflicts with holding up counterspells.
Third, I am not a fan of Censor as it is not a great counterspell. I still play a couple of them, but not 4. Supreme Will is not expensive and is a nice flexible card. Commit / Memory is not exactly a counterspell, but it is a very flexible card that would not be a bad inclusion. And you can assume I wouldn't leave the point on counterspells without mentioning that Disallow is amazing and expensive.
Forth, there are to many creatures in the deck for my tastes. Kitesail Freebooter is a nice card in the control mirror, but it is more of a sideboard card unless you are playing a tempo deck. I don't see the point of Siren Stormtamer putting the opponent in a tough spot early on, it provides about as little pressure as possible and is generally ignorable for majority of the game.
Fifth, Hieroglyphic Illumination is a good card and Glimmer of Genius is better. I play both in my deck as 3 of glimmer and 2 of illumination. You could also sneak in a copy of Pull from Tomorrow into the deck, it is great in the late-game.
Lastly, take out One With the Wind. I understand it might work with the creatures in the deck, but it would be better for you to have more removal in the deck.
I have played control for years and have won many fnms and gamedays with it, so I feel entitled to say I have an idea of what I'm talking about. My deck runs 25 lands, 8 card draw spells, 9 removal spells, 12 counterspells and 6 threats. Keep in mind my deck is expensive and has Torrential Gearhulk and The Scarab God as threats.
5 days ago
1 week ago
Some Fog effects exsist in standard that would help a lot when playing against aggro. You should tinker with Approach of the Second Sun since you are ramping so much, game 1 win with approach game 2 win with sandwurms. Essence Scatter Glimmer of Genius Opt and Disallow are all great instants. Impeccable Timing is ok and is removal, as is Unsummon. You have a few too many enchantments to take full advantage of the gearhulk, drop about 5-6 for more instants as well as 2 lands. You are ramping so tossing in Aether Hub as well as Attune with Aether and you should be good with 24 lands. Good luck to you.