Glint-Nest Crane


Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Uncommon

Combos Browse all

Glint-Nest Crane

Creature — Bird


When Glint-Nest Crane enters the battlefield, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

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Glint-Nest Crane Discussion

Wurmlover on Lantern Control (Whir Variant)

6 days ago

I'm failing to see how this is a variant from normal lantern control. the only difference I can see is that there's 4 Whir of Invention instead of 4 Glint-Nest Crane

sunshine1223 on

1 month ago

I think you should cut Mox Opal because it doesn't have any converted mana cost count towards colossus. I like you idea of Jund colors. If you are sticking with green then play Ancient Stirrings but blue provides Glint-Nest Crane, Treasure Mage, and good card draw. Those are just a few ideas.

jubale on Marvelous Gifts

1 month ago

Noxious Gearhulk was superb today. Thoughts to improve the deck: May want a sideboard Cast Out effect, possible Angel of Sanctions. May want to run Trophy Mage over Glint-Nest Crane because it fetches Gate to the Afterlife, or maybe split the two. May want to run some Strategic Planning in place of some Perpetual Timepiece. I find I don't often want multiple timepieces, and sometimes a draw/discard to find something I need (eg. land) would be useful. Overall though I prefer the fast milling the Timepiece affords.

Geo67 on Gift that keeps on giving (ROTATION PROOF)

1 month ago

also, you probably want to get your creatures a bit closer to 21-22, cut back on a Negate, and one or two Gate to the Afterlife. If yo have no creatures in the yard, this deck is not doing what it wants to do.

I've seen decks with Walking Ballista, Glint-Nest Crane, seems that Slither Blade would be ok to slow red down, and Nimble Obstructionist can shut down control, and stop the Crook of Condemnation.

Alemanf on My very first deck

1 month ago

I found this deck online and I really like the playstyle:

4 Glint-Nest Crane4 Ornithopter4 Baral's Expertise4 Reverse Engineer4 Engulf the Shore4 Paradoxical Outcome2 Whir of Invention2 Aetherflux Reservoir4 Bone Saw2 Implement of Improvement4 Inspiring Statuary4 Prophetic Prism4 Renegade Map18 Island2 Commit / Memory2 Dispel2 Metallic Rebuke3 Negate2 Vexing Scuttler

what do you think? If I buy these cards is there a possibility to upgrade it in the future? Thanks

MoonpieMandie on The Best GG Panharmonicon

1 month ago

saruman18 I agree with you, but then I would think I need more mana which means cutting more cards. The Renegade Map allows me to fetch a land and shuffle the deck after Glint-Nest Crane. I would really like to add Gate to the Afterlife but how would you fit it in?

Paradise_Collectibles on H: Coco, Sunken Ruins expedition, ...

1 month ago

Interested in the CoCo and a Windswept Heath. I've got 1 Sword of the Meek, 3 Thopter Foundry, 3 Thirst for Knowledge, 4 Darksteel Citadel probably 4 Glint-Nest Crane and others so just let me know what you still need.

Pal00ka on Medomai Master Rewind

1 month ago

I play-tested this a bit before responding and my thoughts are you still need ramp and more smaller utility guys.

I don't think I ever got Medomai out before T6, and you want her out T4-5. Ramp creatures are good because they get you advantage and can be used for chumping if need be (a weakness of voltron can be you don't have defenders). Wall of Denial and Fog Bank are cute but they don't do anything besides block. Burnished Hart, Pilgrim's Eye, Solemn Simulacrum, Knight of the White Orchid, Kor Cartographer, Oreskos Explorer, and Weathered Wayfarer are more/better options.

Heliod's Pilgrim was a great inclusion. Another would be Trinket Mage for snagging Sol Ring or even the artifact lands if you choose to include them. Glint-Nest Crane is also good for digging for artifacts.

Essentially I see Medomai working best when early game you can drop utility guys, ramp, and cheaper equipments to enable you getting you a T4-5 Medomai who can be protected/have haste. Swiftfoot Boots and Lightning Greaves are essential here I think. Cards like Argentum Armor are bad. 1: its the same cost as your commander so it's a dead draw until T7+ 2: it'll take 3 turns without ramp to equip and be used. Lot's of time for it and/or Medomai to be blown up because no one wants their stuff to be exiled.

Some cards I think won't be pulling their weight are Dovin Baan (nothing he does enables voltron), Venser's Journal (very slow and is having 7+ cards in hand ever a worry? Play Reliquary Tower instead), Perpetual Timepiece (play Crystal Chimes instead), Sphinx of the Final Word (decent threat but you only have 14 instants and sorceries so you aren't fully taking advantage of him, I'd re-include Sphinx of Magosi for instant and continual draw), Celestial Mantle (way to expensive and life-gain is meh in EDH, Ethereal Armor is a straight upgrade), and Mind Unbound is SO SLOW, replace w Sage's Reverie for instant draw and attack boost to complement your voltron strategy.

Sorry for the book again, I'm thorough because I want to see this shine, but it is shaping up nicely!

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