Glint-Sleeve Siphoner


Not legal in any format

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Glint-Sleeve Siphoner

Creature — Human Rogue


Whenever Glint-Sleeve Siphoner enters the battlefield or attacks, you get (an energy counter).

At the beginning of your upkeep, you may pay . If you do, you draw a card and you lose 1 life.

Price & Acquistion


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Glint-Sleeve Siphoner Discussion

multimedia on Esper Control

6 days ago

Hey, nice new deck. Esper are better colors than Jeskai right now and Esper Control is an ready established archetype in Standard. Your deck is fine as it is, the only small change I would make is adding 2x Fetid Pools giving you 26 lands. To do this you can cut Raff and Oath. I don't think either Raff or Oath are doing enough here for four and five mana.

Examining further I have other advice if you're playing the deck more competitively. I suggest a retooling of the primary colors and the splash color to help with consistency. Consider blue and black as your two primary colors and splashing white? My advice is go with blue and black because of three cards: Push which you want in the early game, Contempt which is overall the best removal spell and Disallow which is best overall counterspell. Contempt is and Disallow is these are the two cards that I suggest you build the manabase around.

Making these two double colored casting costs is too important. Because of this I don't see how you can also play Settle? Settle would be the first card I would cut because it's putting too much strain on the manabase and black for Contempt does more than white. Splashing white for Teferi, Cast Out, Seal and some sideboard cards is fine, but all these cards are or should be only single . The manabase can support single white, but not double white.

Here's a manabase observation. To consistently be able to cast Disallow turn three you want 19-20 sources of blue in the manabase. For turn four Contempt you want 16-17 sources of black. Now if you keep Settle, turn four you also need 16-17 sources of white. This many white sources is doable with Hub, but you don't want to have to rely on Hub to cast both Settle and Contempt, one is fine but not both. What if you get a hand or draw Settle, Contempt and Hub? You don't want be in the situation where you have choose because of Hub and energy which cards you play. Sacrifices have to be made and in my opinion you sacrifice white instead of black.

With the suggestion of cutting Settle with less white consider this manabase (19 blue, 19 black, 12 white):

  • 4x Hub
  • 4x Pools
  • 2x Farmland
  • 4x Catacomb
  • 3x Chapel
  • 2x Fortress
  • 4x Swamp
  • 2x Island
  • 1x Plains

I like Pools because it can turn on all the Check lands: Catacomb, Fortress and Chapel while also making black or blue mana or being a draw if you don't need lands. This example has 8x possible turn one or early game lands that ETB untapped to make black for Push. This is good because if you're playing Push you want to make sure you have enough black sources that can ETB untapped to be able play it when you want it, which is in the early game.

Consider cutting 3x Settle for 1x more Contempt and 2x more Push? I think a good core for Esper is:

  • 4x Push: early game removal
  • 4x Disallow: best overall counterspell
  • 4x Glimmer: best dig and draw
  • 4x Contempt: best overall removal spell

For the sideboard consider 4x Glint-Sleeve Siphoner and 3x Negate? With Hub and Glimmer, Siphoner is a very attractive sideboard card for control matchups. She's a two drop, can be played early with the suggested manabase and if not answered can take over a game with her draw power using energy. She's for control matchups because games two and three your control opponent will board out creature removal and side in more counterspells, Planeswalkers, etc. This can give you an advantage if your opponent doesn't have a lot of answers to Siphoner. Siphoner helps to make energy for Hub; the more energy you have the better Hub can be with the manabase.

Duress is a fine sideboard card, but I think it would be better as Negate. Negate in my opinion is too important of a sideboard card for control in Standard. This is mostly because of so much card advantage, draw power control can have. Duress can most likely take something from your opponent's hand, but the advantage of control is it can just reload fast.

Negate gives you more of a swing in your favor because you can use it to counter something that Duress could take at the time it's being cast this is more beneficial to the control game plan. Negate can also win counterspell wars which will happen in control matchups.

Good luck with your deck.

imsocool1234 on Karn-less Mono Black Control

1 week ago

Hey good deck but I do have some suggestions. Possibly drop 1 Vraska's Contempt, Glint-Sleeve Siphoner is good for card draw instead of the 2drop artifact you have. Sword-Point Diplomacy is decent for card advantage and Karn the Liberated is very strong. I think having the ability to rebound from the opponents removal is huge, Scrapheap Scrounger, Dread Wanderer, and the Lili you already have, are great choices. Also 4 of Cabal Stronghold is too much, try 2-3.

multimedia on Esper Benalia v2

2 weeks ago

I think Cycle lands can be a key to making an Esper manabase work, 4x Farmland and 4x Pools because of their interaction with Check lands. Either one of these Cycle lands turn one turns on all your Check lands. Having 8 of them gives you consistently a much better chance of having one for your turn one land drop.

Consider this 26 land manabase (19 sources of white, 15 sources of black, 15 sources of blue):

  • 4x Courtyard
  • 4x Pools
  • 4x Farmland
  • 4x Isolated Chapel
  • 3x Glacial Fortress
  • 2x Drowned Catacomb
  • 4x Plains
  • 1x Swamp
  • 1x Island

is the most important combination to make for History, but to do this turn three consistently you'll want 19-20+ white sources in the manabase.

Some current Esper decks that are playing History are relying on Aether Hub for the manabase. Powering it with either Glimmer of Genius or Glint-Sleeve Siphoner or both. I don't think Hub is the answer, when it's good it is good, but when you draw too many of them and not cards to make energy then it's terrible. It's worth playtesting if you want to play both History and Contempt which these Esper decks are doing. Both and is hard to consistently make. Double black is not easy to make without having just as many black sources as white sources in the manabase which is not possible without Hub because of blue.

I think a big advantage that Esper midrange can have with History is combining History with Knight of Grace and Knight of Malice. These three cards together can really put your opponent on the back foot, forcing him/her to deal with all of them or die. Following up these Knights or History with Teferi or Scarab seems like you're cheating in Standard; the power level is very high :)

Consider playtesting this creature base:

  • 4x Grace
  • 4x Malice
  • 3-4x Freebooter
  • 1x Hostage
  • 2x Scarab
  • 1x Lyra

Consider a Search for Azcanta  Flip sideboard plan for control matchups? Azcanta is busted with Teferi; it's a card advantage engine that's difficult for your control opponent to stop both pieces.

Good luck with your deck.

Chasmolinker on Standard Jund

2 weeks ago

As much as I love Glint-Sleeve Siphoner as a pseudo Bob. It doesn’t make sense in a deck that isn’t all in on energy like GB Constrictor. Maybe cut them for Jadelight Ranger and swap Ruin Raider for Dusk Legion Zealot? That gets around the life loss and still gets you an instance of card advantage. Sort of. Better yet, let the Ripjaw Raptor and Jadelight Ranger take care of card advantage and run 2 Walking Ballista instead of Ruin Raider.

BlazingAbsol on Tetsuko Umezawa, Podracer (Tetsuko Tempo)

2 weeks ago

Very cool! I wonder if it’s possible to splash black, since Glint-Sleeve Siphoner and to a lesser extent Dread Wanderer would fit in nicely.

Also, I’m really concerned about your vulnerability to Chainwhirler and Walking Ballista considering how popular they are. Although it feels really bad in an aggressive deck, you might want to consider a few more Supreme Wills or maybe even Disallow.

jomnepo on So, You Wanna Buy Junk Yea? (Budget)

1 month ago

I feel the need of Glint-Sleeve Siphoner in the main deck for card advantage and to use the energy from the Aether Hub, Attune with Aether , and Metalspinner's Puzzleknot.

Force_of_Willb on Shade of the Past

1 month ago

There are many ways to build mono black, and there aren't many different cards that I can suggest that haven't been included in your maybe list. Typical builds of mono black that has had some success in modern include Zombies or Vampires. The deck formula is usually the same. ~22 lands, ~26 creatures (8 1-drops, 8 2-drops, 6 3-drop, 4 4+ drops), and ~12 disruption spells consisting of discard and removal. Some problems I see with your current deck is that the curve doesn't flow as your lowest creature CMC is 3 and you would only have about a 17% chance to have one in hand by turn three. Another problem with mono black is that it runs out of gas compared to other colors, your current build has only 2 draw spells (and not a great one at that).

If i was to build i would try out something like this: Creatures (in order or preference):

1 - drops (8): Gravecrawler ($) or Bloodsoaked Champion / Dread Wanderer (budget) - recursion, threats that continue late game and can recover after a sweeper (maybe even one you cast yourself)

Shadow Alley Denizen - makes other creatures difficult to block (worse against other black deck matchups)

Typhoid Rats - unfavorable to block, trades favorably on defense late game

Hex Parasite - Usual for removing counters / killing plainswalkers (Meta Choice)

Vampire Lacerator, Guul Draz Vampire, or Cryptbreaker, Diregraf Ghoul - choices if you build vampires or zombies

2 - drops (8): Bloodghast, Scrapheap Scrounger - recursion threats

Gifted Aetherborn - Vampires - difficult to block, gains life, good on defense

Most modern decks use Dark Confidant $$$ - some budget options to help draw cards could include Glint-Sleeve Siphoner, Pain Seer

3 - drops (6): Vampire Nighthawk is the best option in the three spot and should be a 4x of.

if building zombies you have other options, usually they use the 3 spot for lords DeathBaron ($), Diregraf Colossus, or Lord of the Accursed (budget) pumps and makes blocking harder.
Geralf's Messenger can remove 4 life without even attacking, trades favorably once and gets bigger - downside is the coming into play tapped. or Plague Belcher which is good if you have a gravecrawler to target the negative counters.

Ruin Raider and Grim Haruspex can hep draw you cards to keep you gassed.

4+ Drops (4): These are you finishers, if budget is not an option than Phyrexian Obliterator is the choice.

For zombies you could try a combination of Gray Merchant of Asphodel and Korlash, Heir to Blackblade as the legend multiples rule doesnt really count against him. Grave Titan could be an option too.

Vampires the choice is Vampire Nocturnus

Budget considerations include values cards like Nekrataal/Ravenous Chupacabra or Desecration Demon which has seen some success before.

For your removal package you need to think about a balance that supports your deck. If you are playing aggro with creatures that have recursion than hand disruption that targets instants and sorceries are weak. I would focus on creature removal with high kill spells and Harsh Scrutiny. If your creatures are weak to removal or have high amounts of evasion then the protect package Duress would be better. Obviously cards like Thoughtseize which targets both is better, but stick to one type that best suites the deck you build and place the other type in the sideboard.

For lands I would cut to 22, they can be all swamps but you can try out cards like Leechridden Swamp/Piranha Marsh/Desert of the Glorified/Ifnir Deadlands/Scavenger Grounds (meta choice) or Terramorphic Expanse/Canyon Slough/Fetid Pools if speed isn't too important

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