Glint-Sleeve Siphoner

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Rare

Combos Browse all

Related Questions

Glint-Sleeve Siphoner

Creature — Human Rogue

Menace

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.

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Glint-Sleeve Siphoner Discussion

hungry000 on Magistrate's Sceptor

5 days ago

I can tell you play more standard than modern or just started playing recently from your card choices; if you're building the deck around Magistrate's Scepter, it'll be a lot better to focus on that part of the plan rather than make a hybrid +1/+1 counter stompy deck that also kind of works with the Scepter like what you have now. I suggest you drop all the Glint-Sleeve Siphoners, Jadelight Rangers, Merfolk Branchwalkers, Rishkars, Adventurous Impulses, Diabolic Tutor, Mastermind's Acquisition, Sorcerer's Wand, and Animation Modules, as they aren't necessary for the main plan (the Animation Modules are okay but they're not great).

Instead, it would be much faster and more consistent if you played some cards that can add charge counters to artifacts, such as Coretapper and Surge Node. They work well with Voltaic Servant, and you could also play some proliferate cards like Throne of Geth (which also works well with Voltaic Servant). Tezzeret's Gambit can proliferate and help find gas, and Ancient Stirrings fits perfectly in this deck since it can find Coretappers and Magistrate's Scepter. I think a more artifact-based deck is the way to go with this deck, the core of it would look something like this:

4 Magistrate's Scepter 4 Coretapper 4 Surge Node 3-4 Voltaic Servant 3-4 Voltaic Key

4 Ancient Stirrings 3 Tezzeret's Gambit

20ish lands (I don't really think you need Aether Hub but you could play it)

The rest of the deck you should fill out with combo protection, like 1-mana discard spells, maybe a couple Spellskite, etc. You could also consider going into Sultai or UG for the counterspells.

solarbeam on Three Color Midrange/Life gain Deck

1 month ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

multimedia on Grixis Control

2 months ago

Hey, good ideas here I like Grixis as pure tapout control rather than draw go or a combination of the two.

You're combining the two different control strategies; instead consider focusing on one of them and cutting the other? I think if you're dedicated to main deck Thief of Sanity then consider 4x Thief. It's the new Glint-Sleeve Siphoner as far as impact; it must be answered or it will take over the game. You're dedicated to tapping out because if Thief survives then you'll want to use your mana each turn to play the card you steal. I suggest going all out tapout control with main deck 4x Thought Erasure and 3-4x Notion Rain. These are excellent cards to help smooth your draws. Consider cutting the counterspells? Instead just sideboard Negate and Disdainful Stroke?

The curve of turn two Erasure, turn three Thief or Rain, turn four Bolas or Contempt or Soot, turn five Whisperer is very good. Consider main deck Erasure to help to protect Thief? Turn two Erasure take your opponent's removal for Thief and then turn three Thief helps to clear the way for Thief. Consider Lazav, the Multifarious? Lazav can be additional copies of Thief or Whisperer because Thief is going to die having access to Thief from your graveyard is good.

Consider this creature base:

  • 4x Thief
  • 2x Lazav
  • 3-4x Bolas
  • 3x Whisperer

Consider this other spells base:

  • 4x Erasure
  • 3-4x Rain
  • 4x Contempt
  • 3x Coil
  • 2x Cast Down
  • 2x Soot (more in the sideboard)
  • 2x Search
  • 1x Reborn (more in the sideboard)
  • 1x Ral
  • 1x Karn
  • 1x Angrath

Good luck with your deck.


elerosse on Yuriko Ninja Hack

3 months ago

Thanks Sylvanrush, Insidious Dreams is already in the list. Notorious Throng is there as an extra turn spell with upside. I tried to keep my rogue count high enough to get some extra evasive dudes, and if I have a hack like Arcane Adaptation out, then I get even more Yuriko, the Tiger's Shadow triggers that next turn.

Glint-Sleeve Siphoner is definitely a maybe, but being a rogue, evasive, and offering extra draw feels worth it. Could definitely be replaced though.

Laboratory Maniac is a wonderful card, but sees play in a few of my other decks. I wanted to restrict my wincons for this deck to make it a bit more "fun". If I go the labman route there are much more efficient Doomsday piles to be made. Thanks for stopping by!

Sylvanrush on Yuriko Ninja Hack

3 months ago

Hiya elerosse! Super spicy Doomsday idea! Maybe add a Laboratory Maniac just in case? Initially Notorious Throng looked awesome, but since Yuriko specifies loss of life, I'm not sure you'd get the trigger on Notorious Throng's damage specifier. I'm not sold on Glint-Sleeve Siphoner, it's ok, I suppose. Add maybe Insidious Dreams?

galaxyman7 on Rainbow Roids (5 color +1/+1 counters)

3 months ago

Time for some spicy updates to the deck!

Aven Mimeomancer- where do I begin with this card. It's just super powerful and fun. It can turn their guys into 3/1's for you to mow down with ballista, or it can pump your guys and give them evasion. Imagine a nice big flying bloodhall ooze with +2/+0... Or a flying strangleroot geist. The best part? The effect doesn't go away when it dies! Plus it's a threat by itself, being a 3/1 flyer, which combos well with citadel seige.

Glint-Sleeve Siphoner- This deck needed some card advantage badly, and this card doesn't disappoint. With a constrictor out it gets you the extra card right away, and gets you another every time it attacks. It's also a pretty quick aggressive card with evasion, triggers bloodhall ooze, and is a great target for Mimeomancer. It's also not a bad topdeck.

I took out the scavenging ooze and Ulvenwald tracker and put them in the sideboard instead, because they are great against certain matchups but not against everything. Scavenging ooze is good against graveyard strategies but bad against fast decks. Tracker is good against creature heavy decks like humans, but not as good against removal heavy decks.

I put Skyrider Elf back in, because it's just such a big bomb that's often immune to lightning bolts. It also combos really well with Aven Mimeomancer.

I took out experiment one, because it was inconsistent and a back top deck. But I'm on the fence with it, since it is pretty fast and resilient if you get the right draw.

Heretical_Tarp on GB Rock

3 months ago

The deck as it is now has zero ways of triggering Prized Amalgam's ability. None. No blue mana, no recurring creatures. God-Pharoah's Gift doesn't trigger it, because the token doesn't come from the graveyard. Remove the amalgam, it doesn't go in this deck.

As for actual feedback, lose some of the bad removal spells in exchange for more creatures - most of this deck's action is based on having creatures to cast, die, and exile. Swap Go for the Throat and Duress out for... heck, Ravenous Chupacabra if you need budget removal that badly. Also consider Glint-Sleeve Siphoner, Thorn Lieutenant... cheap, value creatures, because that's what goes in a GPG deck!

If you ditch the unsynergistic removal for more creatures, you'll find yourself executing on your deck's plan more often.

jzt0 on Grave

3 months ago

I have a number of concerns about this deck. Please read in full. I'm not stating anything I wouldn't follow myself. I really like your deck idea. In fact, I've loved land creature manipulation for a long time - Rude Awakening is one of my favorite cards.

1) As your creatures are weak by themselves, I don't see a win condition outside of Sylvan Awakening, other than Demon of Catastrophes. And if he's dealt with, you're in trouble. Some Mid-Range power creatures, like Josu Vess, Lich Knight could help a lot here. Josu can even end the game when kicked (and help get value out of Cabal Stronghold ). I like Liliana's Reaver, but it is not legal in Standard.

2) Sylvan Awakening gives you a field full of, well...2/2s. Even if you have 10 of them, not only do you have one turn to win the game, but certainly your opponent will either be able to block 2/2s no problem, or even counter the spell all together, leaving you in a bad spot. If they have a creature that can block multiple creatures, or has lifelink, that's even worse for you. You might benefit from a way to further pump each land up after becoming creatures. Echoing Courage is what I would advise, but if you're playing Standard, I don't know what to suggest here. Perhaps a global boost with trample.

3) Without a mono-black deck, I fear you won't get the full use out of Cabal Stronghold, and will end up with a colorless producing machine, instead of the extra black mana you're hoping for. Not only that, but the land is really only useful for high cost cards, like huge demons that are hard to cast otherwise, like Reiver Demon, or for cards with X in the cost, like Consume Spirit, or Torment of Hailfire.

4) Since you're depending on win conditions a bit later on, having defensive spells could be beneficial. A Standard equivalent of Doom Blade or Grasp of Darkness would be nice. Cast Down is one of my favorites.

Again, cool idea, but it's really hard to make work. I've been looking into mono black efficiency myself. Maybe something like Liliana's Reaver could help with mid-range power, or Glint-Sleeve Siphoner to help with card draw early on.

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