Glistener Elf

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
New Phyrexia (NPH) Common
Promo Set (000) Common

Combos Browse all

Glistener Elf

Creature — Elf Warrior

Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

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Glistener Elf Discussion

Sgt.Pickles on The Black Plague

2 days ago

Hey man, I like the deck and I think it's decent and really fun, as you say, for playing casually or with friends. However, if you wish to take this to FNMs, it unfortunately won't do much.

The problem with this deck is that it's too slow and/or not resilient enough for modern. The strategy you're onto is a very popular one, but you need to do this super fast. Infect is usually played with the colour green because of Glistener Elf and the bigger pump spells. Green infect often wins turn 2-3, while this deck would probably win turn 4-5, which just isn't fast enough for modern, a format that has combo wins on turn 3, or perfect control decks. More over, your deck simply isn't resilient enough. When you get a creature on the battlefield after turn 1 or 2, chances are it will just get countered or hit by a removal spell. Infect is a deck that can be explosive, but loses steam super quickly if you don't get off on the right foot.

However, all hope is not lost :P black offers stronger (not cheaper, just more powerful) creatures and more control options to ensure your plan doesn't get stomped on. This is what sets it apart from green infect decks.

The goal of green infect decks is to do the job as quickly as possible, and they win by focusing solely on that plan. In order to win with black infect, you need to try not to think about speed and instead think about what black gives you: power and resiliency. So, you drop like half of your pump spells, drop a couple of the weaker infect creatures (keep flensermite, crusader, and plague stinger I guess), and increase the amount of control spells.

Right off the bat, take out Bontu's Monument. I promise you, it does nothing for you in this deck. Now, think about what pump spells are the best in this deck. Since we are not going for speed, one-time instant and sorceries are just not worth it, so cut those (except for maybe a couple copies of supernatural stamina, and/or grotesque mutation, as those guys have other uses) (you may notice I told you to keep things with lifelink, this is because you will struggle against Burn decks). So, I like the auras, especially the snakeskin thing. As it gives control a very hard time. Maybe use 3-4 copies of the snakeskin and cut out the rest of the auras. Lashwrithe is a must in this deck, it is just so ridiculously strong, so run 3-4 copies. Grafted Wargear can also be strong, but it's not as strong as lashwrithe, so don't think about it much for now. As for control, the biggest thing you are worried about is not so much opposing creatures, as we have our strong infect guys to block, but it's having your infect creatures removed. Therefore, run some Duress, and if you have the money, Inquisition of Kozilek. You could also add Apostle's Blessing. We do want some removal against things we can't deal with, so just go 2-3 copies of Victim of Night and 2-3 copies of Go for the Throat. I don't like Grasp of Darkness in this deck because it doesn't get huge things, which are the only real things we are afraid of.

So, try that stuff out, lemme know if you need any more help cause I'm always willing to share ideas :P good luck man!

SynergyBuild on Ultra-Budget: Teenage Mutant Ninja Wizards

5 days ago

I explained how card draw and ramp could help synergise with the deck, I don't know how to build simic, I am a mono-white player, with a tad of red & black, but I was trying to explain how to play modern, not how to make a modern deck, instead, if you want me to tell you how, I will:

Land base, for a land base in a budget deck mono-colors are your friends, trying to do otherwise will take of too much money or be to slow.

Abuse your color's strong suits, in green, abuse ramp, play x mana cost spells, or get card draw and drop your hand, run cards that are mana dumps, and ways to trample over your enemy, things like mono-green ramp/fatties for example. In blue you abuse card draw and counter spells, stalling your opponent hardcore. In red abuse damage and straight speed, in white abuse creatures, small ones that can be buffed, or big ones that can destroy. In black try to mess over your enemy with cards like Thoughtseize, or in a budget deck, Duress is a good option.

Get a subtheme, if your deck is mono-black reanimator, you can run a sacrifice subtheme, where you discard/drop then sacrifice creatures/dredge, then reanimate, then sacrifice, then reanimate, etc.

Another example of a subtheme in white is battalion, the main theme of the deck is drop small creatures and win, but then you have cards with battalion which then allow you to win easier, and with running multiple cards with battalion, when you attack with 3+ creatures, suddenly a bunch of buffs go on all of your creatures all at once.

Tribal is a subtheme, not a main theme as well. It is like running a white-green beatdown deck, and then you realize you have almost all humans, so you can replace the few Dryad Militant's you have for a few Champion of the Parish which makes all of your deck humans, and have elements of human tribal, but it still is white-green beatdown.


Card choice: You want things to either ramp, cheat out cards, or be <4 mana cost, otherwise it will be hard to play, you want your deck to synergise, but also be fast, because control/midrange is too expensive for a budget deck.


In this deck I would run cards that could abuse counters, like cards with double-strike or infect, in blue/green, there are good, cheap options are Ichorclaw Myr and Glistener Elf, or Necropede for infect.

Ornge on Ye Olde Infect Deck

6 days ago

thanks for your suggestion. my reason for not running more creatures is a: to save space for pump spells and b: because you can keep a 3 card hand: Glistener Elf, a forest, and a pump spell. Rot Wolf is good, but playing it on turn 3 would restrict the ability to pump glistener elf. everything in this deck is below mana cost 3, except for Invigorate, which we wont be playing for it's mana cost

PickleNutz on Poison Rain

3 weeks ago

It's just an idea, but, have you considered Strionic Resonator, Tezzeret's Gambit, Thrummingbird, Contagion Clasp, and Isochron Scepter?

Here's what I think could be cool

Isochron Scepter allows you to take a CMC or less Instant or Sorcery and exile it and play copies of the card.

Strionic Resonator allows you to double triggered abilities, which can be used on Isochron Scepter to load two instants or be used to double the effect of Proliferate from Inexorable Tide.

ThrummingBird triggers proliferate too, and can be combined with strionic early.

If you splash green, you have access to cards like Glistener Elf and Vines of Vastwood. Predator's Strike and other instant speed buffs work too.

Tezzeret's Gambit gives you a draw two and Proliferate for 3 mana ()

Just an idea but it could be fun to mess around with.

PickleNutz on Unblockable Infect on a budget

3 weeks ago

You could replace Larger Than Life for Vines of Vastwood, the benefits of Vines is far superior. It provides hexproof and a buff for 2 mana, but can also be cast at instant speed. I would also consider splashing Blue for Blighted Agent. Glistener Elf with your combo on turn two is blockable still, and you can splash blue and still be very budget friendly with 4 Yavimaya Coasts, Lumbering Falls, and 4 Temple of Mystery. It also gives you access to draw card spells and counters, which can help a lot to protect you from removal. Cards like Spell Pierce, Mana Leak, and Serum Visions. I would also suggest that you add in a two of, of Putrefax for mid-late game. With buffs, he can single handedly win a game that goes that long.

Oloro_Magic on

4 weeks ago

You are playing too many creatures for infect generally infect lists are playing only up to maybe 15 creatures, Glistener Elf, Blighted Agent, and Plague Stinger being the most popular. As such you want a ton more pump spells, most importantly you want Blossoming Defense, Apostle's Blessing, and Vines of Vastwood in order to protect your infect creatures from removal as there are a lot of removal options in modern and even more so with Fatal Push.

If you need any help just ask.

Blo on Infect/Proliferate Commander

1 month ago

Saskia the Unyielding is quite the infect commander. It is also one of the few that can actually kill the players with infect, as opposed to killing one and running out of gas. You can build it really aggresive and to combine a Glistener Elf with a Giant Growth and Might of Old Krosa etc. or go a more resilient route by dealing a few infect points and proliferating them to death, while keeping the board clean of threats to you.
Alternatively Atraxa, Praetors' Voice is a great proliferate commander as well, and gives options to superfriends (planeswalker) decks as well as infect, or counter matter cards.
Commanders like Rafiq of the Many or The Mimeoplasm are viable options as well, but offer different playstyles as the above.
Hope that helped some ;)

AkrosTheClear on Phyrexian Perfection

1 month ago

I played against an Ezuri deck and ended up getting gamed by a 11/11 Glistener Elf that was made unblockable. I think that running one of those is definitely worth thinking about. The guy I was playing against made it unblockable using Thassa, God of the Sea, but anything else that gives something unblockable will turn glistener elf into a game ender in an Ezuri deck.

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