Glorybringer

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
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare
Promo Set (000) Rare

Combos Browse all

Glorybringer

Creature — Dragon

Flying, haste

You may exert Glorybringer as it attacks. When you do, it deals 4 damage to target non-Dragon creature an opponent controls.

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Glorybringer Discussion

lewyniemcz on Who spilled this blue on my Mono-white Monument?

23 hours ago

I've played a lot of Oketra's Monument decks since it was released and it looks very similar to mine from M19. I'd like to give you some ideas I've learned while playing it during FNM's and Showdowns.

Aviary Mechanic is insane in this deck. It allows to replay Cloudblazer, Militia Bugler for huge card advantage, bogunce Irrigated Farmland if you are flooding and if you have 2 in hand and Monument in play it pretty much allows you to make Warrior tokens for for as long as you have mana for it. I strongly believe 4 is a must in this deck.

Also Aven Wind Guide allows to gain this much needed reach in some matchups. Giving tokens flying was key in many matches, either to finish off opponent or defend against Heart of Kiran, Rekindling Phoenix, Glorybringer or Tempest Djinn. 1-2 of is very nice to have.

I've discovered that Dusk is rather nonbo with Benalish Marshal and it's more of a sideboard option. The same goes for Sunscourge Champion. Thopter Arrest is great removal option for mainboard as well.

Murphy77 on Sarkhan's UnsealWIN

2 days ago

Pelakka Wurm is just too difficult to cast. I also would not count on kicking Fight with Fire.

I like the idea of replacing Gift of Paradise and Grow from the Ashes with Colossal Majesty, which should give you a lot of added card draw. Wayward Swordtooth would then let you cast any surplus lands and might quickly transform into a big-hitting creature. Prowling Serpopard can actually do a lot in this type of deck if you are playing against a control deck with cards like Essence Scatter, you also want as many triggers as possible for Sarkhan's Unsealing and Colossal Majesty. I prefer Lathliss to Verix, but that may be a personal preference. If you have some, Glorybringer would fit right in.

Finish off with some instant burn, like Lightning Strike

SpiralWolfos on Mono U Aggro (It's missing something, help!)

1 week ago

Mono Blue Favorable has been really fun to play in Standard, and it seems like you're building a version of that seems a bit too control-heavy. Two cards that you should absolutely play are Favorable Winds and Curious Obsession. Both of these cards will increase the power and durability of your creatures, as well as help draw into more gas in the case of Obsession. It's especially important for Tempest Djinn, since it gives it that fifth toughness to avoid getting shot out of the sky by Glorybringer. I'd recommend running 4 of both cards, replacing your four Opt for Obsession and a mix of Essence Scatter and Spell Pierce (probably reduce to 2 and 2 and go from there) for Winds. If you're looking for creatures to add in, Nimble Obstructionist will be good for another couple months before rotation.

multimedia on Elvish Impersonator

1 week ago

For the sideboard until rotation Lifecrafter's Bestiary is one of the best options for green for control and midrange matchups. Nissa, Vital Force until rotation is another very good green card for control and midrange matchups. With more Blossoming Defense the main deck is good against aggro, against Goblin Chainwhirler. Don't need to focus other than some life gain on aggro matchups with the sideboard.

Deathgorge Scavenger is graveyard hate, exile is very helpful, as well as life gain. Very good sideboard card against Scrapheap Scrounger, The Scarab God, Rekindling Phoenix, God-Pharaoh's Gift strategies and Zombies. Reclamation Sage is great against white control/midrange destroying Seal Away, Cast Out, Baffling End, Ixalan's Binding, etc. Sage is also a fine answer to Heart of Kiran and other Vehicles.

Naturalize is an instant way to destroy Gift or Aetherflux Reservoir instant can keep your opponent from comboing out killing you. Vehicles and Scrounger are nice sideboard cards for green to combat nonSettle board wipes. Aethersphere Harvester is life gain for aggro matchups and more defense against flying creatures good against Glorybringer and Nicol Bolas, the Ravager  Flip. Vine Mare is good against Grixis Midrange, in Zombie matchups and any matchup with Gifted Aetherborn, The Scarab God or Vraska's Contempt. Until rotation Rhonas the Indomitable and Walking Ballista are great mana sinks with all the mana that Elves can make.


clark1424 on Simic Aura Hexproof

2 weeks ago

Thorn Lieutenant makes the deck survive more aggro decks. I gave trample up since i got my creatures unblockable. I do like Untamed Kavu. But the problem is it doesn't line up well against the current meta of red decks (rich in removal) and control decks (another deck rich in removal). Also, thorn lt is a better blocker and leaves a body when my opponent hit it with spells or abilities such as Earthshaker Khenra, Glorybringer and Ahn-Crop Crasher.

Frd123 on Who doesn't like dragons?

2 weeks ago

Some of my choices maybe are better in my meta or in Zirilan of the Claw.

Clarifying some of my suggestions:

Warp World is usually very good against some decks, because it doesnt put planeswalker into play nor allow instant and sorcery spells to be cast. Sometimes I am able to put like 3 dragons replacing lands. It even counts the tokens you create with Lathliss. Only time it would not be good is against Monogreen decks with huge creatures. And it is a very fun card.

Geosurge, Mana Geyser and Seething Song - In my deck I use both Mana geyser and Seething song because I need the mana for activating Zirilan ability. Since You have more creatures than I do, I thought playing the three cards would be good.

Regarding planeswalker, I dont like Chandra, Pyromaster, Sarkhan, Fireblood and Chandra, Torch of Defiance in EDH. They are vulnerable and end up doesnt doing much. My argument about Chandra, Flamecaller is because it impacts the table in the turn she comes to play. And I end up treating her more of a modal sorcery than a Planeswalker. And in my deck Chandra's Ignition didnt work out.

Regarding Dragonspeaker Shaman and similar creatures, I dont like using them because they die to board wipe and are only better than Mana Rocks if you put more than one dragon into play per turn. I would prioritize using artifacts with similar effects like Urza's Incubator, Hazoret's Monument and Herald's Horn. Or even other mana rocks.

In my Zirilan deck I have some infinite combos involving Worldgorger Dragon, Kiki-Jiki, Mirror Breaker, Flameshadow Conjuring and Minion Reflector. It can generate infinite mana or infinite ETB.

Sword of Light and Shadow = In my playstyle I dont care if something dies, because almost all of the dragons are a Threat, so I just wait to draw the next one. And I use card draws in its places, like Tormenting Voice, Wild Guess, Faithless Looting and the all-star for me Cathartic Reunion.

Some suggestions of dragons you didnt include but I imagine would be good in Lathliss. Glorybringer - This is an all-star, removal and haste in one package. Thundermaw Hellkite - This is a finisher in some matches. Verix Bladewing escalates acording to your mana. The new Demanding Dragon, Thunder Dragon and Tyrant's Familiar can be good too.

Sorry for the big wall of text, and I hope it helps. Monored dragons FTW!!!

multimedia on Vamps and Light

2 weeks ago

Hey, you're welcome. I like the changes.

My advice for the sideboard is plan it for control and midrange matchups and plan the main deck for aggro matchups. Aetherborn, Legion, Seeker, Feast with Destiny is how you beat aggro. Especially Legion/Destiny, the anthems because they help against Goblin Chainwhirler's ETB. I'll first give you a full broad sideboard to consider, then explain it.

This is a broad sideboard plan for overall Standard. It's not one that's specific, geared toward the exact meta you play in since I don't know that meta. If you need a more specific sideboard plan hopefully this broad plan can help you make one:

For control matchups there's Duress, Doomfall, Blood Fast and more Prophet. In control matchups worry less about anthems pumping your Vamps (don't have to worry about Chainwhirler) and don't worry about creature removal. Instead worry about preventing board wipes, having card advantage to match your control opponent and having discard to take your opponent's answers.

Four Duress because of Settle the Wreckage. This board wipe will wreck you if you don't have some answers for it. Thankfully, Settle can only be cast by your opponent after you attack meaning you can play Duress and take your opponent's Settle before you attack. If you can better prevent board wipes then you can get the city's blessing faster which makes Prophet amazing against control if left unanswered. Duress is not just for Settle it's also for Planeswalkers as they can be hard to beat especially Teferi. It's also a way to clear the way take your opponent's counterspell so you can resolve Blood Fast or Prophet.

Doomfall is additional discard that exiles. It can exile one of any nonland card in your opponent's hand, includes a creature such as a God. Very helpful to exile your control opponent's finisher. Another mode it has is you can choose instead to have your opponent exile a creature they control, good for lone finisher creatures like The Scarab God when your opponent taps out for the five drop God hoping to stop your attacking. Your white control opponent will sideboard in Lyra Dawnbringer if you can cast Doomfall before turn five then you can possibly exile her and if that fails then Doomfall gives you another mode to possibly exile her when she's on the battlefield.

Blood Fast is most likely your best sideboard card because of the life gaining theme of Vamps. Backed up with a lot of life gain can take over games. If left unanswered even without a life gain strategy it can take take over a game. It gives you a lot of card advantage for little mana investment. It's a two drop which is another reason to play it; it can most likely be played without being countered and if it is countered then you most likely have mana left over for the turn to play something else. Blood Fast and Prophet gives you four cards that if left unanswered their draw can take over a game.

Possible Control matchup sideboard plan:

    Into main deck
  • 4x Duress
  • 2x Doomfall
  • 2x Blood Fast
  • 1x Prophet

  • Out of main deck
  • 4x Destiny
  • 2x Seal
  • 2x Arrest
  • 1x Seeker


More Prophet, Procession, Blood Fast and Binding are for midrange matchups. Midrange matchups are the most likely matchups where a stalled board will happen and that's where Prophet and Procession shine because they get better, give you more advantage, the longer they're in play. Procession is additional exile removal for Gods and creatures. It can be repeatable exile of your opponent's creatures; exiling up to three creatures and then Tomb of the Dusk Rose becomes a bomb of card advantage with reanimation. Blood Fast is great to have in a stalled board situation because you're drawing more cards then your opponent thus you can find more answers to end the board stall. Prophet has flying which is nice when you're against black and green ground creatures.

2x Blood Fast, 2x Prophet and 2x Champion of Dusk and 1x Procession gives you a ton of card advantage against midrange. Binding is even more nonland permanent exile, it can shut down your opponent from playing another copy of a threat that's hard for you deal with such as Glorybringer, The Scarab God, Lyra Dawnbringer, even Chainwhirler, etc. Black and red can't destroy Binding to prevent this.

Possible Midrange matchup sideboard plan:

    Into main deck
  • 2x Blood Fast
  • 1x Prophet
  • 1x Binding
  • 1x Procession

  • Out of main deck
  • 4x Zealot
  • 1x Conquistador

My thoughts for midrange matchups is to go bigger with cards that can swing the matchup in your favor. Goblin Chainwhirler will still be a problem against a lot midrange decks therefore I've cut Zealot.


For aggro matchups you want more two drop removal that exiles. Seal is a good way to get annoying Scrapheap Scrounger off your back for two mana. Against aggro you want instant removal to answer Scrounger, Bomat Courier and top end Glorybringer, Gods. You want removal that can kill Chainwhirler, Gifted Aetherborn, but it doesn't have to be instant to kill these guys. The card in aggro matchups that will give you the most trouble is Heart of Kiran because Seal can't target it. Cast Out can, but it's really too slow. Thopter Arrest is for Heart and it can also exile Scrounger or a God. Thankfully, Heart is seeing a lot less play in Standard because of the huge presence of Abrade and Fatal Push. If you're facing a lot of Hearts in aggro matchups then you need to change your removal options against aggro. More Arrest instead of Seal or switch to Gideon's Reproach for the sideboard.

Possible Aggro matchup sideboard plan:

    Into main deck
  • 2x Seal

  • Out of main deck
  • 2x Champion

Only two cards, more exile removal from the sideboard because the main deck is already built to play against aggro. Champion is not good in aggro matchups, it's a five drop which is too high and doesn't gain you life, it makes you lose a lot of life which is consistently too risky. Other cards you could cut for aggro matchups are Prophet and Cast Out for low mana cost cards. Playing too many four drops can be a problem when against aggro. You want more early game plays to stay alive. Seeker and Feast are four drops that can potentially gain you life this makes them much more important than other four drops against aggro.


Forsake is in the sideboard for God-Pharaoh's Gift matchups. It's another instant exile answer to go along with Cast Outs. You want instant exile in Gift matchups because your opponent is going to get Gift into play during their turn, before combat of their turn. You want to be able to before your opponent goes to combat exile Gift. A lot sideboards rely on graveyard exile for Gift matchups and that's fine, but the main card you need to deal with is Gift because your opponent can still get it into play without their graveyard.

Forsake is also helpful in white matchups where you'll be against removal that's enchantments Seal and Cast Out. End of opponent's turn destroy one of these enchantments get your creature back and attack with it on your your turn. There's a lot of matchup situations where you want instant artifact/enchantment exile. One example is Mono blue artifacts it's a deck that's starting to get popular. Having a way to stop Aetherflux Reservoir at instant speed can prevent your opponent from killing you.

I just gave a pretty detailed broad sideboard with actual plans for three types of matchups (control, midrange and aggro), but honestly this is just the tip of the iceberg for sideboard theory. I hope this helps you. The sideboard is one of the most fun aspects of Magic; it's where real thinking needs to be done. For me the most satisfaction from wining a matchup comes from when I beat an opponent with sideboard tech. It's the best way to outwit your opponent and turn a matchup that's less favorable into a favorable one.


multimedia on Elvish Impersonator

2 weeks ago

Hey, the problem with using both Banner and Vivien together is they're both five drops which have zero synergy between them. Vivien can't find Banner, in fact if revealed from the top four cards have to put it on the bottom of your library and Vivien doesn't trigger Banner when it's cast. I hope Banner can be better post rotation because Abrade is gone, but It's more likely that it's another tribal card that's just not good enough that won't see play, due to it's high CMC.

Until rotation I suggest playing 4x Blossoming Defense main deck. It's great to protect/pump an Elf. Mana Elves help to make Defense better because they give you more chances to play an Elf for the turn and then also have Defense protection. The pump from Defense is a main deck way for an Elf to fight Goblin Chainwhirler give it more toughness when Chainwhirler ETB or in combat to attack through Chainwhirler.

Defense can also protect an Elf such as Champion from Glorybringer's exert 4 damage to creature. Any card that helps against Glorybringer is a welcomed addition to the main deck because Elves get wrecked by him without some answers. Vivien is an answer, but you want more than just her.

Defense changes the way your opponent plays the game. If they know your playing it, even if you don't have it in your hand they have to play around it. This gives you a big advantage in combat and against your opponent's removal. As long as you can have mana to use during your turn or opponent's turn then your opponent needs to respect that you might have Defense in your hand.


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