Glyph Keeper


Format Legality
1v1 Commander 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
Amonkhet Rare

Combos Browse all

Glyph Keeper

Creature — Sphinx


Whenever Glyph Keeper becomes the target of a spell or ability for the first time each turn, counter that spell or ability.

Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Sphinx with no mana cost. Embalm only as a sorcery.)

Price & Acquistion Set Price Alerts



Glyph Keeper Discussion

averagenovice74 on Grixis Control

1 month ago

Sweet Stuff. Very Flexible especially with Supreme Will that I'm a big fan of. My only suggestions is that hand disruption of some kind is warranted, particularly since you are running black. Transgress the Mind or Lay Bare the Heart are brutal against midrange/control mirror. Even being sideboard is good because it will just allow you to autopilot it and could potentially blow them out if they kept a sketchy hand.

The other thing is another win con in the SB like Sphinx of the Final Word, Jace, Unraveler of Secrets, Glyph Keeper where sticking it in game two is just about over in the control mirror and in other match ups are just very hard to deal with.

Izu_Korasu on Flying High

1 month ago

yea 32 lands is overkill, control decks only run ~26 and your an aggro-midrange deck with an average cmc of 2.44 ... 23 lands should be more then sufficient (especially with no real demands for leaving mana open) but you can get away with 24 if you prefer ... (i would drop 6/5 islands and 3 plains)

that being said, it feels like you have a main goal, then alot of filler cards that seem redundant or dont really do what you need them to do.

cards like Aerial Guide, Aven Wind Guide, Mighty Leap and Cartouche of Knowledge give flying to an already mostly flying deck, and Slither Blade, Fan Bearer and Cartouche of Solidarity are okay but feel like they belong in a different deck, with a different goal.

[dauntless aven] does feel like a good fit for the deck, and you can shift the deck to make cards like Aven Wind Guide more useful with cards like Oketra's Monument to make the ability more relevant, and Glyph Keeper as a solid finisher.

id also consider running some countermagic, even if its just Supreme Will, Turn Aside or Failure and maybe consider Cast Out.

Drag0nDude on Flying High

1 month ago

Cool deck! +1 from me.

WHAT TO TAKE OUT:Aerial Guide and Mighty Leap are not very good because most of your creatures already have flying.Slither Blade doesn't really seem to fit with the rest of your deck.Cartouche of Knowledge isn't great for the same reason as Aerial Guide. I think Cartouche of Solidarity is ok, but I would not run 4, so you should probably only run 3.

WHAT TO PUT IN:Definitely go up to 4 copies of Angel of Condemnation. This card is AMAZING value at only 4 mana, acting as a good attacker and blocker, as well as a form of removal. 3 Dauntless Avens (There is no picture for this i guess) have a better effect for this deck than Aerial Guide. Add an extra copy of Angel of Sanctions, as it is just such a great card. Judging by the decklist, I am guessing that you are trying to make this deck safe from rotation. However, I would run 4 Kitesail Scout to replace the Slither Blades as a low cost flyer. This card is only like 5 cents, so the investment is worth it.

With these suggestions, if my math is correct, these changes should bring you to 36 nonland cards. I would just cut 4 Islands and 4 Plains to bring you to 24 lands.

OTHER SUGGESTIONS:If you are willing to spend some extra money and don't mind rotation, Archangel Avacyn  Flip is an awesome pickup for your deck. If you need more finishers, Glyph Keeper is a heavy hitter and is hard to get rid of.

Nice deck! I hope my comment helps :-)

333hellopeeps333 on Hour of Devastation Spoilers

1 month ago

Hey all, I made it back from a truly sweet prerelease, 3-1 in matches 6-3 in games, marred only by a spectacularly bad punt in match 3. If I'd single-blocked his Desert Cerodon with my Naga Oracle instead of double blocking with Pouncing Cheetah as well, I had exactly lethal the next turn. That aside, it was a sweet run, and I opened Neheb, the Eternal and Wildfire Eternal in prize packs. Very few sealed decks can beat a turn 4 Glyph Keeper or Scaled Behemoth. As for advice for you all- Play green. If you can get 2 Beneath the Sands and an Oasis Ritualists, you can basically play whatever colors you want. 4 color green control is legit. I was basically heavy green playing blue for Glyph Keeper and some draw, red for some removal and Chaos Maw, and black for a Cut / Ribbons. I had mana issues in one game out of nine, and it was because I got greedy with a mull.

Personal All-Stars:

Unquenchable Thirst- Always just said; That creature is useless. Solid piece of removal.

Mirage Mirror- My promo, which I drew every game. Damn. It's always the best thing on the board, always trades, and will totally kill an opponent without an answer. It's very vehicle-like in that regard.

Sunset Pyramid- This card was so sweet. Fixed my draws, gave me a random 2-drop, drew me cards when I needed it to... Seriously, this thing is great. If you have it, play it.

Randomly Very good Cards:

Desert's Hold- Most everybody averaged 3-5 deserts in their pool. I would play this as a straight arrest. With the lifegain tacked on it's freaking amazing.

Sifter Wurm- HUUUUUUUUUUUH. This thing is loopy. It's a 7/7 trampler that fixes your draws and gains life. I'm in love. Saw this cast about 5 times, and it never got less than 4 life, but the best was when someone flipped a Rags / Riches off it and completely flipped the game around. It's great. Play it.

Sand Strangler- The new Flametongue Kavu. Ew. This thing was so damn annoying. It's midsized, meaning it doesn't die easy, and it kills a lot of the creatures that trade with it well. Amazing. Play it.

Wrapping up, Hour of Devastation limited is a blast. Play it for all it's worth. I'm fairly certain 4-color green or grixis are the best decks, but you have fun with whatever. The fixing in this set is pretty sweet, and it'll let you play your heart's desire. I even saw a 5-color mill deck. So, prepare to have fun, because if you play this format, that's what you get.

DragonEleven on

1 month ago

I've been playing around with an embalm deck myself and it held up pretty well at my last FNM.

I'd probably say to take out Labyrinth Guardian and Solemn Recruit to begin with... Labyrinth Guardian dies too easily, and Solemn Recruit is a little risky with the WW mana cost on a 3 drop, and will likely be targeted by your opponent before it can do much. You could afford to add in a couple of more expensive embalm-able creatures as one-ofs... Angel of Sanctions and Glyph Keeper are both very strong cards that have won me games before now. Temmet, Vizier of Naktamun can also come in handy. I also run a couple of Thraben Inspector and Binding Mummy in my deck, but that's probably more personal preference.

In an aggro-based deck, your counter spells will primarily be for non-creature spells, so Negate would probably be better in mainboard than Cancel. Dusk can probably be left in the sideboard, as it is useless against a lot of decks, and Winds of Rebuke is also pretty weak for a removal spell... as you're running white, you really need exile spells like Cast Out and Declaration in Stone... and as embalm creates zombies, Time to Reflect is a very strong card. I'm also surprised you're not using In Oketra's Name... it's perfect for an embalm aggro deck.

Oketra's Monument (along with the other monuments) I personally think are only really worth running in mono-coloured decks, and four especially is a bit over the top considering they are legendary. This is what I'd probably swap out for the Embalmer's Tools. Anointed Procession is also an option (and a card I personally love). I'm currently running two of each in my deck.

There's also one card I'd highly recommend for any sideboard running white... Gideon's Intervention. I'd overlooked it until recently, but it is an extremely strong card once you know what your opponent's playing, as it can completely shut down their win condition.

bellz76 on Control Deck? (HELP)

1 month ago

Well, any control deck needs a few things. Control magic (counter spells), cheap\ mass removal, card draw\advantage, and a big finisher. I'm sorry to say that the cards you have listed here are not going to be of much use in a control deck.

The one thing that is spot on with these cards is your mana count- you want 25 or 26 land in a control deck. You never want to miss a land drop, so running that many is important. I would up the Meandering River to 4 since it gives you both, and you won't need the desert. I know you're on a budget, but if you could get some Irrigated Farmland that would be a big help, since early on they're good for both colors, but later you can cycle them for a card.

Right now Censor is a key card in control builds since it an counter early when your opponents mana is tight, and you cycle it late for a card. Typically it's a 4x. Other counter spells that you see are Disallow and Void Shatter. If you don't have the budget, you can play Cancel, but I'd try and upgrade.

You need spot removal as well as board wipes. Fumigate is a good board wipe- gets everything and gives you a little life to boot. The spot removal can be a little tricky since it depends on what the creatures you're playing against look like. Immolating Glare is a decent removal spell, it just requires an attacking creature, so you can't use it to get a blocker out of the way. Declaration in Stone is good, but sorcery speed. It's also rare so it costs a few bucks. Blessed Alliance is alright, it's a sac effect and life gain in one card. Cast Out is very good right now since it gets anything, and again, you can cycle if you don't need it. You might also consider Farm\ Market from the new set as a potential removal and draw spell.

Speaking of draw spells, Glimmer of Genius is one of the best. You can also play Hieroglyphic Illumination so you can cycle for a card early, or cast it for 2 cards late. Anticipate is also good, letter you chose a card out of the top 3. Pull from Tomorrow is a great rare upgrade, but you'll want a mix of these to help keep the hand full.

The finisher of control is currently Torrential Gearhulk, but he is absolutely not budget. A cheap option for a finisher is Glyph Keeper. A big flyer that takes more than 1 removal spell to kill, and if they do, you an bring him back. You could also play a couple copies of Linvala, the Preserver. possible life gain and possible additional angel... and it's likely you can get both.

So I don't know if this helps or not, but I sure hope so. You can absolutely build a budget control deck, you just have to be willing to have the lower power cards.

Best of luck with it.

gabrielguieiro on Spirit Tap-A-Thon

1 month ago

+1 from me!

Hi there,

A question; Niblis of Frost its a tricky choice for me. It works for you? I have considered it in my deck (Draw-Go Spirits (Gameday winner)) but the lack of Flash disencouraged me. To keep 2 more mana open (to counter something or rattlechain a spirit), it would require 6 mana... Archangel Avacyn  Flip seems more attractive - beside the tribal theme.

And my 2 cents:

I strongly suggest Dusk / Dawn. Its a sweeper that dont affect your creatures and it's a hand-refiller in late game; enjoy all the ETBs again!

For the SB, I suggest Glyph Keeper as an option against control (you can cast it for 5 and, if countered, Embalm - counter proof - for 7 later)

brechttomme on [Gentry] Azorius Control

2 months ago

TheBooman: It's part of the Gentry format; this isn't a regular Standard deck. I'm only allowed to have 4 rares/mythics, so I can't just replace Essence Scatter or Negate. I could consider the Sphinx, but Spell Queller is so easy to get rid of, whereas Glyph Keeper is not. I would try him out, but I feel like I already have enough counters.

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