Illusions of Grandeur

Illusions of Grandeur


Cumulative upkeep (2)

When Illusions of Grandeur enters the battlefield, you gain 20 life.

When Illusions of Grandeur leaves the battlefield, you lose 20 life.

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Printings View all

Set Rarity
Masters Edition (MED) Common
Ice Age (ICE) Rare

Combos Browse all


Format Legality
Leviathan Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Legacy Legal
Pauper Legal
Oathbreaker Legal
Unformat Legal
Noble Legal
Magic Duels Legal
Commander / EDH Legal
Duel Commander Legal
Pauper EDH Legal
Vintage Legal
Casual Legal
Tiny Leaders Legal
2019-10-04 Legal

Illusions of Grandeur Discussion

Rhadamanthus on frem

1 month ago

The words "that player" in rule 800.4a are specifically referring to the player who left the game, not anyone else. If Player A gave control of Illusions of Grandeur to Player B and Player A leaves the game, the rule doesn't cause Player B to lose control of the enchantment. The enchantment leaves the game and its "leaves the battlefield" trigger is put onto the stack because Player B controlled it at the last moment it was still on the battlefield.

Epicurus on The Gift You Wish Would Stop Giving

3 months ago

Brutal. Makes me wish that Illusions of Grandeur was in Modern, because it's damn funny to Donate that. Usually more funny than cost effective anyway. Cheers!

milse on Cards at Wrong Rarity in ...

4 months ago

Was doing some old school drafts with a buddy while we're distanced. (If you like janky and slow, I absolutely recommend 4xICE.) I noticed some cards at the wrong rarity in ALL and ICE. I noticed specifically rares -- like Gargantuan Gorilla, Illusions of Grandeur, Seraph, and Marton Stromgald -- coming out as commons. This seems to be the rarity for these cards when they were reprinted in MED.

Also noticed that this problem was referenced in this thread from 2014.

NetholonTheArchmage on [PRIMER] Zedruu - The Path to Enlightenment

5 months ago

@ Skullclamped ,

This will be done in the very near future as I'm working on a huge update for the primer :) Wild Research is a good target, Mystic Remora or Smothering Tithe should also be very helpfull to get you through the early game.

It's very true that it's hard to pull of the combo with the Illusions of Grandeur . This deck isn't designed to win a lot of games after all though. While the value-engine and overall performance of this deck is working perfectly fine, I softened up the wincons by a fair bit over the cause of time. With all the tutors, card-draw and mana-accelerants it's pretty easy to pull of a win in my experience. At least for casual games within my playgroup the Zedruu-Deck has been way to powerfull and won most of the games. Even with this Jank-wincon I win my fair share of games. As you say it's easy to get to 1vs1 in the late game. Most opponents tend to have blown of nearly all of their ammunition at this point, while we can recur most of our stuff to pull of a win, even if it takes us 2-3 turns to pull it off. However this applies to my own playgroup, while you might have made slightly different experiences. So I'll list a few of my former win-conditions below:

  1. Approach of the Second Sun ... only one card, boring but easy.
  2. Wild Research , Nexus of Fate and Library of Leng ... take infinite turns and let Zedruu kill them all with commanderdamage while cyclonic rift clears the path.... way more flashy and surprisingly consistent.
  3. Swapping out a bordwipe for Austere Command and including Enchanted Evening doesn't only generate a ton of mana with Serra's Sanctum but also allows to blow up everyone's board while using Teferi's Protection to phase out laughing. Boros Charm might also be usefull in this scenario...

@ THCue , yeah you're absolutely right about the deck not being very budget-friendly... I'm thinking about building a budget version of this deck in the near future to make it more affordable for everyone. Adding some land-alternatives to the maybe-board might do it for now though :)

NetholonTheArchmage on [PRIMER] Zedruu - The Path to Enlightenment

6 months ago

@ Skullclamped , Hey, glad you like it :)

As the deck stands right now, the primary win condition would be to copy the Illusions of Grandeur multiple times with Copy Enchantment , Estrid's Invocation or Clever Impersonator . The deck also contains enough enchantment-recursion like Hall of Heliod's Generosity , Replenish , etc. to regain the Illusions back from your graveyard. While this is pretty janky, the deck somehow manages to win relatively consistently, as it doesn't look very threatening and most of the time flies under the radar until it's to late >:)

Another way to win that's even more janky might be with Dance of the Manse through combat-damage... never tried that one out yet though :D

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