|Commander / EDH||Legal|
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|Modern Masters (MMA)||Rare|
|Betrayers of Kamigawa (BOK)||Rare|
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Kira, Great Glass-Spinner
Legendary Creature — Spirit
Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time in a turn, counter that spell or ability."
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Kira, Great Glass-Spinner Discussion
2 weeks ago
@DrkNinja I posted in the forums to help look for win-cons. Right now the biggest one is Mind Over Matter + Temple Bell with Guile to ensure I don't mill myself out. I don't normally play blue and wanted a mono blue deck.
You miss the point of Baral, Chief of Compliance in the deck. Its the counter draw synergy. Reducing instant and sorceries is just a bonus. I agree with Talrand, Sky Summoner and Training Grounds (To an extent).
Because Kira, Great Glass-Spinner is amazing and my favorite blue legend.
1 month ago
Birds of Paradise, Noble Hierarch, and Vendilion Clique aren't spirits, 0/10 not on theme enough
For real though, why no Kira, Great Glass-Spinner? Basically copies 5-6 of Drogskol Captain, definitely worth imo.
1 month ago
1 month ago
You're off to a good start.
Replace Cancel with another three mana counterspell like Dissipate or Void Shatter. You can also play something like Supreme Will which is a conditional counterspell but also functions as a makeshift Impulse. This means if you reveal it with Yennett, you can cast it for free still. Mystic Confluence is good for the same reason (which you are already running).
1 month ago
Commonly control loses card advantage in 1 to 1 trades, because there are two opponents who didn't lose cards, but you did, if for each trade you make, you draw a card, the trade is a 1 for nothing. It is straight gravy. Honestly it is a 2 for nothing, since you got a drake. 2 for nothing is absurdly powerful.
The issue is blue doesn't have the best tutors, and that will mean you won't get this level of gravy often, but we can try to optimize the list to survive until you can, or until we find another card drawing engine.
There may be a problem here that you have noticed, you still spend the mana of each card you cast. We have to make sure your answers are very cheap for you to win. I want 0 mana spells, 1 mana spells, and 2 mana spells as your answers. If they are any higher, they have to either:
A: be castable for a alternate cost to make it cheaper (Force of Will, delve spells, etc.)
If all of that is done, we need to talk card draw, outside of engines, engines are great, but we can't just run engines, they are slow, clunky, and few-and far between. You run plenty of the next point, cantrips. Let us take the best option, Brainstorm. It is absurdly powerful, one mana to dig 3 cards, at instant speed, using up mana that otherwise would have been wasted, if you held up mana on the opponents turn. It helps find the answer or counterspell you need, all in response to the Food Chain you can't let resolve.
You run a number of cantrips, even some bad ones I would switch, like Telling Time, it may look like an Anticipate, but being forced to top a card sucks. I would run Anticipate over it any day, but you already run that, so toss in a Preordain, I promise, it is worth it tenfold. Quicken would be another drop, toss in Kindred Discovery over it or something.
Cantrips are nice, but good card draw, like Fact or Fiction, you know, a way to get more cards in your hand than you had, they do cost mana. 4 mana is topping it off, and it has to be instant speed for me to consider it at 4 mana, but FoF fits the bill. Windfall should be run, as the control player, before an engine hits, you need to spend more cards than your opponents do to keep threats of the field. Windfall gets you the new hand, and tosses out whatever cards your opponent tutored out.
The trick with sweepers it to hit as much as possible, and be 4-2 mana, or do other great things. Cyclonic Rift is an example of a great removal spell, that occasionally can double as a sweeper, but shouldn't be held back for that effect. Whelming Wave is pretty good at sweeping opponents, I would drop Inundate for it.
Most of your creatures I could drop for more tutors and answers and card draw Solemn Simulacrum isn't worth it, as it doesn't have flash, it wastes a turn and doesn't win you the game, you could lose it if an opponent combos out because you couldn't answer it. Toss in a Mana Leak or something in it's place.
Others I would suggest dropping for basically the same reason are as follows: Archaeomancer, Burnished Hart, Chasm Skulker, Docent of Perfection Flip, Duplicant, Fatespinner, Kira, Great Glass-Spinner, Phyrexian Metamorph, Portal Mage, Sower of Temptation, Thing in the Ice Flip, Trinket Mage, Vedalken Shackles, Mindslaver and Runechanter's Pike.
All of these drops will allow for more space for answers, card draw, and a little bit more ramp, such as Fellwar Stone, Sky Diamond, Coldsteel Heart, etc. More answers like Pongify, Mindbreak Trap, Snap, and other answers can allow for exponentially more ways to stop your opponents.
Not all answers are great though, Boomerang is a card I would drop for a better hate-piece like Pithing Needle, Grafdigger's Cage, or any other decent hate-piece, like Silent Arbiter for a meta in which beat-down is regular, or you see a lot of Tymna the Weaver lists. Damping Sphere against storm, or whatever else you need.
In conclusion, I'll probably write up a rough list for this style of game, and good luck!
1 month ago
I assume you mean mono-Blue? You have a lot of options:
Teferi, Mage of Zhalfir has a great ability, allowing you to leave mana open for responses, without the risk of wasting a turn.
Padeem, Consul of Innovation can be used in an Artifact combo deck.
Kira, Great Glass-Spinner makes your creatures a bit harder to kill.
Teferi, Temporal Archmage has a set of powerful abilities.
Talrand, Sky Summoner is strong for spellslinging.
Mistform Ultimus can be an interesting Voltron Commander alongside tribal bonuses (think Merflok and Slivers for mono-Blue).
2 months ago
I'm not convinced Aether Vial is the right direction to take this deck, since you already have a solid flash plan. Maybe it's worth it just for tempo and another turn 1 play, but you won't want to play it on turns 2-3 usually since you want to represent flash threats (and counterspells) so it's only good on turns 1 and 4+, but it's really not good on turn 4+ either because it's aether vial. Humans makes the card work by having more 1 drops, mana dorks for acceleration, and no real incentive to represent interaction since they don't play anything at flash speed. I'm not sure that the same is true for spirits because of the different play patterns, although maybe vial on 1 is strong enough to warrant playing anyway. I like Obsession better than Vial in this archetype because it draws you into more spirits when you play it in slots that you don't have better things to do, whereas Vial is just a dead card in slots where you don't have better things to do.
I'm also not at convinced Remorseful Cleric is worth playing in the maindeck, since it's pretty unimpressive on power level anytime that Tormod's Crypt isn't a hoser. I'd rather have more impactful cards in most spots, I think. The build I'm messing with plays Curious Obsession over Vial since it often provides immediate value that Vial doesn't, and also makes your lategame better by drawing cards while still being a decent tempo play by essentially giving hasty damage to a spirit. It's also less of a liability to play an aura in this deck since all of your creatures interact with removal spells. (Some builds are even playing Kira, Great Glass-Spinner as additional hexproof effects, but I don't know that there's space in the deck now that the lord has been printed. Maybe that's better than some of the counterspells I'm running, but it's hard to know without testing.
2 months ago
@TheAlexGnan Don’t let Selfless Spirit and Spell Queller allow you think we’re immune to wraths. Both are still susceptible to targeted removal. Similarly look to Kira, Great Glass-Spinner. She doesn’t completely stall targeted removal.
My issue with Vial is that we run out of steam and don’t have the teeth like Merfolk to press the issue.
As for Phantasmal Image, it’s better in a Vial build where you can instant speed it out in a way Rattlechains doesn’t allow. However, I’ve had enough experiencing in testing where it sits in your hand because the ONLY thing to copy is the lords. While it’s nice when that works, it still leaves us with only eight cards we want to copy, four of which don’t give it that crucial ‘double hexproof’ synergy.
The spell base is undesirable but in my experience, necessary as it gives us more ways to deal with things that our spirits simply can’t. It stretches out the controlling elements of the deck. Before I had Snappies, I was finding 4x Path to Exile to be too little. Even aside from removal of our own, the deck definitely proved better at interacting with spell based decks than creature based ones. Cryptic gives us an all-purpose tool against both.