Secluded Glen

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Lorwyn Rare

Combos Browse all

Secluded Glen

Land

As Secluded Glen enters the battlefield, you may reveal a Faerie card from your hand. If you don't, Secluded Glen enters the battlefield tapped.

Tap: Add (Blue) or (Black) to your mana pool.

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Secluded Glen Discussion

garbojake on Controlling Faeries

1 month ago

Clay_Puppington I didn't even think about hand disruption, that could make this deck a lot better to get rid of bigger threats if I don't have counters up. I could probably remove Sower of Temptation (it's not very budget anyways) and maybe some Faerie Miscreants? I know Secluded Glen is really good for the color splashing, do you have any budget dual land suggestions? I'm pretty uneducated about that kind of thing. Thanks for the info

hwagner on The Blossoms of Glen Elendra

2 months ago

Thanks for commenting Pieguy396! I could see adding another Watery Grave but im not sure its necessary because the mana is already really good in this deck and I already take a ton of damage from other cards. I keep taking Secluded Glen in and out but I feel the manland is slightly better because a lot of wins with faeries comes from Creeping Tar Pit. I really badly want to run Ghost Quarter over Tectonic Edge but being behind on mana is really rough for this deck. Do you think being behind the one land matters that much in a control deck?

Pieguy396 on The Blossoms of Glen Elendra

2 months ago

Are you sure you don't want more Watery Graves? It's quite useful when fetched, and you will possibly want to fetch a dual land more than once per game. Secluded Glen is also possibly better than Creeping Tar Pit or Darkslick Shores. Finally, Ghost Quarter might be better than Tectonic Edge, as Tron can function perfectly fine off of only 3 lands. Good luck at the tourney!

Nathanaiel on FireFly

2 months ago

Secluded Glen, Mistbind Clique, Vendilion Clique (If budget allows this).

Also, 4 Dismember is really really painful, I suggest cutting some for things like Smother or even Inquisition of Kozilek.

YellowFlassh23 on Blue/Black Faerie Rogue

3 months ago

Your deck is indeed lacking focus lemme see what I can do. Also these suggestions are assuming you're going for a low to the ground evasive agro build of faeries. Your deck is also extremely budget and if any of suggestions are too out of your price range it's fine let me know and I'll see if I can some up with a better alternative. Also your land base really needed some changes made to it so I made them I'm not sure if with the changes it equals 60 cards still let me know it not. I really hope these help

Changes to enchantments (+)

  • +4 Bitterblossom This card does everything you need in your deck; low cmc and makes rouges/faeries. By itself bitterblossom can take over and win most games if left unchecked long enough.

Changes to enchantments (-)

  • -1 Protective Bubble your cards almost all already have flying which makes them hard to block + scion already gives shroud no need to have this semi-expensive protection in here

Changes to instants/sorceries (+)

  • +2 Counterspell one of the best counters in legacy and since you're only playing a two color deck it should not be too hard to cast being UU

Changes to instants/sorceries (-)

  • -1 Hideous Visage again no need to make your creatures hard to block they already are.

  • -2 Notorious Throng this card is good if you have the mana as it can straight up end games if cast for its prowl cost but most of the time it's over kill. its insanely good as a 1 of that can steal games if you cast it when your opponent's tapped out (say by mistbind clique) also I've added quite a bit of draw power so you can see it rather often even though its just a 1 of.

  • -1 Recall you play so many creatures and they are either A. easy to protect or B. expendable you don't need to wasting mana to get them back when you could just cast another in the place of one that was lost.

  • -1 Smallpox kinda lack luster as a 1 of and hurts you as well slowing you down, you're trying to win quickly and overwhelm your opponent before they have answers to your army.

  • -1 Sorin's Vengeance another card that is way to expensive for what it does by the time you are able to cast this either you or your opponent already won.

  • -1 Nameless Inversion two mana for a pseudo removal/buff isn't really as worth it as straight up removal

  • -1 Sorin's Thirst see nameless inversion

  • -1 Wring Flesh see nameless inversion

  • -2 Violet Pall this card is just straight up bad sorry to say its way to expensive and the value of a single 1/1 faerie rogue for it is not worth in any way.

Changes to creatures (+)

  • +4 Faerie Miscreant This is another low to the ground faeries rogue that draws you cards.

  • +1 Latchkey Faerie This card if your bring it in for its prowl cost can be very effeceint but you don't want to be paying the 4 mana ever so have 2 means you see if enough where it can cantrip and give you a 3/1 body while digging deeper into your deck but also you won't always see it.

  • +3 Mistbind Clique This card is insane its a 4/4 for 4, protects a faeries (if they target for removal just flash in and exile target protecting it), semi-time walks your opponent (cast on upkeep and taps them out so they can only play instant in response). They only reason I'm not recommending 4 is that it is kind of expensive and you want to keep this decks cmc pretty low.

  • +1 Oona's Blackguard this is the main card in your deck and you want to see it every game as soon as possible it makes all your rogues when they etb bigger speeding up your opponent's clock as well makes your opponent discard when they take dmg (which is going to be often) keeping them from stopping your army of creatures.

  • +1 Scion of Oona this card protects all your faeries(flash it in in response to removal) and makes them bigger and you can bring it in on your opponent's end-step to save mana on your turn. the only disadvantage is that since it grants shroud not hexproof you can not target your own faeries(which is why I'm not recommending 4). Also having 2 means they can't be target as well.

Changes to creatures (-)

  • -1 Stinkdrinker Bandit while this card is excellent at making your rogues bigger(since all of them having flying they will usually be unblocked) and its prowl cost makes it very efficient to cast you already have quite a few other lords in the deck and to many buffs may be overkill. (this card is still amazing in theory and if you want to keep 3 that is fine I just feel you might need to start adding more removal/control)

  • -1 Auntie's Snitch I feel the goblins are unnecessary and they are easily blocked bc they don't have flying

  • -2 Ghostly Changeling 3 cmc is a lot in your deck + an additional 2 to make it into a 3/3 temporarily is not worth it.

  • -1 Marsh Flitter too expensive for a lack luster effect

  • -1 Mothdust Changeling it is cheap but doesn't do much except slow you down to make it flying? not worth it

  • -1 Nightshade Stinger again doesn't do much can't even chump block big creatures

  • -2 Prickly Boggart low cmc and has fear but other than that doesn't do anything and fear is worse than flying no point in really having it

  • -1 Sower of Temptation while this card can steal big creatures from your opponent your opponent won't always have big creature to steal its cmc is also high. this card is better in the side board where you can bring it in when you know it will be an effective choice.

Changes to artifacts (-)

Changes to lands (+)

Changes to lands (-)

LeaPlath on Shinobi's way

4 months ago

BFZ lands come into play untapped if you control multiple basics and have 2 basic land typings. So they do work better with fetchlands, but aren't awful on their own. The other lands are Creeping Tar Pit, Darkslick Shores, River of Tears, Underground River, and if you go faeries Secluded Glen.

So modern is a fairly fast format. A lot of the formats speed is dictated by decks like Dredge, Infect, and Affinity who aim to win early and try to dodge hate with their speed. The other decks are midrange and control, or slower combos. The midrange/control decks try to keep parity in the early game with efficient removal or hate until the combo player is out of resources so they can take over or start to win. The slower combos try to be more resilient or pack hate.

Ninjas is a weird deck in that it wants to play tempo. You want to be able to make an evasive 1/1 on turn 1, like Faerie Miscreant then start to swing in, only ninjitsuing when you will gain advantage from it, such as Spellstutter Sprite being able to take out multiple spells, or having mana to Ninja of the Deep Hours and Mana Leak etc.

Ninjas can also evolve, as you get more money into Faeries, which is an aggro control deck, but not a huge part of the meta, because despite having individually very powerful cards ((Bitterblossom, Cryptic Command, Ancestral Vision, Mistbind Clique) its plays aren't quite big enough for the mid game or fast enough for the early? But it is still a better deck than ninjas.

NoNeedToBragoBoutIt on EZ

5 months ago
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  4. Beguiler of Wills
  5. Bojuka Bog
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  16. 2x Dimir Aqueduct
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  45. Loxodon Gatekeeper
  46. Mass Mutiny
  47. Massive Raid
  48. Mirror Entity
  49. Moonveil Dragon
  50. 2xMoriok Scavenger
  51. Mwonvuli Beast Tracker
  52. Nature's Spiral
  53. Night Soil
  54. Nightmare
  55. Nightmare Lash
  56. Nightshade Schemers
  57. Nivix, Aerie of the Firemind
  58. Noble Purpose
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  60. Obelisk of Jund
  61. Opal Palace
  62. Overrun
  63. Panoptic Mirror
  64. Parallel Evolution
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  66. Phyrexian Plaguelord
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  74. 2x Reaping the Graves
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