Glarewielder

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Glarewielder

Creature — Elemental Shaman

Haste

When Glarewielder enters the battlefield, up to two target creatures can't block this turn.

Evoke (1)(Red) (You may play this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

capwner on "Master of Cruelties" - Budget but Strong?

3 months ago

As an x/4 in a no fury meta I think this card could potentially be good. The deck really wants Ragavan but yeah that's not very budget. Bowmasters too.

About 'understanding what to replace,' the way I think of it is, you know there are always more potential good cards than you can actually run in any deck, usually there are multiple good ways to build a deck. Every card should play into your synergy, except for sideboard cards which can attack something very specifically. And every card should be the best possible option for its slot (most versatility, most synergies with your other cards, most favorable in specific interactions vs. specific cards). Example, this is why I love Apostle's Blessing in here, it's versatile because it protects and evades, and these are both things your deck REALLY needs. And it's a cheap instant. Great card.

But now look at Goblin Tunneler, I see a card that is part of the gameplan, but it's also an x/1 non hasty creature and a 2 drop. This is going to fall short a lot of the time. Maybe a card like Wedding Invitation or Key to the City could be better in this slot. Generator Servant is great for the haste but it has the same weakness. Splitting that with artifact ramp like you did is good, maybe consider options like Pentad Prism but go with what you think plays the best. Molten Collapse is a strictly better Dreadbore and not expensive. Sunken Citadel might be a good land to combo with Rogue's Passage, maybe then Field of Ruin instead of Ghost Quarter? And Graven Cairns? On the lands topic I really like the idea posted above of adding Leechridden Swamp but you do need the fetches to really make it work.

Alesha, Who Smiles at Death has a nice effect but doesn't really synergize with anything besides bringing your Master back, which it can't even do vs. LB and Solitude. Maybe adding cards that combo with her like Fulminator Mage or Augur of Skulls could make her better. Lightning Greaves also makes her and a lot of your other creatures better too, this is a card I'd consider for a 1 or 2 of. But without adding more support, you might consider cutting Alesha and adding something along another angle.

I like Brainspoil, the tutor is nice because finding the Master is definitely a bottlneck in the deck. Grim Tutor is an option but a bit more expensive, Profane Tutor is affordable but has some problems. Having at least one other tutorable 5 drop would make your BS a lot better. 1 of Glarewielder would be kind of cute.

Hand disruption is another angle you might consider, it's really good for a slightly slower combo deck like this to nullify your opponent's big early plays and buy you a couple extra turns to combo them out. Collective Brutality is a pretty decent flexible card that also finishes your opponent.

In the end I think tuning your list and making cuts is about trying to make as many of these meaningful synergy connections between different cards as possible, getting the right amount of each type of effect you want (3 vs 4 of a specific effect like Dreadbore matters a lot vs some decks!), and then you cut either your lowest synergy cards, or effects you think you could safely go down a count on. Usually you want 6-8 ways of getting your key card in action, or 6+ of each combo piece/synergy if it involves multiple cards, and in a perfect world you want 4+ post board copies of HATE for particular meta decks, like 4 Leyline of the Void vs. Living End, or 8 killspells that can kill a Primeval Titan or Sheoldred. Your board cards should address aspects of other decks that really threaten you, no need to run those Leylines if you already beat that deck most of the time. It often comes down to having the right reactive cards, so you want good numbers of the ones you'll need the most.

Sorry for the whole ass book! It seemed like you wanted the help and I liked the concept/got into it a bit once I started looking. I think there's a lot of work and playtesting you could do to really optimize this, and maybe it could end up being pretty good+still affordable!

blalwach on Doomgape double strike

2 years ago

Thank you zapyourtumor for your Input!

Maybe this Dude Liege of the Tangle would rly be funny in here ^.^

-1 Doomgape

-1 Glarewielder

zamiero on Vial and Ghost!

3 years ago

3> Ahhh I've been wanting to play with Obosh, the Preypiercer and Angrath's Marauders - glad you found a spot for them. While you're at it, you could also consider other "damage doublers" such as Wound Reflection and Fiendish Duo. I've thought about a Vial-Smasher deck with a White partner just to add Gisela, Blade of Goldnight.

3> I see you enjoy big monsters and X-spells here. Oh to be young again... but seriously, this seems like a good deck to play them in as you would be rewarded. Instants are your friend, as you can Smash Vials on everyone's turn! No Comet Storm?

3> I would be worried about Vial-Smasher getting nuked from orbit as soon as your turn passes and it's no longer indestructible. You'll find Heroic Intervention and Slippery Bogbonder will help with targeted Exile removal. You already have Destroy and Sacrifice covered I see.

3> I see some cost-reduced and commander-free spells in there, but you have a limited suite. While doing research for my thoughts on Vial-Smasher, I found the following might be helpful - list is just copy/paste, so it will include some White and/or Blue cards:

3> I see some cost-reduced and commander-free spells in there, but you have a limited suite. While doing research for my thoughts on Vial-Smasher, I found the following might be helpful - list is just copy/paste, so it will include some White and/or Blue cards:

Roxas255 on Omnath's Reef

4 years ago

All honesty rockgobbler I do think the elementals that sacrifice themselves are cool but I wanted to stay away from that if possible and focus on elementals that stayed on the battlefield much longer then a single turn. As well as I seen many modern elemantal tribal decks go that route so wanted to do something else. I do appreciate the input though and as for Thunderkin Awakener if you believe that it is taking up space what other card would you consider replacing it with. Then for the idea of Glarewielder I might consider adding that card anyway in the sideboard since its a pretty interesting elemental that can do a lot for this deck besides keep T.A. safe. Again thank you for your advice rockgobbler and I looked at your deck Drawing from the Element(al)s. It was pretty cool too and I might take some inspiration from that for a commander deck I am planning to make as well. Again thank you for your help hope you respond if not I truly appreciate the food for thought and assistance.

rockgobbler on Omnath's Reef

4 years ago

Roxas255,

to me, the Thunderkin Awakener seems like it is taking up space. I would suggest that if you're going to stick with it, that you might incorporate Ball Lightning or something similar, so that the risk taken by T.A. is worthwhile and can get some serious damage done. I have a deck which uses Thunderkin Awakener and Lightning Skelemental in that way.

Another cool card to consider, but for the sideboard, would be Glarewielder in order to keep T.A. safe while attacking. Gearhead19, food for thought for you, too.

WillowtheCouncil on Budget Elementals the Second

4 years ago

You can cut the burning inquiries. They're not helpful to your plan. Also, you have a lot of one drops, because Rift Bolt counts as a one drop, really. I would play maybe 2x copies of Incandescent Soulstoke , because it makes your creatures better. Playing multiple copies of it means that your X/1s get better, and it also allows you to play some 2 toughness elementals in your SB, like Shriekmaw (even if it can't be regen'd with Awakener, it still is good). Ashenmoor Liege can let you Skelemental, attack with Awakener to recur it, and be getting in for 16 damage on turn 3. seems decent, but hard to hard-cast.

I'm torn on Steam kin. I'll do some testing with it, but I think 2 is probably fine.

You know how I mentioned evoke creatures? Well Glarewielder can be recurred to deal with tokens and shit. Ill continue this later but Spitebellows is great.

Xica on

4 years ago

Well i didn't see problems with going full on hatebears on my sideboard.
The benefit of getting your cards when you need them is hard to overstate, a reliable turn 2 scooze can be very hard to beat for storm - and its far better, than 1x relic, 1x surgical, and 1x damping sphere. Of course you can add stuff like Anafenza, the Foremost , Samurai of the Pale Curtain or Dryad Militant if you feel like needing more hate on the yard.

Ditch Linvalla!

If you go with card draw instead of poor old Fauna Shaman , you will be able to recover from boardwipes much more easily.
Probably the most obvious option to compliment them are the various bloodrush (and some evoke) cards, that can be cheaply spent to empty your hand, synergize well with an aggressive gameplan and are doing something if the game goes longer. Fauna Shaman is bad because, it gets killed by all the removal (other than Gut Shot ), and also gets eaten by counterspells - while instant/sorcery based card draw can only be caught with counterspell, which are rarely played at the moment.
Lead the Stampede is likely better choice for your deck, since your doesn't really benefit from ramping into high mana counts, as much as mine, and your creature base is less centered around creating added value on being sacrificed.

Cards like Slaughterhorn , Rubblebelt Maaka can help a LOT in finishing games in a timely manner, not to mention the keywords on Ghor-Clan Rampager & Viashino Shanktail
Evoke creatures can be even better as they often offer very unique benefits like Briarhorn 's flash, as it allows you to use the card to protect against damage based removal, and evolving them onto the field still gets all the value u could wish for, as you will get both the discount body, and the effect, the rest of the best are probably Glarewielder , Spitebellows (could be a sideboard allstar) & Faultgrinder to increase the effectiveness of Magus of the Moon

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