Glimmervoid

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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
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Glimmervoid

Land

At end of turn, if you control no artifacts, sacrifice Glimmervoid.

: Gain one mana of any colour.

Maccano1 on Urza's Artifact Buddies

1 month ago

2ND ROUND OF CHANGES:

REMOVED: Temple of Deceit, Temple of Enlightenment, Temple of Silence, Tempered Steel, Liquimetal Torque, Scholar of New Horizons, Thopter Shop, Sphinx's Revelation, Bident of Thassa, Alela, Artful Provocateur, Etched Champion, Armix, Filigree Thrasher, Myr Battlesphere, Filigree Attendant, Vedalken Humiliator, Tawnos, Solemn Survivor, Losheel, Clockwork Scholar, Marionette Master, Teshar, Ancestor's Apostle, Ethersworn Adjudicator, Indomitable Archangel

ADDED: Glimmervoid, Power Depot, Forsaken Monument, Mind Stone, Darksteel Ingot, Hedron Archive, Dance of the Mance, Thoughtcast, Thirst for Knowledge, Master Transmuter, Lodestone Golem, Research Thief, Treasure Keeper, Mycosynth Golem, Myr Retriever, Sculpting Steel, Mechtitan Core, Mystic Forge, Dispeller's Capsule, Dispatch, Burnished Hart

COMMENTS: Deck feels powerful, but one dimensional in that it's just trying to pump out big dumb creatures asap; kinda cool. I've played 3-4 times with the current iteration and I'm looking to speed the deck up a little bit; lands coming in tapped, not quite enough draw, and too many non-artifact creatures being the two major areas of focus. I've actually reduced the amount of creatures with this round of changes so I need to check that this is OK.

Lands probably need more work, still too many tapped lands by far. Scholar of New horisons is fine, just doesn't fit in the deck, same with Tawnos (who likely needs his own deck, but I have done a few cool things with him). Tempered Steel, Indomitably Archangel and Ethersworn Adjudicator were hard cuts. But I've added removal, ramp in so I want to see if that's better. Tempered Steel with the thopters was particularly good and may get added in.

wallisface on Thopters!

2 months ago

Also just something else i’ve noticed, Sword of the Meek won’t work with Tempered Steel or Chief of the Foundry, as the buffs will mean the creature is no longer a 1/1.

Keeping that in mind, here’s an example list incorporating my suggestions:

DemonDragonJ on Metal Militia

3 months ago

I have replaced with Cloudpost and Glimmerpost with Razortide Bridge and Glimmervoid, since those cards are far better suited for this deck; not having the abundant mana from the loci is sad, but there have been too many times when I required colored mana and did not have it, so I am certain that that replacement has improved this deck.

DemonDragonJ on Do I Need Eight Loci …

3 months ago

I cannot believe that I completely forgot about Glimmervoid, so I have put that in my deck, in addition to Razortide Bridge.

jethstriker on Do I Need Eight Loci …

3 months ago

If you're building a Post deck, your threats should be huge colorless spells. If you want rainbow colored sources, in addition to the Stars and Spheres already mentioned, I think Glimmervoid is better in your deck than the Lantern, since you're already playing the Artifact Lands.

wallisface on Custom Theros Set

3 months ago

Here's my thoughts on the remaining cards. I'll not point out grammatical errors unless they really hurt my brain or make the card function differently to how I imagine you intended:

  • Staff of Atheros: I really like this card, though I think it's maybe a little too weak at the moment - I think you can make the ability cost only 2 mana instead of 3.

  • Macar, Gilded Sorrow: personally I think treasure works better than gold just because it's a better-known token, but up to you. In either case, I think the normal templating is to include the token rules on the card (you should be able to copy/pasta from any existing card that creates the token) - i'm not sure of the implications if the rules aren't listed (it might just be a token that can't do anything, but idk).

  • Distaff and Spindle of Klothys: Its worth noting that Wotc have moved heavily away from letting red draw-then-discard. At the moment that's blues ability, while red gets discard-then-draw - so i'd switch the ordering to make this feel more in-colour. Aside from that i'm thinking the Ward3 is a bit strong and maybe Ward2 is more suitable.

  • Xenagos's Return: I'm pretty sure if no creatures are in play the entire 1st chapter fizzles and you get no satyrs (because there's no target, the whole effect fizzles). You can get around this by adding "up to one target" (though the whole thing will still fizzle if the opponent can remove/hexproof the target in response). Chapter 2 is BROKEN in that you can just destroy all of someones lands and remove them from being able to play the game. I would remove the "land" clause (or, at least make it only be able to target nonbasic).

  • Xenagos, the Reborn Reveler: The etb effect is busted, but also worded in a way that makes no sense - the "for each player destroy all other enchantments and artifacts" - other than what? Imo the etb should just read that is destroys all artifacts and enchants when it enters. Your last attack ability on it might not do what you want either - because that mana is gained in the damage step, you'll only be able to cast instants with it, because you'll lose that mana before the 2nd main phase. This is why loads of cards that generate mana this way mention mana not going away between phases.

  • Wine Bowl of Xenagos: Is the last para implying you get 1 life for each wine you control? If wine ever became easy to generate, this card is probably broken just from its first ability - it would be very easy to be swinging for lethal (20+ damage) on turn 3 if you could make 2 wine tokens by then. As-is there's nothing here that makes wine particularly well, so it's probably fine, though iffy.

  • Gallia: seems fine

  • Hedonistic Revelrer: I assume the spelling of its name should be Reveler? In any case, this is what I was worried about with the Wine Bowl - you could drop 2 of these and play a few artifacts in the first 2 turns (there's a million 0 and even 1-drop artifacts that will work for this), and then play the Wine Bowl turn 3 and swing for 28 damage. Admittedly this combo is pretty easy to interact with and shut down, so i'm not too worried - though even late game use with these things might point towards the bowl being a bit too overpowered. It's ALSO worth noting that the second para might not work how you intended... it's currently worded so that whenever you have no wine it will trigger (not just etb), but then also, it will make a wine regardless of whether or not you actually had an artifact to sacrifice (giving you free wine). In this way, you could just keep sacing the wine token on a turn to make something big, and get the wine immediately back for free.

  • Revel Caller: Same issue mentioned above, where the second ability will give you 5 wine tokens regardless of whether you had any artifacts/enchantments to sacrifice - I presume that's not intended. And it will again trigger whenever you have no wine, not just on etb.

  • Life of the Party: I like this one, though its not particularly powerful. The mana pips required to cast this make it pretty awkward to get into play. It could easy be 1RG or even just 1G.

  • Party Crasher: pretty fine

  • Wild Redecorator: Some pretty X-rated art! Anyway, I got lost halfway through reading this and have no idea what the intention is here - the wording makes this really hard to follow. the "chooses" vs "random" thing throws me off entirely what the intention is here, and I have no clue how you intend this to resolve. The card needs a rewrite to make sense - it's got my brain beat!

  • Shaman of the Great Revel: this cards fine. Again I think your casting costs are too demanding in colour-pip requirements. This could easily just cost 1RG.

  • Reckless Reveler: seems fine. I think maybe follow the Glimmervoid pattern for self-sacrifice - i.e. tie it to a phase instead of being something that needs to be monitored constantly.

  • Drunken Reveler: card is fine, my only concern is that its second paragraph is going to be a logistical nightmare to track (as far as granting future untaps).

  • Potenex: Ward costs should be something opponents can conceivably pay. There will be a lot of decks that don't run artifacts or enchants and this is effectively hexproof against those decks - imo there should be some way for your opponent to actually pay the ward cost (maybe add land to the sac options?). The last para reads really strangly here and I think would be better-served as being split into 2 paragraphs, as there's 2 separate distinct things happening here.

  • Wrath of Xenagos: you need to reorder the words on the second para, as removing indestructibility after you've destroyed everything won't make those things die (you gotta remove the indestructibility etc first). In any case, this feels super anti-red and anti-green. Neither colour is meant to have anything to do with board wipes (the best red gets is doing some amount of damage to creatures in play). Furthermore, this thing seems waay too easy to cast with the amount of wine-making stuff going on. Imo this card shouldn't exist for multiple reasons.

  • Revel Supplies: Seems fine. You can probably remove one of the green pips.

  • The Great Revel: Again this isn't what red or green do, so feels super out of place. The first para isn't clear if each type is sacrificed separately or together (which matters for what half of your permanents you get to keep). If you'd put the 2nd para 1st then the current 1st para could just read "each player then sacrifices half of their permanents, rounded up". But irregardless, this feels super out of place for the colours.

multimedia on Feedback Wanted - Optimus Prime Rolls Out!

5 months ago

Hey, you're welcome.

What is your budget for making upgrades? There's tiers of price for lands to consider adding. I would add all these lands if you can.

Fetch lands are expensive price lands, but they let you better use your best lands Volcanic and Tundra.

A Fetch land can search for one of these lands and put it onto the battlefield. The Shock lands are the lesser price, but still expensive alternative to Volcanic and Tundra type lands.


You're right, convert is identical to transform, but Optimus Prime, Hero  Flip doesn't convert normally, it first dies which leaves the battlefield then returns converted. Because Optimus leaves the battlefield then when it returns it's a new object that doesn't recognize the previous Optimus, it will have summoning sickness. If you sac to convert Hero during your turn you will need a haste source for Optimus Prime, Autobot Leader  Flip to attack.

When Leader converts Optimus doesn't leave the battlefield, Hero won't have summoning sickness and keep it's counters. Another reason, that if you can, always put the +1/+1 counters on Leader because when Hero leaves the battlefield the counters go away. Hero is leaving the battlefield much more than Leader. In fact, you can control it so that Leader doesn't convert by not attacking with the lowest toughness creature you control. When Leader attacks you bolster 2 that creature, but that creature has to do combat damage to a player to convert Optimus and it can't do that if it didn't attack.

This why I suggested to sac convert Hero during an opponent's turn because then Optimus leaves the battlefield and returns. It's not on your turn though thus summoning sickness doesn't matter. On your next turn you can attack with Leader.

multimedia on

5 months ago

Hey, you're welcome.

If you wanted to a couple of lesser lands here could be upgraded within the budget?

Other options are to replace them for some less expensive utility lands?

These land options are lower priced ones, there's many others that are higher price that are better such as Inventors' Fair and City of Brass.

The Talismans in the sideboard could replace some of the Signets?


You're light here with low mana cost ramp and have a pretty high mana curve. More ramp could help gameplay. These are better ramp options specifically with Urza as Commander than the other Signets/mana rocks. The 2 drop artifact creature mana dorks can be helpful to cast Urza quicker since they count towards his artifact creature affinity and can make colored mana.

This is a ramp package to consider? It's 16 sources, most important 14 sources of low mana cost ramp with Urza, Monument and Tezz at high end. Thought Vessel is a good card, but it turns off discarding hand down to 7 cards which can fuel artifact reanimation. Solemn Simulacrum is another good card, but I think it's too much mana here since there's better 4 drops for power and/or help more Urza and Constructs. Sculpting Steel is excellent in multiplayer Commander and it can count towards ramp because it can become an artifact ramp source.

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