Glimmervoid

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters (MMA) Rare
Mirrodin (MRD) Rare

Combos Browse all

Glimmervoid

Land

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

: Add one mana of any color to your mana pool.

Glimmervoid Discussion

Ragnarok on Sydri, Aetherflux Genius [[Primer]]

2 weeks ago

danielmauricio: Efficiency’s sake.

Glimmervoid is a niche rainbow land to begin with, and we only have 25 artifacts in the deck to keep it turned on with. Not to mention that it can suck in an opening hand without fast mana. It also can’t be Fetches, and the fact that it dies without an artifact out makes it worse than City of Brass or Mana Confluence by in large.

The artifact lands were cut because they can’t be Fetched, and were fairly irrelevant in turning on Mox Opal. At 25 artifacts it is enough to generally have three when we need them, and we never get punished for having an offline Opal on board, as it will stick around long enough to turn on eventually.

Vulnoth on Scarecrow

1 month ago

Alright, let's get back in the field.

'Crow Support

Lords and Anthems

A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.

Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general

Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high

Metallic Mimic - A de facto Lord, and is prime for ETB abuse

Etchings of the Chosen - Making your general hard to deal with should always be welcome

Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering

Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost

Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work

Icon of Ancestry , Vanquisher's Banner - An Anthem that can also access more advantage will serve you well

Other Support

Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option

Kindred Boon - Mostly just protection for King and at least is worth considering

Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it

That Which Was Taken - Protection for anything, plus synergizes with Artifact support

Advantage Generation

Draw

Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.

Deep Analysis - Its initial cost can be rough, but Flashback is great,

Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable

Distant Melody - A decent choice for any EDH tribal

Thoughtcast - Solid in anything Artifacts

Greed - It's an option

Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game

Slate of Ancestry - It's " Distant Melody " on an Artifact

Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless

Tutors and the Like

Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.

Scheming Symmetry - Better with more people at the table, but is an option

Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite

Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck

Whir of Invention - Since Tinker will never be legal, this is what you got

Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap

Lands

I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.

Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting

Command Tower - Don't question it

Glimmervoid - Staple for Artifact EDH

Growing Rites of Itlimoc  Flip - Can grab a creature, easily transforms, and if you manage that, it can be a nice mana source

Journey to Eternity  Flip - Production of any mana and reanimation is nice, and in a format where everything dies, transforming it shouldn't be hard

Mirrodin's Core - Super budget and requires some planning, but is flexible

Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game

Path of Ancestry Color fixing with perks for casting your general

Storm the Vault  Flip - In Artifact EDH, it transforms for almost nothing into Tolarian Academy , and I guess it can also produce any mana

What to Ditch

This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.

Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.

TitoTheTurtle on Top Deck Robots - Budget Affinity

3 months ago

In addition, Glimmervoid s would be a really good addition if you can afford it.

SynergyBuild on Tezzeret/Thoughtcast Affinity

3 months ago

Fatal Push, Underground River, and Mental Misstep are under $5 dollars, so I'm not going to give replacements on those, but for Ancient Tomb , City of Traitors , Glimmervoid , Inkmoth Nexus , Mox Opal , and Mox Diamond , I'd replace those with 3 Islands and a Swamp and add a River of Tears and Spire of Industry .

BTW, did you mean Underground Sea when you typed Underground River ? In which case I'd add Underground River over Underground Sea anyway.

For Force of Will , I'd use Steel Sabotage , it acts as an occasional counter and protection for your artifacts if you bounce them in response to removal, or to reuse them in case of Renaming a new card with Revoker or getting another cast trigger on Sai, etc.

Spellskite is harder, for this Lightning Greaves would be my pick, but Swiftfoot Boots additionally works for budgetary reasons.

Arcbound Ravager is the hardest. Any other artifact based finisher you'd like can work, but Mirrodin Besieged is my favorite.

foxboy93 on Tezzeret/Thoughtcast Affinity

3 months ago

SynergyBuild

Sorry, allow me to clarify; I have most of the deck, minus some of the more expensive pieces, specifically:

Ancient Tomb Arcbound Ravager City of Traitors Fatal Push Force of Will Glimmervoid Inkmoth Nexus Lotus Petal Mental Misstep Mox Diamond Mox Opal Spellskite Underground River

Those are the ones I know off of memory that aren't in my collection, or are above 5$ that I don't have. Steel Overseer getting reprinted makes it easier to get a hold of it.

marn3us on

4 months ago

SideBae Thanks again for the very detailed and interesting answer! My playgroup (luckily) doesn't use any blood moon-type effects to hamper lands and given the large amount of great artefacts in our format, my lands are never targeted by single-target artifact removal. They are really vulnerable to mass artifact destruction (i.e. Vandalblast ) though, and the one time I wasn't able to counter a Merciless Eviction I flat out lost the game (although I think I would have lost it anyways with my whole board in exile).

The main reason I have those artifact lands in the deck is ramp with Tezzeret the Seeker and mana fixing with Trinket Mage . They also really help to activate artifact-count triggers (e.g. Stoic Rebuttal , Thopter Spy Network , Dispatch , etc.) in the early game and they are exceptionally useful with Glimmervoid and Spire of Industry . I've also sometimes used them to mitigate the cost of Master Transmuter ability and being able to ramp with Mirrorworks can sometime be useful. They can also be discarded to Daretti, Scrap Savant and be later brought back through any of the artifact recursion engines.

I haven't played the deck enough though, so I will definitely pay attention to those artifact lands' performance in the next games and if they don't work I'll get rid of them.

What do you think about Combustible Gearhulk ? I still haven't had the chance to draw and play it and I'm wondering if there are better repeatable card-draw alternatives that come with upsides (i.e. being a big 6/6 first striker in this case).

Thanks again :)

multimedia on Sen Triplets (Control/ Theft)

5 months ago

Hey, my suggestions are to improve the manabase. Lands $5 or less each to consider adding:

If playing proxies then add Fetch lands, Shock lands, City of Brass , Mana Confluence , Reflecting Pool , Forbidden Orchard , Glimmervoid , Academy Ruins .

Other cards to consider adding:


Cuts to consider:

  • Meandering River
  • Submerged Boneyard
  • Rupture Spire
  • Temple of the False God
  • Evolving Wilds
  • Terramorphic Expanse
  • Myriad Landscape
  • Akroma, Angel of Wrath
  • Frost Titan
  • Magister Sphinx
  • Oloro, Ageless Ascetic
  • Sphinx of the Steel Wind
  • Sphinx Summoner
  • Finale of Glory
  • Rout
  • Argentum Armor
  • Obelisk of Esper
  • Hedron Archive
  • Omniscience
  • Perplex
  • Cancel

Ragnarok on Breya

6 months ago

Dude, I've gotta ask that you please stop running Crumbling Necropolis , Arcane Sanctum , and Undiscovered Paradise if possible. Any combination of Glimmervoid , Tolaria West , Academy Ruins , or the artifact lands ( Ancient Den , Seat of the Synod , Vault of Whispers , and Great Furnace ) would be so much better than a tapped land, especially when you're only running 28.

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Glimmervoid occurrence in decks from the last year

Modern:

All decks: 0.09%

Commander / EDH:

All decks: 0.01%