Glint-Horn Buccaneer

Glint-Horn Buccaneer

Creature — Minotaur Pirate


Whenever you discard a card, Glint-Horn Buccaneer deals 1 damage to each opponent.

, Discard a card: Draw a card. Activate this ability only if Glint-Horn Buccaneer is attacking.

Browse Alters View at Gatherer


Have (2) Azdranax , metalmagic
Want (1) alvarpasanen

Combos Browse all


Format Legality
Commander / EDH Legal
Unformat Legal
Highlander Legal
Arena Legal
Block Constructed Legal
Modern Legal
Custom Legal
2019-10-04 Legal
Pioneer Legal
Leviathan Legal
Casual Legal
Legacy Legal
Canadian Highlander Legal
Historic Legal
Duel Commander Legal
Oathbreaker Legal
Limited Legal
Gladiator Legal
Vintage Legal
Tiny Leaders Legal
1v1 Commander Legal

Glint-Horn Buccaneer occurrence in decks from the last year

Latest Decks as Commander

Glint-Horn Buccaneer Discussion

SlayerK113 on Anje Falkenrath

3 weeks ago

Take a look at Glint-Horn Buccaneer for doing damage when you activate Anje. I always like Living Death as a way to turn a somewhat board wipe into a lot of value and having Flayer of the Hatebound in your graveyard or Warstorm Surge on the field when you do can be a win. Bojuka Bog is a good value land to tie with Living Death to make sure one opponent gets nothing. More optional, but Garna, the Bloodflame can give you a lot more uses with Anje when you flash it out. Lastly, I would recommend switching out some stuff like Footfall Crater and Grimoire of the Dead with random madness cards to fuel Anje and get to your game winners. It's not that these cards don't work in the deck, but they just aren't as impactful.

I designed Anje around a vampire sub theme and really leaned into her madness ability. Here is mine:

StasisAbuser on Monster Mash

1 month ago

Glint-Horn Buccaneer and Psychosis Crawler are must haves if you plan on activating Anje multiple times a turn. If you plan on really filling up your yard and plan on having close to 40 creatures, Mortal Combat will be a nice win-con.

multimedia on Pirates and you

1 month ago

Aggravated Assault is very good with Pirates and treasures as mana sink to give your Pirates more attacks/more triggers of Malcolm and Breeches. Assault combos with Lightning-Rig Crew + Malcolm if you have three or more opponents. Rig can be the win condition doing damage to each opponent, but you can also add Breeches and just exile/cast a lot of cards from your opponents libraries instead of killing them with damage. You have to make six treasures for the combo to make infinite mana for Breeches.

Long-Term Plans is another tutor for Izzet that can get any card. Drift of Phantasms is a helpful because it can transmute tutor for Glint-Horn Buccaneer or any other 3 CMC card such as Aggravated Assault.

Good luck with your deck.

multimedia on Cycle the deck, and destroy everyone

1 month ago

Hey, nice start on a budget.

When you add Pathways and other DFC cards that have lands on the backside you only add the front side of the card to your decklist. Pathways only count as one land in the manabase; don't add both sides, only one such as Riverglide Pathway  Flip, but not Lavaglide Pathway. Replace the extra Pathways in the manabase with a few more basic lands. Sejiri Shelter  Flip has a land on the backside, but you don't add Sejiri Glacier to the manabase. These DFC acts as extra lands as an addition to the total lands in the deck. If you have 34 total lands then Sejiri Shelter  Flip can be a 35th land.

Sol Ring, Command Tower and Path of Ancestry are three budget staples of Commander to consider adding. Trinket Mage can tutor for Bag of Holding or Elixir of Immortality, important cards to have more access too. Tandem Lookout can change who it's soulbond too and when your Commander has an effect that can do damage to each opponent then Lookout can be a repeatable draw source to draw a lot of cards.

With as little as 40 cards in your library Brallin or Glint-Horn Buccaneer can win you the game at your Cleanup step. If either is soulbond to Lookout or enchanted with Curiosity or Ophidian Eye, you have 8 or more cards in hand and have no effect that's no max hand size. At your Cleanup step you have to discard down to 7 cards in hand and you don't leave the Cleanup step until you have exactly 7 cards in hand, but this combo doesn't let you have 7 cards in hand thus you don't leave the Cleanup step. When you discard it triggers Ballin who then triggers to draw, you keep drawing and discarding your entire library until your opponents are dead or until you run out of cards.

Drift of Phantasms transmute is a budget way to tutor for Tandem Lookout, Ophidian Eye, Glint-Horn Buccaneer or any other 3 CMC card in your library and Transmute is a discard effect.

Cards to consider cutting:

  • Lavaglide Pathway
  • Pillarverge Pathway
  • Sejiri Glacier
  • Silundi Isle
  • Star Compass
  • Mercurial Chemister
  • Herald of the Forgotten
  • Boon of the Wish-Giver
  • Tormenting Voice

Good luck with your deck.


1 month ago

Driemer84 noooo I love Glint-Horn Buccaneer too much! Plus insanesynergy with Neheb, Dreadhorde Champion!

The indestructible equipment serve as decent protection but really as the third piece of the Aggravated Assault + Neheb combo. It's very rare I can swing into an empty table and win with that, I usually need him to be indestructible to get through blockers.

I'm considering cutting Sandstone Oracle, Heartless Hidetsugo, Tectonic Giant, Chandra's ignition, Desert of the Fervant, Field of Ruin, Fanatic of Mogis, quest for pure flame, outpost siege, and seething song. I don't actually need to cut all of these.

R1nzl3r I think Leyline Tyrant is pretty much better in every way. I wouldn't run both, I probably wouldn't run just the stone. And I'll have to test Tyrant.

Beebles on Malcolm, Siren of The Flying Dutchman | V-KHM

1 month ago

Hey maxmcnugget,

Yes, I can recommend building this deck if you do not plan to go infinite :). The value you are going to get through treasure with this deck is going to be a lot of fun also without combo. Not sure I would lean to that Thermo-Alchemist-spellslinger path though. Focussing on Mechanized Production/Hellkite Tyrant and Voltron might just be all you need, maybe adding some more counterspells to protect those wincons. But adding some more pirates sounds good too!

If I had to alter my list, I would likely remove Havoc Jester, Reckless Fireweaver, Arcane Adaptation, Coercive Recruiter, Curiosity and Sigil of Sleep. That gives you quite some spots to round up the deck in another way. Glint-Horn Buccaneer you can keep in the deck if you can agree with your playgroup you won’t use it to go infinite. If you only use it once a turn for example, it’s still a very good card in the deck I think.


Firefuri on Wait.. Budget Pirates?

1 month ago

I was tempted to just order the deck so quickly after making it, so I’m really thankful you commented before I did. I scrapped Corsair Captain just because he’s seven dollars for a pirate anthem effect. I know I could copy it with Stolen Identity, but you already listed so many good wincons.

The group hug cards came to mind because they’re cheap money wise and get me the card draw I want. Sadly it does put resources into my opponents’ hands that I’d want to take away with Breeches, but that’s the price I pay for not paying the price for one-sided card draw. I play with my close friends so we make lots of political deals, I’m sure they’d appreciate drawing cards as I beat them down. It’ll definitely lose me games, but so long as we have fun.

Glint-Horn Buccaneer is insane with Malcolm, I can’t believe how it’s near infinite like you said. I really can’t thank you enough for putting time into helping me out. I originally made a nonbudget deck for Tabletop Simulator to play with and thought how I could totally play this in person for under 100 bucks.

multimedia on Wait.. Budget Pirates?

1 month ago

Hey, you're welcome.

Group Hug draw theme is interesting, haven't seen this theme with Pirates. Breeches ability kind of goes against Group Hug though because the strategy is to make all your opponents exile cards and you want to cast them/play with your opponents cards. You can choose which opponents are dealt damage by Pirates, but sometimes you don't have a choice who you can attack due to the battlefield/board states. You attack the opponents who can't block your Pirates to get value from Malcolm and Breeches; makes politics difficult.

Drawing cards is excellent, but letting all your opponents draw cards does take away an advantage that Malcolm gives you. Because of Malcolm/Pirates you will have enough mana to cast all cards in your hand as well as your opponents exiled cards. If you're drawing cards then you can keep casting cards, advancing your game plan, because of treasures and exile, but if opponents are also drawing just as many cards then you lose this advantage.

Glint-Horn Buccaneer is the real reason right now to want to play Pirates especially using Malcolm as a Commander. When Buccaneer attacks the combo can be a win condition, lots of draw and lots of ramp/treasures which is amazing from one Pirate. It's really a one card combo since all you have to do is find/draw Buccaneer since Malcolm is in the Command Zone.

Some Cards to consider cutting:

  • Brass's Bounty: doesn't do enough for seven mana since don't want to ramp into it with treasures instead needing at least six lands to get enough value for seven mana.
  • Mirror March: Molten Echoes is a better repeatable token producer which makes Mirror six drop redundancy.
  • Sisay's Ring: don't really need four drop ramp; it could be replaced by a low CMC Pirate with evasion to help to trigger Malcolm.
  • Fell Flagship: +1/0 to all Pirates is subpar and rarely will you want to crew it to attack because it has no evasion and isn't a Pirate.
  • Sailor of Means: all it does is make a treasure which is in my opinion not good enough when there's other options that do more.
  • Trailblazer's Boots: the most situational equipment from the rest to potentially make a Pirate unblockable.
  • Pongify: is fine, but there's better options for removal.

Some changes to consider:

Load more