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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Glissa, the Traitor
Legendary Creature — Phyrexian Zombie Elf
First strike, deathtouch
Whenever a creature an opponent controls dies, you may return target artifact card from your graveyard to your hand. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)
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DemonDragonJ on Should I Put FotVD in …
2 weeks ago
I would like to put Feast of the Victorious Dead into these two decks, but I am not certain what cards to remove from those decks to make room for the feast.
In my Tariel, Reckoner of Souls deck, I feel that Glory of Warfare may be rather expensive (although I admit that Fists of the Demigod or Searing Meditation may also be rather superfluous in that deck, as well; Pain Magnification at least helps to fill my opponents' graveyards, for me to plunder them), but I am less certain about my Teneb, the Harvester deck; I am not certain that that deck contains a sufficient number of artifacts to justify it containing Glissa, the Traitor, but she also is an easy way to get creatures into my opponents' graveyards, for me to then steal with Teneb.
What does everyone else say about this? Should I put Feast of the Victorious Dead into those two decks?
legendofa on My cognitive dissonance around multicolor …
3 months ago
wallisface Green is super-anti-flying, but cards with flying and a green ability keep being printed. Why is red first strike + green deathtouch a bend? As far as deathstrike goes, first strike is tertiary in black and a non-ability in green, and this only appears on Glissa, the Traitor and Glissa Sunslayer.
Daveslab2022 Would you consider cards like Recoil, Lightning Helix, the guild charms like Selesnya Charm, or Putrefy bad design, boring, or unintuitive? I understand that + =/= . I'm wondering why that's the case.
I completely understand that there's an active effort to prevent color pairs from feeling too samey, and in interest of completion, I feel obligated to say that Voracious Cobra exists. But I still have some questions.
Is there an absolute prohibition on red-green deathstrike? If so, what distinguishes red-green deathstrike from black-green flying/vigilance?
Is there simply too much overlap between 's dedicated removal and deathstrike?
With Ambush Viper, Ice-Fang Coatl, Winged Coatl, and Fleetfeather Cockatrice, is instant-speed creature spot removal more acceptable in than in ?
What makes Golgari Death Swarm a better creative choice than Warrant / Warden, and why did that get printed if it's an inferior choice?
Is there any potential for a card like Warp World or The Great Aurora to be made in ? Why or why not?
DemonDragonJ on Scourge of Pestilence
3 months ago
I have replaced the two copies of Glissa, the Traitor with Glissa Sunslayer, because the newer Glissa better suits this deck, since the deck has no artifacts for the previous Glissa to return.
SaberTech on EDH - Kill 1 opponent …
3 months ago
One of the first few Commander decks that I ever made was a Glissa, the Traitor deck that could keep recycling Mindslaver with the help of Forbidden Orchard. Give the opponent a token with the Orchard so that they always had a creature you could run into Glissa to get Mindslaver back.
I'm personally not a fan of Telepathy, despite being the one who mentioned it. Like I said, I find that it often slows games down and I don't like that. It's also a card in the deck that doesn't really affect the board state at all if you are behind. What it does do is not let the sneaky opponents hide just how close they are to comboing off.
Glasses of Urza is a similar sort of card but since it only lets you see the opponent's hand it's better for letting you barter information. It also doesn't slow the game down as much since opponents will still be taking risks due to not knowing if opponents have removal or counters in hand. Still, most people would rather run something like Gitaxian Probe if they want a chance to peek at someone's hand and get some sort of additional benefit.
I do like that playing politics is a part of Commander gameplay. It helps distinguish the format from others and it can give players who are behind a potential avenue to still feel relevant in the game. A person who is new to the game and doesn't have much of a card collection yet can just play a cheap deck with a bunch of clones, steal spells, and disruptive instants so that they can take advantage of the strong spells other player are playing and cut deals to help stay in the game.
Zarthalius on B/G Fun with deathtouch
4 months ago
Love the deck Idea!
I have an older deck similar to this. I use Glissa, the Traitor (first strike & deathtouch is a crazy defense wall), deathtouch triggers her ability really well. I use her to recurse Implement of Ferocity for some pump and draw. I then included 1 copy of Viridian Longbow so I can snipe creatures (3 equip cost is hard sometimes when drawing multiple of these so maybe Pathway Arrows is better?). To end games, I enjoy top decking Revenge of the Hunted; it either kills them or wipes their board. Final note, deathtouch crumbles to indestructible so I have 2 copies of Bonds of Mortality; can remove hexproof and indestructible while minimally replacing itself for 2 mana if its not needed.
DarlekSec on Standard Sad-pod
4 months ago
Welcome to nostalgia.
Basic ramp with Avacyn's Pilgrim and Llanowar Elves, but should be replaced with Birds of Paradise. Objective to get Birthing Pod to get board presence advantage. Glissa, the Traitor and Solemn Simulacrum to get more value.
Side board it to slow down aggro and spell caster decks
Epidilius on At what point do you …
4 months ago
I usually refer to Magical Christmas Land when The Thing I Want To Do meets these requirements:
- Relies on my opponents having zero interaction. Zero counterspells, zero removal, zero ways to shut me down.
- Requires so much mana that I will have to do TTIWTD across 3+ turns. If I need to cast a 7MV into a 8MV into another 7MV, this needs multiple turns, unless I have infinite mana. If I have infinite mana, then I'm in Regular Christmas Land and should be winning anyway.
- Needs more than one card to survive a whole turn cycle. If TTIWTD is in play, and I can't do it yet, my opponent's are just going to try and kill some part of it. This may be a sub-requirement of the first requirement.
- Is 4+ cards in a deck with little to no card advantage or tutors. If I need to naturally draw that many pieces, they better be able to do things other than TTIWTD.
As an example of a combo, in my Glissa, the Traitor deck I run a 2.5 card combo. Glissa herself (I consider this a .5 since it is always available) + Thornbite Staff + Viridian Longbow.
I don't care if my opponents have most interaction (exile stuff I do care about), since Glissa can recur the pieces. The deck is based on making my opponents sac creatures, so Glissa is triggering all the time.
It does require 10 mana (not including Glissa, who should already be in play). This is not really something I can expect to do in a single turn, unless the game goes long. I can usually expect to have the 7 mana required to equip both though.
Nothing really needs to survive. Glissa, being my commander, can be recast. The two equipment can be recurred with Glissa.
The combo is only three cards, and I run a lot of card advantage and a few tutors in the deck. Besides that, the two equipment are generally good with just Glissa.
Looking at all that, The Thing I Want To Do is not a Magical Christmas Land thing. It is resilient, I can expect to get it off most games, and the pieces are good when I don't have it all.
griffstick on I'm looking to build a …
6 months ago
I immediately think Glissa, the Traitor because she has first strike and deathtouch make her a superb blocker for you walkers
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