Illustrious Wanderglyph

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Tokens

Legality

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

Illustrious Wanderglyph

Artifact Creature — Golem

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Other artifact creatures you control get +2/+2 as long as you have the city's blessing.

At the beginning of each upkeep, create a 1/1 colourless Gnome artifact creature token.

Worrad75 on Pia-tiful Impulse Control

4 months ago

The deck has been through quite a few iterations. Here are the changes at a macro level:

Interaction

Get Lost: flexible, cheap removal. Maps aren't so bad to gve because we're going FAST.

Case of the Gateway Express: getting a free anthem stapled to a Doom Blade is great. Sorcery speed is a downside but well worth it

Requisition Raid: Same as the Case above, but for artifacts + enchantments. Super nice that there's only 1 pip in the cost (Commander Liara Portyr can let us cast this from exile with all 3 modes for a single white mana!)

Damage

Delney, Streetwise Lookout, Mondrak, Glory Dominus, Stridehangar Automaton: Double tokens = good. Delney has overlapping synergy with a few notable cards (Professional Face-Breaker and Grenzo, Havoc Raiser chief amoung them) and is essentially exactly what we wanted from Cursed Mirror in the initial build but WAY better. The new build has a greater diversity of tokens as well, so Mondrak isnt just here to 2x Pia. Automaton doubling Pia AND triggering off of other artifact tokens is incredible (more on that below).

Illustrious Wanderglyph, Charismatic Conqueror, Dollmaker's Shop / Porcelain Gallery: token diversity is important to this deck; it helps take heat off of our commander (who previously was the only thing producing a meaningful boardstate), and offers us another way to make tokens if our exile plan isn't fully getting off the ground. Wanderglyph buffs our thopters and the Shop tokens (both have incredible synergy with Stridehangar Automaton), Conqueror's tokens give us a bit of much needed lifegain (and synergize with the newly added Case of the Gateway Express), but the biggest add here is the Shop: measly 2 mana investment up front for some free chump blockers/Impact Tremorsfoil triggers, and a MASSIVE threat whenever you have 6 mana for the Gallery. Its comically easy to attack with a handful of thopters and have EACH of them hit for 10+ damage, especially because on attack the 3 tokens you get essentially give +3/+3. thats a free Skyhunter Strike Force every turn!

Unstable Amulet, Warleader's Call: Impact Tremorsfoil is already a fantastic card that we run. Amulet is essentially a Tremors that also draws us a card and gives us a body thanks to Pia. Warleader's Call is a Tremors stapled to a Glorious Anthem. The passive burn damage with continue until morale improves!

Cards

Connecting the Dots: This seemingly innocuous card is an example of 'layering' at its finest. This deck's ability to build a boardstate is impressive, but it isn't the best at protecting it (using impulse draw as your primary advantage engine makes cards like the now-removed Boros Charmfoil worse than they normally are, as you usually can't use them at the perfect time, and your opponents will see it coming). On top of that, you are usually "spending" the cards in your hand to exile cards from your deck; its not uncommon for this deck to impulse draw 3+ cards a turn while also only having <=3 cards actually in hand. Similar to Skullclamp, CtD allows you to convert your boardstate back into card advantage, but this time its 'delayed' and doesn't require continuous mana investment or for you to get rid of your creatures. Its not uncommon to swing out after playing this, get board-wiped on someone else's turn, only to crack this right before you untap and essentially draw 10+ cards to rebuild with. Low initial mana investment for a huge upside swing that refills the only resource we often get low on; cards in our actual hand.

Crow_Umbra on Getta Teysa THIS!

1 year ago

Inkshield seems like it would be right at home here. I used to play Wake the Dead in my old Araumi of the Dead Tide deck, and I think I got some different mileage there since I'd use it to recur big blockers. Could also be worth considering some bodies that make multiple tokens at once or incrementally, like Chittering Witch or Illustrious Wanderglyph. Company Commander can also give you multiple sac fodder bodies, then anthem up folks if you turn them sideways.

Nice! Those will probably be some decent initial swaps. Since your curve is so low, maybe you could swap out Orzhov Signet or a land and still be fine.

Thank you! Vraska has been pretty fun to play. I was really excited for Marionette Apprentice and was glad to see you have it in here. The deck feels kinda like a rattlesnake as I set up some of my extra mana sources to steal stuff that dies & turn them into treasures.

Quick edit: Disciple of Perdition might be worth considering in one of your 2 drop slots, since it has the option for graveyard hate. Def a more meta specific choice.

Crow_Umbra on The Terrible Two/Twos

1 year ago

Cool deck! The only thing I wanted to recommend as a potential addition is Illustrious Wanderglyph as an option to go a bit wider if needed.

Coward_Token on Foods and Doods

1 year ago

Delney, Streetwise Lookout doesn't work with Merry, but could still be worth it

Some ways of triggering Merry on other people's turns: Monologue Tax, Smuggler's Share Search the Premises, Syndicate Heavy Revel in Riches, Illustrious Wanderglyph, Old Flitterfang

IrishPaddys on Necronomicon | Teysa Karlov | Primer

1 year ago

What's your thoughts on Illustrious Wanderglyph? Seems to fit in the same spot of Ophiomancer without the stipulation of not having a token already so can build up faster but has the issue of making it's tokens and or artifact creatures out of range for Skullclamp and fighting for a 5 drop slot. Best reason I can see is if we want an a backup aggro plan specially if we still include Hangarback Walker as it'll buff it's tokens too.

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