Hello, everybody, Woohah here. To go over my Magic history, we must first rewind to the halcyon days of the Magic 2010 Core Set. Seven long years it's been, and in that time, I've met a lot of Magic players, been the subject and the example of numerous beats both bad and good, and learned a little about life, cardboard, and all the subjects in-between. Enough about me though, let's move onto Glissa.
This deck got its start as a Nath of the Gilt-Leaf deck, but changed to Glissa through a combination of two factors:
-Nath got rather boring to pilot.
-I began to see the synergies that Glissa has with cards like Executioner's Capsule and Grave Pact.
I grabbed some of the trinkets from Mirrodin and Alara, and off to the races went I.
As a Nath deck, the starting build used a lot of Elf synergy and tended to win games more through spamming goodstuff and killing the opponent(s) through a good old-fashioned slugfest. Now, I'm all for bringing a gun to a knife fight, but I'd lose games to worse opponents because their synergies were stronger and had more depth. So, as Glissa, I developed and made the deck into a beast that could not only adapt to any strategy, but overcome it.
Who is Glissa? Why is she The Traitor?
Glissa, The Traitor (formerly known as Glissa Sunseeker) was a Viridian Elf living in the Tangle, the forest-like region of Mirrodin (now New Phyrexia.) Basically, for all intents and purposes, she saved the plane of Mirrodin, using the power of the newly awakened Green Sun to destroy the Kaldra Avatar and Memnarch. After the fight, she returned to the surface, only to be repelled back into the core of the plane by a horde of panicked goblins.
While trapped in the core, the elves above accused her of all the damage that had been done to their community: the destruction of the Radix, the death of many elves, and the extinction of the trolls. With the Vanishing, the only remaining beings who knew what good she had actually done were pulled from the plane. The natives of the Tangle took to calling her Glissa, the Traitor as more and more woes were heaped upon her shoulders. With the corruptive powers of Phyrexia working their way to the mana core, she too, was eventually corrupted just by her proximity to the oil.
Now, exemplifying her moniker of The Traitor, she commands the newly compleated Elves of New Phyrexia, second only to Vorinclex, Voice of Hunger. In particular, Glissa takes particular glee in corrupting her former kin. Most recently, Glissa often came into conflict with Tezzeret, a planeswalking agent of Nicol Bolas. Tezzeret, while at the corrupted Karn's side, had a similar power level to Glissa. Their final clash occured when Glissa was in pursuit of Koth of the Hammer's party as they attempted to find Karn. Tezzeret intercepted Glissa and her forces and held her off. Tezzeret would evidently go on to survive the encounter and re-appear on the plane of Kaladesh, while Glissa's further fate is as of yet unknown...
You like working with artifacts in a color combo atypical of them.
You're no stranger to digging through your graveyard and exploiting the hell out of it.
You like having lots of mana and ways to kill your opponents using it.
You like being able to control the board and play politics using your many recurable tricks.
You like making every choice for an opponent a bad one.
You like having a general that wins, trades, or just bounces off over 98% of all creatures.
You hate winning the game through subtlety. You want to win like Ric Flair, and everybody's getting Flair chopped. WOO!
Why Not Play Glissa, The Traitor?
You always, always, always want to be in the red zone. There's aggression, and then there's you.
You don't like having a deck that is not entirely dependent on its commander.
You don't want to have to keep track of what's available in both the graveyard and in your deck.
You frequently miss onboard triggered abilities, especially when they're yours.
These decks are presented as alternative takes on a deck that takes advantage of what Glissa brings to the table, while winning through alternate means. NOTE: The primer, for all the content past what lies in this header, covers and expands upon the main decklist given above. These lists are just functional lists designed to give newer Commander players a baseline to work with if they decide to take the deck in a different direction. These decklists are less refined and will likely only be updated every block or so.
Notes: This decklist is jam packed with over ten different two-card combos and ways to tutor for different pieces in order to assemble them. Aim for the artifact based combos like Helm of Obedience + Leyline of the Void first so that they waste their removal on pieces you can get back.
Notes: This deck is designed to strap tons of value-generating equipment onto Glissa and swing for the fences. In the event that Glissa is locked down by Imprisoned in The Moon or something of the like, the list also packs creatures who love to get bigger and get into the red zone.
Notes: This version of the deck goes whole hog on the ramp theme, using green's mana acceleration to dump lands onto the battlefield. Besides borrowing many of its top end spells from the main build, this deck has even more mana-fueled wincons like Bond of Agony and Curse of the Cabal to break your opponents.
Card Choices
Cards are in alphabetic order.
Commander:
Glissa, The Traitor - The elf more likely to hit you with a shelf than sit on one, Glissa at her core is all value with virtually no downside. A 3/3 for BGG, Glissa sports Deathtouch and First Strike, an ability set only shared with one other creature (Master of Cruelties,) and with far better stats to use it. Glissa's ability works beautifully in tandem with cards such as Executioner's Capsule and Grave Pact, where every piece you land helps you grind out advantage by destroying your opponents'. Add that to the fact that she can even kill Emrakul in combat, and there's very little Glissa can't defend or swing into safely.
Creatures:
Courser of Kruphix - Oracle of Mul Daya's younger brother, the Courser helps the deck by playing lands off the topdeck and keeps the deck from running out of gas. The life gain is nice to stave off early fetch damage, or burn inflicted by Nekusar or Kaervek.
Crypt Ghast - The Ghast is one of the earliest high-value creatures this deck runs, and for good reason. Despite the weird rulings surrounding Extort, Crypt Ghast can be the opener to accelerate you to the late-game. He's quite squishy and is an easy target, however, so be careful.
Emrakul, the Promised End - Emrakul, the largest of the legal Eldrazi, permits you to play puppetmaster and control another player for a turn. In Duel, this is absolutely backbreaking. Waste their spells, resources, and destroy as much of their board and hand as you can. In Multiplayer, turn your proxy's board onto your other enemies, and despite putting the target on your own back, they'll have to spend their resources repelling it. Emrakul then gives them another turn, but depending on their circumstances, you either obliterated their position, or they weren't in a great place to begin with.
Greenwarden of Murasa - The buffest of Eternal Witnesses, Greenwarden is not only huge enough to trade with dragons and angels, but also gains extra value depending on the situation. In the late-game, this guy makes an easy sacrifice to grab something game-changing out of the graveyard, like Oblivion Stone or Exsanguinate. He also makes a good rattlesnake, since most opponents will want to keep you from gaining further value when something this large dies.
Grim Flayer - Early in the game, the Flayer helps you fix your draws, set up graveyard shenanigans with Glissa, or enable delirium for himself and Emrakul. Late game, he's an excellent beater for his cost and strips useless lands out of your deck or sets up for a game-ending Rise from The Dark Realms.
Kozilek, Butcher of Truth - Kozilek, in late-game, is a wonderful way to refill your hand and start putting your opponents down for a dirt nap.
Meren of Clan Nel Toth - Meren is kind of like Glissa in that she creates value from the graveyard. Admittedly, had they printed Meren first, this primer would likely be about her. Anyway, Meren starts out as a free Disentomb at the end of every turn, but as she watches other creatures die, her ability upgrades to a full-on Zombify. Plus, experience counters never go away, so losing Meren and getting her back later is no great setback.
Mikaeus, The Unhallowed - This ain't your daddy's Mikaeus, this one is dark! and EDGY! Anyway, Black Mike provides an anthem effect and undying to a majority of your team. This discourages opponents from using their board wipes but permits you to use yours more aggressively to clear enemy boards.
Nirkana Revenant - The Revenant doubles all mana production of swamps you control. In the lategame, if you stall out, you can pump a ton of mana into her and just start swinging.
Nissa, Vastwood Seer / Nissa, Sage Animist - Nissa is a great creature early game that gets you a forest and helps you hit that all-important fourth mana. Then, when you manage to flip her, you get a free Coiling Oracle every turn, or throw up Ashaya if you really need to stop Vraska tokens or something.
Phyrexian Obliterator - This guy is a four-drop 5/5 with the ultimate rattlesnake ability. If you need to snuff a player out, the Obliterator almost always gets through the red zone.
Regal Behemoth - A mana doubling creature that either introduces or wrests control of the Monarch mechanic. If you play this early game and let someone else take the crown, however, this can help keep some early heat off of you.
Rune-Scarred Demon - This demon is large enough to tangle with other fliers, and he comes with a Demonic Tutor stapled to him. As such, he's value in the mid-to-late game.
Seedborn Muse - Seedborn Muse allows for the deck to grind out additional damage, since it gives all creatures psuedo-vigilance, and allows you to gain additional value for cards like Hangarback Walker and Thespian's Stage.
Sheoldred, Whispering One - Sheoldred, like all praetors, immediately puts pressure on the board by killing creatures (and generating Glissa triggers) and bringing yours back to the battlefield. Plus, her swampwalk ability lets her get into combat when Urborg is on the battlefield.
Ulamog, the Ceaseless Hunger - Newlamog, while a slight downgrade from his earlier version, is still an incredibly powerful, game-ending monster. Exiling two permanents when he's cast is already value, but as a 10/10 that mills a fifth of an opponent's deck when it swings just brings together the package that is the Ceaseless Hunger.
Ulamog, the Infinite Gyre - Ulamog, besides being indestructible and carrying the tables-turning ability of Annihilator 4, destroys a permanent when he enters. Steer this battleship into your strongest opponent and start wrecking their board.
Ulvenwald Hydra - This card makes me miss Primeval Titan. Anyway, it's very likely that you'll grab Urborg or Cabal Coffers, or Vesuva or Thespian's Stage if those are already online.
Vorinclex, Voice of Hunger - Like the rest of the Praetors, Vorinclex improves one of your resources while heavily taxing your opponents', in this case, lands. Vorinclex is one of the most hated creatures in green, and will absolutely be perceived as an absolute threat that must be destroyed. If you need to draw out removal (for instance, to stop them from nuking Glissa lategame when her ability is needed the most,) the Voice of Hunger makes far too tempting a target to be ignored.
World Breaker - World Breaker is a wonderful creature who, in mid-to-late game can shut down combo or stax players by exiling their all-important combo pieces. Not only that, but his reach and toughness helps gum up the skies and stops dragons and demons from getting free hits in on you. Plus, if he dies, you can sac a fetchland or something to get him back.
Sacrifice Artifacts:
Boompile - A lot of danger and a little luck both go a long way. This card is especially useful on heavier control decks that try to threaten you, since they won't usually attempt to burn a Stifle effect to counter this activation. However, because this card doesn't always trigger, be wary of relying on it too heavily. Cleans up planeswalkers, which Nevinyrral's Disk doesn't do.
Burnished Hart - Probably the most influential non-God card from Theros block, this little deer can generate a ton of mana in the early game, by essentially being an Explosive Vegetation for every color. Going from three to six on turn four can certainly give you the leg up on an aggressive opponent.
Duplicant - Repeatable, unconditional creature removal, that even gets rid of the numerous indestructible threats running around such as Ulamog and Blightsteel Colossus.
Expedition Map - The Map, being one of the cornerstones of Tron decks in Modern, is also excellent here to help assemble or bolster the Cabal Coffers + Urborg combo or fix mana in a pinch.
Executioner's Capsule - This card is essentially a Slaughter Pact with Buyback (0) while Glissa's on the battlefield. Make no mistake, depending on your opponent's deck, this card alone can completely lock them out of creatures in early turns, while you build resources and set up for bigger plays. At the same time, this card also permits you to get another artifact back to your hand at instant speed, which can be useful if your opponent packs grave hate.
Filigree Familiar - This pupper doesn't need much bite to do his job. Gaining some life in the early game takes some of the sting out of mulitple fetches or staving off early damage from grindier commanders like Nekusar or Kaervek. Later, you can belt feed him into bigger creatures and draw into something with more impact.
Hangarback Walker - Hangarback Walker is among the griefiest cards in this deck. Highly flexible, disadvantageous to destroy outright, and part of a nasty combo with Grave Pact/Dictate of Erebos and Glissa, this construct was made for walking, and that's just what it'll do.
Horizon Spellbomb - This card plays very similarly to Solemn Simulacrum, but allows you to more flexibly pay your mana across casting and activating the abilities, in exchange for not getting a body to block with. Is an easy pitch late-game when your mana ramp is online.
Nevinyrral's Disk - A repeatable wrath in this deck that does not sacrifice itself in order to clean up the board. This is important, as this becomes an extremely useful lock when you have enough mana to activate Soul of New Phyrexia.
Nihil Spellbomb - This card lets us counter opposing graveyard/dredge strategies and late-game can be easily cycled. Great as a follow-up move when destroying something particularly troublesome, as this almost always prevents it from coming back.
Noxious Gearhulk - A powerful body that straight Murders a creature when it enters the battlefield. Add that to the fact that Noxie packs evasion in the form of Menace, and you've got a strong contender that's good at any point in the game.
Oblivion Stone - The O-Stone, like Boompile and Disk before it, allows you to wipe the board when things aren't going your way. However, unlike Disk, this can be popped immediately, and unlike Boompile, is guaranteed to do so. Stone is required to sacrifice itself, but if you can wait until Glissa's onboard, you can haul it back assuming you destroy at least one opposing creature.
Solemn Simulacrum - The saddest of all incredible robots. Four mana for a 2/2 sounds sketchy, but considering it has a Rampant Growth attached and cantrips when it finds its bucket thoroughly kicked, this little automaton is a powerhouse in this deck.
Soul of New Phyrexia - Soul, like Mikaeus, allows you to protect your board from all destruction-based board wipes. With enough mana up, you can even chain Disk/Boompile explosions to keep opposing sides wide open while you remain completely untouched.
Sylvok Replica - Good, clean artifact/enchantment removal. Blocks a lot of utility creatures from getting early potshots too.
Treasure Keeper - A Hill Giant with the ability to cascade for something 3 CMC or less when he eats the dust. Hitting a removal spell with Glissa can get him back, and there's various synergies that can trigger depending on your board (for instance, hitting Hangarback Walker while a Grave Pact effect is onboard.)
Verdurous Gearhulk - While Noxious Gearhulk is a sledge of sheer killing power, Verdy's more like a swiss army knife. If he's alone on the board, he becomes a monster that beats the vanilla test with ease. Some of our utility creatures, like Oracle and Crypt Ghast are rather squishy, but curve quite nicely into this guy to beef them up. Finally, he even opens creative lines of play with other cards in the deck, like Hangarback Walker and Black Sun's Zenith.
Wild-Field Scarecrow - Like Burnished Hart, the Scarecrow grabs extra lands. However, his cheaper activation cost is a tradeoff for merely tutoring for lands, rather than directly dropping them. Still, he sports similar stats to Sylvok Replica, so he's great for keeping the ground tied up against early aggro.
Wurmcoil Engine - The artifact titan of Phyrexia is a game-changer when it comes turning the tide of battle. Good on offense, defense, as a sacrifice, there's very little that wants to face down the Engine.
Normal Artifacts:
Caged Sun - Caged Sun is a one-sided doubler that lets you be flexible in which color you want it to double. Early on, doubling either color can be good, but later, the default should almost always be black, since a majority of the deck's mana doubling is Swamp-fixated. Not to mention a lot of the deck's more combat-oriented creatures (Noxious Gearhulk, Sheoldred, and Phyrexian Obliterator all come to mind) are black and thus receive an anthem.
Planar Bridge - An update to the long-venerated Planar Portal, the bridge takes things one step beyond by allowing you to directly pull permanents from your library onto the battlefield. This has a variety of applications, from getting discounts on Eldrazi titans, to making combat absolute hell for your opponents when you can summon Phyrexian Obliterator at instant speed. It takea a lot of mana, but hey, in the early turns, you can pitch it safely and easily get it back.
Sensei's Divining Top - If you're new to Commander, I'd recommend picking at least one or two of these up. Universally loved and hated, the Top is colorless deck manipulation, which can make otherwise unkeepable hands work and strong hands into absolute powerhouses. Not only that, this trinket is virtually unbreakable due to a built-in bounce effect, making it one of the strongest cards in the format.
Enchantments:
Dictate of Erebos - This modern twist on Grave Pact comes with flash, which can be rather useful if someone tries to psuedo-counter one of your wipes via something like Boros Charm or Rootborn Defenses. Not to mention this is one stellar looking foil.
Grave Pact - This powerful enchantment forces your opponents to lose creatures whenever you lose yours. You can use the smaller artifact creatures to chump or use their own sac abilities to trigger this on command. Also creates a sick combo with Glissa and Hangarback Walker, detailed below.
Sylvan Library - Like Top, this card lets you manipulate your topdeck, although it comes at a higher initial cost. In a pinch, you can even keep the extra cards and eat some damage if you really need more.
Beast Within - Years later, I still can't believe this card made it into a Standard-legal expansion. Unconditional permanent removal, in one color, on an instant, for the same CMC as Vindicate, in exchange for giving the owner a 3/3? This card's amazing. Don't ever not run this in any green deck. Like seriously.
Chord of Calling - By tapping your creatures and mana, you can sound the Chord and pull a creature out of your deck at instant speed. There are some particularly nasty tricks you can pull with this, including calling Phyrexian Obliterator as an emergency blocker, Mikaeus in response to a wipe, or Hangarback to score a free Grave Pact trigger.
Vampiric Tutor - Wizards considered Demonic Tutor far too broken as a 2 mana sorcery, so they decided to fix it by making it a 1 mana instant that sends the card to your topdeck rather than directly to your hand. It also costs two life, but that's peanuts in a 40 life format. A strong topdeck at any point in the game.
Sorceries:
Decree of Pain - Arguably the strongest wipe in the deck, this restocks your hand while clearing the board. I would recommend having Reliquary Tower out before using this. The cycle ability on it is only marginally useful, and should only be used in a pinch.
Demonic Tutor - There's not a lot to say about this card; the tutor to end all tutors.
Exsanguinate - In a deck of big mana, few finishers are as mighty as a scalable table drain spell. Capable of finishing tables off once you've got several mana doublers off, this spell has taken more games than I can even count. In a pinch, you can crack this off early to shore up your life total if you're taking too much damage.
Genesis Wave - Likewise, Genesis Wave commonly brings games to an end by throwing 30-40 mana behind it and just hurling half your deck onto the battlefield. While not recommended, more than once was a situation where I busted this early to dig for lands.
Overwhelming Forces - Absolutely backbreaking in a duel, this functions as a single-target Decree of Pain. In multiplayer, this can punish a player who heavily overextends or otherwise pushes their luck.
Rise of the Dark Realms - Liliana Vess's ultimate, on a card. Good early to recur the table's value creatures and ETB's, good late to end the game. The proliferation of wipe spells in the format mean this is a good target to get back with Eternal Witness or Greenwarden.
Lands:
Bayou - The original Dual Land, with zero restrictions and entering the battlefield untapped. Many games have opened with Fetchland into Bayou to cast Map, Capsule, or Top.
Blighted Woodland - So, the deck doesn't really have room for Explosive Vegetation, but having it on a land can be useful. Midgame, this can either fetch more swamps in order to power up Cabal Coffers, or fetch either color if you're getting color screwed.
Bojuka Bog - Axes other graveyard strategies and stops them from getting out of hand. Also useful to play after killing something critical, to prevent it from coming back.
Cabal Coffers - One of the deck's MVP's, Coffers can create absurd amounts of mana. Note that this land is not legendary, which means it can be copied to have multiple copies.
Command Beacon - The Beacon serves as a one-shot retrieval for Glissa for when she's been removed four or five times.
Command Tower - Exclusive fixing for the Commander format, I'm never unhappy to have this in my opening hand.
Mortuary Mire - A land with a one-shot Volrath's Stronghold effect, this will commonly be a land you either play in early turns to forego the effect and just get mana, or save late to get something important back.
Nykthos, Shrine to Nyx - Nykthos is a powerful land for when your board is loaded with colored permanents. Particularly strong when utilized with devotion-heavy permanents like Phyrexian Obliterator and Grave Pact.
Overgrown Tomb - The Golgari Shockland, like Bayou, this possesses both relevant land types and can be fetched for. If you don't have a turn one play, I recommend burning a fetch T1 and bringing this in tapped to keep the possibility of drawing into Bayou, which always enters untapped.
Reflecting Pool - Almost like a second Command Tower, the Pool is useful once you have both colors up and running.
Tainted Wood - A dual-land that requires a Swamp to function.
Thespian's Stage - Allows you to copy other lands. Unlike Vesuva, you can change it into other forms with just a small investment of mana. Good later on, once you can turn it into Cabal Coffers. In a pinch, can be morphed into a dual-land to help fix mana.
Urborg, Tomb of Yawgmoth - Any black deck worth its salt wants a copy of this, supremely powering up Cabal Coffers and fixing mana when you're low on natural Swamps.
Vesuva - The original clone land. Ideally, this is one land you don't want early, instead playing it once you've got Coffers up. Since the deck lacks a way to bounce lands, once you play this, it's pretty much set in stone. If you desperately need the mana, at least try to make this a Bayou or Overgrown Tomb.
Volrath's Stronghold - Repeatable creature recursion on a land, of all things. Its power level in the late game is insane, letting you get back your best creatures after the board's been wiped multiple times. I'm not shocked it's a member of the Reserved List.
Wasteland - Basically a functional reprint of Strip Mine, this hoses nonbasics at the cost of not being able to hit basics with things like Underworld Connections attached.
Ideally, your opener contains 3-4 lands, a deck manipulator (Top, Library, a tutor) and an artifact you can gain some value off of. Start out by building up your resources, trying to avoid rushing too far ahead or overcommitting into a board wipe. Ideally, tutors drawn at this point should be used to draw early acceleration or beginning to set up Cofferborg. To move into midgame, try to have at least six mana and be able to cast anything for that much except for Obliterator. Some tips:
-Avoid taking early damage when you can. Glissa comes down early and should pretty much tie up the ground single-handedly, but so can Vial-Smasher and Nekusar. Keeping these guys from eating into your life total is vital to make sure you can weather the storm later.
-Likewise, if you see an opportunity to sneak in some early hits of your own, you should take the opportunity. There have been numerous games I've won or lost on the back (or lack) of getting in early and taking some potshots at an empty board.
-Getting value in early turns is good, but be careful not to lay on too much pressure. This can quickly backfire by making the rest of the table focus on you, and the deck just can't take that kind of early barrage.
-The deck can't reliably wipe super-early, with only Disk and Boompile hitting the board on turn four. Boompile is only somewhat reliable, and Disk can't be used until turn five at the earliest. If your opponent is going wide with tokens, make getting Black Sun your top priority, since it shuts down Rootborn Defenses and scales to avoid killing your tougher creatures. Remember, they can't blink tokens, so don't worry about Eerie Interlude or anything like that.
-Don't be afraid to lose artifacts early, particularly if you can manage to trade with opposing creatures and gain Glissa triggers.
-Always be vigilant, especially at this point in the game, for Glissa triggers. It's easy to lose track of creatures dying, especially if two opponents are tangling in combat. This is especially valuable for early ramp like Burnished Hart and Expedition Map.
-Glissa does, in fact, get her triggers when the board gets wiped, even if she dies in the process. This is due to the "last known gamestate" rule, listed here:
603.6d Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. Continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities must be treated specially because the object with the ability may no longer be on the battlefield, may have moved to a hand or library, or may no longer be controlled by the appropriate player. The game has to "look back in time" to determine if these abilities trigger. Leaves-the-battlefield abilities, abilities that trigger when a permanent phases out, abilities that trigger when an object that all players can see is put into a hand or library, abilities that trigger specifically when an object becomes unattached, abilities that trigger when a player loses control of an object, and abilities that trigger when a player planeswalks away from a plane will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward.
Example: Two creatures are on the battlefield along with an artifact that has the ability "Whenever a creature is put into a graveyard from the battlefield, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures.
Mid Game - Taking the offensive
Now that you've survived to this point, take stock of what's going on at the table. Who's an obvious threat? Who's being aggressive? And, most dangerously of all, who's setting up for something big? It's time to begin setting up bigger plays. At this point, getting mana doublers onto the board is your top priority, while also keeping your opponents in check. Keep an eye on your hand's contents; it might be tempting to empty it, but remember that this is the point where wipes consistently pound the table, so be able to bounce back from more universal wipes like Akroma's Vengeance and an overloaded Cyclonic Rift. Besides mana doublers, try and get some value engines or a piece of wrath protection (Mikaeus, Soul of New Phyrexia) up. To move into late-game, you should have at least twelve mana available. Some advice:
-This is the point where you should be able to clearly discern what your opponents are doing. Keep in mind, experience is king when it comes to this sort of thing. If you're new to Commander, emphasize learning to play the deck first, understanding how cards work together should be what you're learning. Once you have that down, you can work on learning an opponent's strategy.
-Use your single-target removal wisely, especially if it takes a lot of mana. Threat assessment is another advanced topic, but for a beginner, just focus on what's either producing the most resources (tokens, mana, etc.) or is threatening to take you out of the game entirely. A lot of the removal in this deck is flexible, allowing you to take things out with whatever you might have on hand.
-You're welcome to start playing threats and start assaulting the opposition. Taking hits is going to become an inevitability, so you'll wind down to two options: healing, or going for an all-in slugfest. Cards like Noxious Gearhulk, Exsanguinate, and Courser of Kruphix can help you recover from damage and stabilize. As for option number two, you're going to need to outpace them on damage. That's not to say throwing all caution to the wind is the best advice. In fact, planning out how a potential combat step might go can help you zero in and bypass your opponent's defenses.
-Avoid playing card drawing spells until your hand is nearly empty when possible. The deck only has one way to prevent discard (Reliquary Tower) and it's usually such a low-priority card that tutoring it is a waste.
-Keeping Glissa on the table at this point may prove difficult, especially if she eats too much removal. Replaying her once shouldn't prove too taxing at five mana, but at seven, it may be a different story. Unless you desperately need to get something back, playing her may not be your best option.
-Keep track of hand sizes and open mana. Windmill slamming Sheoldred or some other game-wrecking permanent sounds great...until you realize that an opponent has two blue mana untapped and a Counterspell in hand. This is the point where control players should have enough mana to play smaller permanents and also hold up mana for counter magic.
Late Game - Victory or Death
So, you've traded blows with an enemy. They pass their turn. You untap your mana and find the pieces have fallen into place. Now, now is the time to seize victory. Assuming you're not dueling, one or two opponents have hopefully fallen. If you've been sandbagging or holding back, now is the time to let everything loose. Very little is off limits at this point, where value is the name of the game. Destroy anything that gets in your way. Take big swings and cast your hugest spells. At the end of it, one of two things have happened. You've been defeated at this point, kicked out of the winner's circle. Or, hopefully, you've stampeded your way straight into victory. Shuffle well, planeswalker. Some thoughts:
-You may not necessarily make it to this point at all. Many spells that rock tables can land around mid game, and if nobody has or can find an answer for it, the game just kind of...ends. This is especially true of combo decks, where they just win the game out of nowhere.
-You and your opponent may have traded so much, you might end up in a "topdeck" war. This is basically where both of you are completely empty handed and it's literally waiting for one of you to draw something useful. Depending on the opposing deck, you're generally better positioned due to Glissa being a near-perfect defense and many generals being unable to tangle with her.
-Like before, keep in mind that open mana can lead to almost anything, so be ready for it.
-Your deck is probably running somewhat low. Keep an eye on your graveyard and exile piles, to examine what you've already used. If there's a lot of value still in the deck, tutoring for Genesis Wave might be the best idea. If not, aim for Exsanguinate or Rise of the Dark Realms to quickly end the game.
Synergies, Quirks, and Additional Notes:
Hangarback Walker comboes with Glissa and Grave Pact/Dictate of Erebos. Here's how it works:
1. Cast Hangarback for zero mana, causing it to enter and then die.
2. This triggers Pact/Dictate, causing your opponents to sacrifice a creature.
3. In turn, those creatures dying triggers Glissa's ability, fetching back Hangarback Walker.
4. Rinse and repeat until your opponents' creatures are all dead.
Remember that +1/+1 counters and -1/-1 counters essentially neutralize one another. This gives you additional setup options with Mikaeus, the Unhallowed to reuse the Undying ability when playing Black Sun's Zenith.
Boompile and Nevinyrral's Disk do not sacrifice themselves to activate their ability. That means making them indestructible through Soul of New Phyrexia allows you to clear the board while keeping yours entirely intact.
Don't be afraid to draw tons of cards off a well-timed Decree of Pain or Overwhelming Forces. You can just pitch artifacts and get them back later with Glissa. (Not recommended for grave-hate heavy metas.)
If you're unsure of what to do in a given situation, playing Glissa is almost always a decent choice. Between tying up the ground and synergizing with the rest of your deck, Glissa's one contender that never gets punch-drunk.
This hand looks tempting, but make no mistake: you almost never want to see Coffers in your opening hand. I'd probably throw this back, even if the Sylvan Library looks like it'll get you out of dodge.
You want to keep a hand with at least three lands. It's almost never a good idea to do any less.
Improvements
This section is dedicated to cards I would add if I had them.
These are cards I know exist, and have reviewed. If the deck frees up a bunch of slots for whatever impossible reason, I might take a look in this section again.
Temporal Extortion - This is one of my favorite cards in MTG. Early game plays will probably bag you a Time Warp, and late game it'll likely be more of a Searing Wind. I like both effects though, especially for four mana. Jester's Mask - Head Games on an artifact. Rips apart combo, and makes a solid late-game play to rip apart an opponent's hand. Jester's Cap - Lets you look through your opponent's deck and exile whatever you're most afraid of. If you loop this enough, you could just completely neuter your opponent's deck. Urza's Bauble/Mishra's Bauble - Zero-cost artifacts that cycle and let you take a peek at what you or your opponents are doing or going to do. Mishra's Bauble is also extremely expensive thanks to Modern. Metalworker - Not running this card is a meta choice I've personally made. Too often, this guy eats removal almost immediately and dies. If your meta is light on removal, give him a try. Skysovereign, Consul Flagship - While Vehicles are a bit of an odd proposition due to needing other creatures to take up the wheel and most of them just being glorified beaters, only the biggest of boats offers something beyond a bit of extra mana or the ability to animate itself. Skysovereign is basically a flying Inferno Titan (except it can't split its damage) and it just so happens that Glissa can pilot it. Despite that, is it good enough? I'll say no for now, but I'd like to hear about anyone else that's tried it and their thoughts.
Changelog
This deck, as mentioned above, has had many changes. Before Innistrad Block came out, the deck prioritized as being an elf tribal build, using cards such as:
Some remnants of this strategy still remain, serving other, important functions to Glissa herself. This version's issues were that it ran out of gas far too easily, having plentiful mana, but nothing to spend it on.
Other, toolboxy cards were used some time ago, allowing for a safer gameplan and time to build. Cards in this category included:
And, naturally, as I got older, my card availability grew, and some cards simply got outclassed by newly printed stuff or just plain weren't good enough. Two(!) were banned. Some highlights from the past:
11/22/2016 - First major rewrite (added new decklists, card descriptions, and strategies.)
I deeply appreciate all the feedback received thus far, and I've enjoyed discussing different cards and strategies with everyone. I'd also like to give thanks to my buddies at Casually Spike, the podcast I'm also part of.
"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
I always keep one damage prevention source in a deck if I can. I realized that Blunt The Assault was much better than fog, and was disgusting in Multiplayer. Bonus points for having a foil of it in my binder
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"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
I find crucible of worlds, urborg, tomb of yawgmoth (in your to get list), cabal coffers (in your to get list), expidition map, and sylvan scrying to be all stars together in my glissa deck. this will also help you keep your core in play you could also run stripmine too. How competitive are you trying to be? Considering your willing to play a mindslaver lock. It doesn't seem too voltron to me so I was jw
I find crucible of worlds, urborg, tomb of yawgmoth (in your to get list), cabal coffers (in your to get list), expidition map, and sylvan scrying to be all stars together in my glissa deck. this will also help you keep your core in play you could also run stripmine too. How competitive are you trying to be? Considering your willing to play a mindslaver lock. It doesn't seem too voltron to me so I was jw
Actually, I'm not a fan of crucible, because MassLD doesn't really exist where I play, so I don't think I'm really in need of it. Also, this is a paper deck, so Crucible's a little out of my price range.
I've been considering Expedition Map as well, and I haven't updated that Wants List, which actually needs to remove that Mindslaver Lock.
As for the Voltron, it all comes from the equipment. Rather than attempting to swing for General damage, it's basically trying to lock Glissa in an impenetrable pile of armor to keep her from getting wiped.
Equip both, she untaps for free every time she does damage. You can completely machinegun your opponent's creatures.
0_0
WELL, someone's off to the game shop.
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"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
It's good either way fetch a land every turn. Run cycle lands and draw a card and then still play it. But I understand for a budget deck it doesn't make the cut. I think u could run butcher and a sac engine or two. What about the artifacts that trigger both on etb and etg for draw and ramp? I'll post my deck list in a couple days it's not budget but also no top$
Primordial Sage - Gives us some fantastic draw when we're pumping out dudes thanks to our huge mana supply.
Ink-Eyes - Awesome creature recursion, sturdy body, surprise attacker. Could you want more?
Gravestorm - Abusive use of Nihil Spellbomb should, in theory, let this profit more often. Pending for removal if it doesn't pan out.
Of course, where one must enter, another must leave.
Phyrexia's Core, Jund Panorama, Evolving Wilds, Moss Diamond, Vault of Whispers, Search for Tomorrow - I needed more swamps and room for the lands I got, so these had to go. May add the Core back in if Gravestorm doesn't work.
Strength of the Tajuru - Not as good as it looks when the board gets wiped frequently.
Copperhoof Vorrac - A fantastic beater, but I decided Ulamog would be better for the price.
Moonglove Extract - I liked it for a little while, but I think the Engine will do more damage in the long run.
Lifesmith - The lifegain wasn't worth keeping compared to Primordial's CA.
Also took out two forests and added three swamps, to boost Coffers.
"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
Took out Gravestorm for Nezumi Graverobber. Anyone got any suggestions to improve the deck besides the stuff in the Considered section?
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"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
I saw the discussion about the Viridian Longbow, what happened with that one? Its not in the considered choices.
Personally, I wouldn't consider Alluren unless it gets around the recasting rules for your Commander because you only have 12 other dudes at 3 CMC or less and Alluren could potentially give your opponents an unpredictable advantage.
I saw the discussion about the Viridian Longbow, what happened with that one? Its not in the considered choices.
Personally, I wouldn't consider Alluren unless it gets around the recasting rules for your Commander because you only have 12 other dudes at 3 CMC or less and Alluren could potentially give your opponents an unpredictable advantage.
Aluren does not get around recast cost, but gives Glissa flash and eliminates early game color screw
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"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
I've recently come up with an idea of a Glissa deck, but it is quite different from yours.
Anyway, I feel Voyager Staff can be really good in a Glissa voltron deck.
How does she do with more of an artifact recur deal? I lack most of the elves but can build what might work for artifact dredging and recur (although I'm afraid its way too slow).
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If one moves, kill him. In fact, kill one now to make sure the other one understands.
Pain is not the most efficient motivator, but it is cheap and plentiful.
A few questions:
1) have you considered a stax build? Glissa is a champ at bringing back smokestack and freinds.
2)if you're intending to run phyrexian arena will you also run necropotence and our new tool out of Inn Bloodgift Demon?
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Hey, Call me Rex. I really need to make one of those nice banners but I'm lazy and I don't know how.
Hye! I'm asking myself some questions about your build.
Is there enough elves in your deck to play Joraga Warcaller, Elvish Archdruid, Elvish Champion and Immaculate Magistrate at their full power?
I personnaly run quite a similar Glissa build and i find it hard to keep less than 20 elves in my deck without losing too much efficiency (in elvish interactions).
Moreover, i think it would be interesting if you could tell us about the deck's mana curve. Is there enough lands, no too many high costed spells? How many spells cost 1, 2, 3, etc...
Thanks for answering
I don't really play with too many elves in this deck, because it isn't supposed to be an Elf-Ramp deck. The idea with the lords is to build Glissa up so that nothing short of direct removal can get her, and DS Plate and the boots twins stop that from happening. Plus they have interesting abilities themselves or add them to Glissa (Forestwalk, Elf Token Production, and the Immaculate Magistrate/Joraga Warcaller combo.)
We only play 34 lands because we have excessive ramp, including recurable ramp in Horizon Spellbomb and Solemn. Our curve places each spell as costing an average of 4 mana. Nearly 20% of the deck is three-drops, and 20% costs 6 or more mana. Luckily, out of the nineteen drops in this range, thirteen are six-drops, with two a piece in the sevens and eights, and the expensive nine-drop Plague Wind and eleven-drop Ulamog topping the charts, which are fine since these are basically game-ending moves.
I've recently come up with an idea of a Glissa deck, but it is quite different from yours.
Anyway, I feel Voyager Staff can be really good in a Glissa voltron deck.
This card wouldn't be too bad, except I don't think it's good enough to make a cut to my 100.
How does she do with more of an artifact recur deal? I lack most of the elves but can build what might work for artifact dredging and recur (although I'm afraid its way too slow).
The issue with the artifacts is that when you want to tutor with our black tutors (Diabolic Tutor and Dimir House Guard) there's usually a dude or enchantment you'd rather find. But, considering that the deck's 20% artifacts, there's a good shot you'll get something in your opening seven. Glissa also keeps the heat off of you, since first strike isn't a hugely popular mechanic in EDH, and thus keeps others from trying to crush you. We've got a few things (Primordial Sage, Lurking Predators) that helps to actively cycle through your deck to make things easier. Glissa is great in that she's both strong and meek. Her 3/3 frame makes people less afraid of her at first, but her FSDT abilities keep them from trying to take you out in the early game.
A few questions:
1) have you considered a stax build? Glissa is a champ at bringing back smokestack and freinds.
2)if you're intending to run phyrexian arena will you also run necropotence and our new tool out of Inn Bloodgift Demon?
I'm not a big fan of Stax strategies, as I actually like some interaction with my opponents, even in the late game. As for Phy Arena and friends, I'm likely not going to run Necropotence and Bloodgift Demon, as Necropotence draws too much attention, especially in the early game, and Bloodgift is too fragile in multiplayer for me (if it's any consolation, I'm getting one for my Kaalia build.)
Also, speaking of the Innistrad Prerelease, I picked up a few things (None of which, ironically, are from Innistrad)
Nev's Disk - Recurable colorless wrath. Replaces Blunt the Assault, because why stop your opponent dead in their tracks, when you could stop them DEAD in their tracks?
Maelstrom Pulse - Powerful removal for getting rid of all those nasty Sol Rings. Replaces Eyeblight's Ending, which is fantastic creature removal, but Maelstrom Pulse is strictly better.
Adaptive Automaton - Another lord for Glissa, and the only one recurable with Glissa's abilities. Gets interesting as a beater if we have other lords in play. Replaces O-Naginata.
Edits to the list will come shortly.
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"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
Hey kids, guess who's got some updatey goodness? Me!
First off, Garruk Relentless. This guy is a monster and an absolute toolbox of a Planeswalker. 2/2 Wolves? 1/1 Wolves with DT? Creature Tutor?! Psuedo-Overrun?!
After talking with the community for a bit, I decided to cut Jade Mage. With Ant Queen, Imperious Perfect, M12 Garruk, and Rampaging Baloths all spitting out tokens, I figured cutting the weakest one wouldn't be too bad for what we're getting.
Second, Verdant Catacombs. The Green/Black fetchland replaces Terramorphic Expanse.
Foil Executioner's Capsule. Squee!!
I also got a Marsh Flats, but I'm not sure if adding it here would be worth the boost in land thinning versus losing a swamp for Coffers.
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"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
Are you really maximising your coffers without Urborg, Tomb of Yawgmoth though? Have you thought of Mana Refelection?
I think I'll go get a Prismatic Omen, which does the same thing as Urborg, but in exchange for more fragility lets us tap our swamps for green mana. Plus, it's cheaper.
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"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
You could use something like Ratchet Bomb, Powder Keg or Engineered Explosives against tokens (or Sol Rings ). It seems you're a bit low on sacrifice outlets as well. Culling Dais is very good together with Glissa.
If you want to take a somewhat riskier approach, consider Hermit Druid: dump a big chunk of your deck in the graveyard, and then (eventually) return all the artifacts to your hand with Glissa's ability.
You could use something like Ratchet Bomb, Powder Keg or Engineered Explosives against tokens (or Sol Rings ). It seems you're a bit low on sacrifice outlets as well. Culling Dais is very good together with Glissa.
If you want to take a somewhat riskier approach, consider Hermit Druid: dump a big chunk of your deck in the graveyard, and then (eventually) return all the artifacts to your hand with Glissa's ability.
Engineered Explosives is way too expensive right now, but I'll think about Ratchet Bomb.
Sacrifice outlets are good, but generally, stuff gets blown up by itself just through chump blocking or board wipes.
As for Hermit Druid, I would never play him just because he is a hate magnet. Not to mention dumping important pieces would be bad since there isn't a lot of creature recur.
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"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
Sol Ring is unnecessary in this deck mostly because the accel doesn't help boost into Glissa any faster in the opener, unless we get Golgari Signet as well. And that doesn't have a big enough chance of happening to be worth it.
Necropotence is a hate-drawing enchantment, and makes you a huge target almost immediately. I have an Executioner's Capsule in the deck already.
"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
Modern UG Infect
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This deck got its start as a Nath of the Gilt-Leaf deck, but changed to Glissa through a combination of two factors:
-Nath got rather boring to pilot.
-I began to see the synergies that Glissa has with cards like Executioner's Capsule and Grave Pact.
I grabbed some of the trinkets from Mirrodin and Alara, and off to the races went I.
As a Nath deck, the starting build used a lot of Elf synergy and tended to win games more through spamming goodstuff and killing the opponent(s) through a good old-fashioned slugfest. Now, I'm all for bringing a gun to a knife fight, but I'd lose games to worse opponents because their synergies were stronger and had more depth. So, as Glissa, I developed and made the deck into a beast that could not only adapt to any strategy, but overcome it.
While trapped in the core, the elves above accused her of all the damage that had been done to their community: the destruction of the Radix, the death of many elves, and the extinction of the trolls. With the Vanishing, the only remaining beings who knew what good she had actually done were pulled from the plane. The natives of the Tangle took to calling her Glissa, the Traitor as more and more woes were heaped upon her shoulders. With the corruptive powers of Phyrexia working their way to the mana core, she too, was eventually corrupted just by her proximity to the oil.
Now, exemplifying her moniker of The Traitor, she commands the newly compleated Elves of New Phyrexia, second only to Vorinclex, Voice of Hunger. In particular, Glissa takes particular glee in corrupting her former kin. Most recently, Glissa often came into conflict with Tezzeret, a planeswalking agent of Nicol Bolas. Tezzeret, while at the corrupted Karn's side, had a similar power level to Glissa. Their final clash occured when Glissa was in pursuit of Koth of the Hammer's party as they attempted to find Karn. Tezzeret intercepted Glissa and her forces and held her off. Tezzeret would evidently go on to survive the encounter and re-appear on the plane of Kaladesh, while Glissa's further fate is as of yet unknown...
Thanks to the MTGSalvation Wiki and Chorocojo's Magic: The Gathering Legendary Compendium for the info.
You're no stranger to digging through your graveyard and exploiting the hell out of it.
You like having lots of mana and ways to kill your opponents using it.
You like being able to control the board and play politics using your many recurable tricks.
You like making every choice for an opponent a bad one.
You like having a general that wins, trades, or just bounces off over 98% of all creatures.
You hate winning the game through subtlety. You want to win like Ric Flair, and everybody's getting Flair chopped. WOO!
You don't like having a deck that is not entirely dependent on its commander.
You don't want to have to keep track of what's available in both the graveyard and in your deck.
You frequently miss onboard triggered abilities, especially when they're yours.
1 Glissa, The Traitor
Planeswalkers - 1
1 Liliana of the Dark Realms
Regular Creatures - 22
1 Grim Flayer
1 Courser of Kruphix
1 Eternal Witness
1 Nissa, Vastwood Seer
1 Crypt Ghast
1 Meren of Clan Tel Noth
1 Oracle of Mul Daya
1 Phyrexian Obliterator
1 Seedborn Muse
1 Greenwarden of Murasa
1 Mikaeus, the Unhallowed
1 Nirkana Revenant
1 Regal Behemoth
1 Ulvenwald Hydra
1 Rune-Scarred Demon
1 Sheoldred, Whispering One
1 World Breaker
1 Vorinclex, Voice of Hunger
1 Kozilek, Butcher of Truth
1 Ulamog, the Ceaseless Hunger
1 Ulamog, the Infinite Gyre
1 Emrakul, The Promised End
Sacrifice Artifacts - 19
1 Hangarback Walker
1 Expedition Map
1 Executioner's Capsule
1 Horizon Spellbomb
1 Nihil Spellbomb
1 Burnished Hart
1 Filigree Familiar
1 Oblivion Stone
1 Sylvok Replica
1 Wild-Field Scarecrow
1 Boompile
1 Nevinyrral's Disk
1 Solemn Simulacrum
1 Treasure Keeper
1 Verdurous Gearhulk
1 Duplicant
1 Noxious Gearhulk
1 Soul of New Phyrexia
1 Wurmcoil Engine
1 Sensei's Divining Top
1 Caged Sun
1 Planar Bridge
Enchantments - 3
1 Sylvan Library
1 Grave Pact
1 Dictate of Erebos
Sorceries - 10
1 Black Sun's Zenith
1 Demonic Tutor
1 Diabolic Intent
1 Exsanguinate
1 Genesis Wave
1 Maelstrom Pulse
1 Verdant Confluence
1 Decree of Pain
1 Overwhelming Forces
1 Rise of the Dark Realms
Instants - 4
1 Vampiric Tutor
1 Abrupt Decay
1 Beast Within
1 Chord of Calling
Lands - 38
1 Bayou
1 Blighted Woodland
1 Bloodstained Mire
1 Bojuka Bog
1 Cabal Coffers
1 Command Beacon
1 Command Tower
5 Forest
1 Marsh Flats
1 Misty Rainforest
1 Mortuary Mire
1 Nykthos, Shrine to Nyx
1 Overgrown Tomb
1 Polluted Delta
1 Reflecting Pool
1 Reliquary Tower
1 Strip Mine
6 Swamp
1 Tainted Wood
1 Thespian's Stage
1 Twilight Mire
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Vesuva
1 Volrath's Stronghold
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
1 Woodland Cemetery
1 Fauna Shaman
1 Nether Traitor
1 Vampire Hexmage
1 Glissa, the Traitor
1 Crypt Ghast
1 Dimir House Guard
1 Necrotic Ooze
1 Tree of Perdition
1 Nath of the Gilt-Leaf
1 Sadistic Hypnotist
1 Ascendant Evincar
1 Kamahl, Fist of Krosa
1 Mikaeus, the Unhallowed
1 Nirkana Revenant
1 Phyrexian Devourer
1 Regal Behemoth
1 Triskelion
1 Vigor
1 Pestilence Demon
1 Vorinclex, Voice of Hunger
1 Blightsteel Colossus
Spells - 39
1 Claws of Gix
1 Crop Rotation
1 Entomb
1 Expedition Map
1 Green Sun's Zenith
1 Vampiric Tutor
1 Viridian Longbow
1 Worldly Tutor
1 Demonic Tutor
1 Diabolic Intent
1 Survival of the Fittest
1 Sylvan Scrying
1 Thornbite Staff
1 Chord of Calling
1 Golgari Germination
1 Grim Tutor
1 Phyrexian Altar
1 Defense of the Heart
1 Diabolic Tutor
1 Helm of Obedience
1 Jarad's Orders
1 Leyline of the Void
1 Liliana of the Dark Realms
1 Natural Order
1 Triskaidekaphobia
1 Brainspoil
1 Doubling Season
1 Exquisite Blood
1 Garruk, Primal Hunter
1 Increasing Ambition
1 Nissa, Vital Force
1 Primal Command
1 Ring of Three Wishes
1 Sanguine Bond
1 Beseech the Queen
1 Garruk, Caller of Beasts
1 Mindslaver
1 Tooth and Nail
1 Ugin, the Spirit Dragon
1 Bayou
1 Blooming Marsh
1 Bojuka Bog
1 Cabal Coffers
1 Command Beacon
1 Dark Depths
1 Forbidden Orchard
11 Forest
1 Mikokoro, Center of the Sea
1 Mortuary Mire
1 Overgrown Tomb
16 Swamp
1 Tainted Wood
1 Woodland Cemetery
1 Yavimaya Hollow
1 Birds of Paradise
1 Protean Hydra
1 Xantid Swarm
1 Burnished Hart
1 Champion of Lambholt
1 Glissa, the Traitor
1 Mirri, Cat Warrior
1 Necroskitter
1 Nissa, Vastwood Seer
1 Phyrexian Crusader
1 Vampire Nighthawk
1 Wild Beastmaster
1 Chameleon Colossus
1 Elusive Tormentor
1 Elven Warhounds
1 Kalitas, Traitor of Ghet
1 Phyrexian Obliterator
1 Solemn Simulacrum
1 Thrun, the Last Troll
1 Tree of Perdition
1 Xiahou Dun, the One-Eyed
1 Demon of Wailing Agonies
1 Dread Slaver
1 Skithiryx, the Blight Dragon
1 Soul Collector
1 The Wretched
1 Soul of New Phyrexia
1 Rune-Scarred Demon
1 Entomb
1 Executioner's Capsule
1 Sol Ring
1 Vampiric Tutor
1 Viridian Longbow
1 Abrupt Decay
1 Cranial Plating
1 Demonic Tutor
1 Lightning Greaves
1 Swiftfoot Boots
1 Thornbite Staff
1 Umezawa's Jitte
1 Beast Within
1 Darksteel Plate
1 Haunted Cloak
1 Helm of Kaldra
1 Loxodon Warhammer
1 Maelstrom Pulse
1 Quietus Spike
1 Strata Scythe
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Unstable Obelisk
1 Whispersilk Cloak
1 Grafted Exoskeleton
1 Lashwrithe
1 Shield of Kaldra
1 Sword of Kaldra
1 Batterskull
1 Liliana Vess
1 All Is Dust
1 Bayou
1 Bojuka Bog
1 Cabal Coffers
11 Forest
1 Mortuary Mire
1 Mosswort Bridge
1 Oran-Rief, the Vastwood
1 Overgrown Tomb
1 Shizo, Death's Storehouse
20 Swamp
1 Woodland Cemetery
1 Hangarback Walker
1 Birds of Paradise
1 Joraga Treespeaker
1 Copper Myr
1 Genesis Hydra
1 Leaden Myr
1 Sakura-Tribe Elder
1 Azusa, Lost but Seeking
1 Burnished Hart
1 Courser of Kruphix
1 Glissa, the Traitor
1 Nissa, Vastwood Seer
1 Omnath, Locus of Mana
1 Wild-Field Scarecrow
1 Yavimaya Elder
1 Crypt Ghast
1 Oracle of Mul Daya
1 Solemn Simulacrum
1 Magus of the Coffers
1 Nirkana Revenant
1 Oblivion Sower
1 Regal Behemoth
1 Ulvenwald Hydra
1 World Breaker
1 Vorinclex, Voice of Hunger
1 Kozilek, Butcher of Truth
1 Ulamog, the Ceaseless Hunger
1 Ulamog, the Infinite Gyre
1 Emrakul, the Promised End
1 Bond of Agony
1 Burgeoning
1 Crop Rotation
1 Expedition Map
1 Exploration
1 Horizon Spellbomb
1 Traverse the Ulvenwald
1 Wayfarer's Bauble
1 Black Sun's Zenith
1 Exsanguinate
1 Khalni Heart Expedition
1 Sylvan Scrying
1 Cultivate
1 Far Wanderings
1 Genesis Wave
1 Harrow
1 Kodama's Reach
1 Nissa's Pilgrimage
1 Primal Growth
1 Search for Tomorrow
1 Strata Scythe
1 Explosive Vegetation
1 Hunting Wilds
1 Nissa's Expedition
1 Nissa, Worldwaker
1 Caged Sun
1 Nissa, Nature's Artisan
1 All Is Dust
1 Boundless Realms
1 Decree of Pain
1 Curse of the Cabal
1 Bayou
1 Blighted Woodland
1 Blooming Marsh
1 Bojuka Bog
1 Cabal Coffers
1 Eye of Ugin
12 Forest
1 Gaea's Cradle
1 Mortuary Mire
1 Myriad Landscape
1 Overgrown Tomb
10 Swamp
1 Tainted Wood
1 Temple of the False God
1 Thespian's Stage
1 Twilight Mire
1 Urborg, Tomb of Yawgmoth
1 Vesuva
1 Woodland Cemetery
1 Yavimaya Hollow
Commander:
Crypt Ghast - The Ghast is one of the earliest high-value creatures this deck runs, and for good reason. Despite the weird rulings surrounding Extort, Crypt Ghast can be the opener to accelerate you to the late-game. He's quite squishy and is an easy target, however, so be careful.
Emrakul, the Promised End - Emrakul, the largest of the legal Eldrazi, permits you to play puppetmaster and control another player for a turn. In Duel, this is absolutely backbreaking. Waste their spells, resources, and destroy as much of their board and hand as you can. In Multiplayer, turn your proxy's board onto your other enemies, and despite putting the target on your own back, they'll have to spend their resources repelling it. Emrakul then gives them another turn, but depending on their circumstances, you either obliterated their position, or they weren't in a great place to begin with.
Greenwarden of Murasa - The buffest of Eternal Witnesses, Greenwarden is not only huge enough to trade with dragons and angels, but also gains extra value depending on the situation. In the late-game, this guy makes an easy sacrifice to grab something game-changing out of the graveyard, like Oblivion Stone or Exsanguinate. He also makes a good rattlesnake, since most opponents will want to keep you from gaining further value when something this large dies.
Grim Flayer - Early in the game, the Flayer helps you fix your draws, set up graveyard shenanigans with Glissa, or enable delirium for himself and Emrakul. Late game, he's an excellent beater for his cost and strips useless lands out of your deck or sets up for a game-ending Rise from The Dark Realms.
Kozilek, Butcher of Truth - Kozilek, in late-game, is a wonderful way to refill your hand and start putting your opponents down for a dirt nap.
Meren of Clan Nel Toth - Meren is kind of like Glissa in that she creates value from the graveyard. Admittedly, had they printed Meren first, this primer would likely be about her. Anyway, Meren starts out as a free Disentomb at the end of every turn, but as she watches other creatures die, her ability upgrades to a full-on Zombify. Plus, experience counters never go away, so losing Meren and getting her back later is no great setback.
Mikaeus, The Unhallowed - This ain't your daddy's Mikaeus, this one is dark! and EDGY! Anyway, Black Mike provides an anthem effect and undying to a majority of your team. This discourages opponents from using their board wipes but permits you to use yours more aggressively to clear enemy boards.
Nirkana Revenant - The Revenant doubles all mana production of swamps you control. In the lategame, if you stall out, you can pump a ton of mana into her and just start swinging.
Nissa, Vastwood Seer / Nissa, Sage Animist - Nissa is a great creature early game that gets you a forest and helps you hit that all-important fourth mana. Then, when you manage to flip her, you get a free Coiling Oracle every turn, or throw up Ashaya if you really need to stop Vraska tokens or something.
Oracle of Mul Daya - The Oracle, one of the most popular green creatures, helps you ramp and pull lands out of your hand and topdeck. Useful after you land a strong Decree of Pain or Overwhelming Forces.
Phyrexian Obliterator - This guy is a four-drop 5/5 with the ultimate rattlesnake ability. If you need to snuff a player out, the Obliterator almost always gets through the red zone.
Regal Behemoth - A mana doubling creature that either introduces or wrests control of the Monarch mechanic. If you play this early game and let someone else take the crown, however, this can help keep some early heat off of you.
Rune-Scarred Demon - This demon is large enough to tangle with other fliers, and he comes with a Demonic Tutor stapled to him. As such, he's value in the mid-to-late game.
Seedborn Muse - Seedborn Muse allows for the deck to grind out additional damage, since it gives all creatures psuedo-vigilance, and allows you to gain additional value for cards like Hangarback Walker and Thespian's Stage.
Sheoldred, Whispering One - Sheoldred, like all praetors, immediately puts pressure on the board by killing creatures (and generating Glissa triggers) and bringing yours back to the battlefield. Plus, her swampwalk ability lets her get into combat when Urborg is on the battlefield.
Ulamog, the Ceaseless Hunger - Newlamog, while a slight downgrade from his earlier version, is still an incredibly powerful, game-ending monster. Exiling two permanents when he's cast is already value, but as a 10/10 that mills a fifth of an opponent's deck when it swings just brings together the package that is the Ceaseless Hunger.
Ulamog, the Infinite Gyre - Ulamog, besides being indestructible and carrying the tables-turning ability of Annihilator 4, destroys a permanent when he enters. Steer this battleship into your strongest opponent and start wrecking their board.
Ulvenwald Hydra - This card makes me miss Primeval Titan. Anyway, it's very likely that you'll grab Urborg or Cabal Coffers, or Vesuva or Thespian's Stage if those are already online.
Vorinclex, Voice of Hunger - Like the rest of the Praetors, Vorinclex improves one of your resources while heavily taxing your opponents', in this case, lands. Vorinclex is one of the most hated creatures in green, and will absolutely be perceived as an absolute threat that must be destroyed. If you need to draw out removal (for instance, to stop them from nuking Glissa lategame when her ability is needed the most,) the Voice of Hunger makes far too tempting a target to be ignored.
World Breaker - World Breaker is a wonderful creature who, in mid-to-late game can shut down combo or stax players by exiling their all-important combo pieces. Not only that, but his reach and toughness helps gum up the skies and stops dragons and demons from getting free hits in on you. Plus, if he dies, you can sac a fetchland or something to get him back.
Burnished Hart - Probably the most influential non-God card from Theros block, this little deer can generate a ton of mana in the early game, by essentially being an Explosive Vegetation for every color. Going from three to six on turn four can certainly give you the leg up on an aggressive opponent.
Duplicant - Repeatable, unconditional creature removal, that even gets rid of the numerous indestructible threats running around such as Ulamog and Blightsteel Colossus.
Expedition Map - The Map, being one of the cornerstones of Tron decks in Modern, is also excellent here to help assemble or bolster the Cabal Coffers + Urborg combo or fix mana in a pinch.
Executioner's Capsule - This card is essentially a Slaughter Pact with Buyback (0) while Glissa's on the battlefield. Make no mistake, depending on your opponent's deck, this card alone can completely lock them out of creatures in early turns, while you build resources and set up for bigger plays. At the same time, this card also permits you to get another artifact back to your hand at instant speed, which can be useful if your opponent packs grave hate.
Filigree Familiar - This pupper doesn't need much bite to do his job. Gaining some life in the early game takes some of the sting out of mulitple fetches or staving off early damage from grindier commanders like Nekusar or Kaervek. Later, you can belt feed him into bigger creatures and draw into something with more impact.
Hangarback Walker - Hangarback Walker is among the griefiest cards in this deck. Highly flexible, disadvantageous to destroy outright, and part of a nasty combo with Grave Pact/Dictate of Erebos and Glissa, this construct was made for walking, and that's just what it'll do.
Horizon Spellbomb - This card plays very similarly to Solemn Simulacrum, but allows you to more flexibly pay your mana across casting and activating the abilities, in exchange for not getting a body to block with. Is an easy pitch late-game when your mana ramp is online.
Nevinyrral's Disk - A repeatable wrath in this deck that does not sacrifice itself in order to clean up the board. This is important, as this becomes an extremely useful lock when you have enough mana to activate Soul of New Phyrexia.
Nihil Spellbomb - This card lets us counter opposing graveyard/dredge strategies and late-game can be easily cycled. Great as a follow-up move when destroying something particularly troublesome, as this almost always prevents it from coming back.
Noxious Gearhulk - A powerful body that straight Murders a creature when it enters the battlefield. Add that to the fact that Noxie packs evasion in the form of Menace, and you've got a strong contender that's good at any point in the game.
Oblivion Stone - The O-Stone, like Boompile and Disk before it, allows you to wipe the board when things aren't going your way. However, unlike Disk, this can be popped immediately, and unlike Boompile, is guaranteed to do so. Stone is required to sacrifice itself, but if you can wait until Glissa's onboard, you can haul it back assuming you destroy at least one opposing creature.
Solemn Simulacrum - The saddest of all incredible robots. Four mana for a 2/2 sounds sketchy, but considering it has a Rampant Growth attached and cantrips when it finds its bucket thoroughly kicked, this little automaton is a powerhouse in this deck.
Soul of New Phyrexia - Soul, like Mikaeus, allows you to protect your board from all destruction-based board wipes. With enough mana up, you can even chain Disk/Boompile explosions to keep opposing sides wide open while you remain completely untouched.
Sylvok Replica - Good, clean artifact/enchantment removal. Blocks a lot of utility creatures from getting early potshots too.
Treasure Keeper - A Hill Giant with the ability to cascade for something 3 CMC or less when he eats the dust. Hitting a removal spell with Glissa can get him back, and there's various synergies that can trigger depending on your board (for instance, hitting Hangarback Walker while a Grave Pact effect is onboard.)
Verdurous Gearhulk - While Noxious Gearhulk is a sledge of sheer killing power, Verdy's more like a swiss army knife. If he's alone on the board, he becomes a monster that beats the vanilla test with ease. Some of our utility creatures, like Oracle and Crypt Ghast are rather squishy, but curve quite nicely into this guy to beef them up. Finally, he even opens creative lines of play with other cards in the deck, like Hangarback Walker and Black Sun's Zenith.
Wild-Field Scarecrow - Like Burnished Hart, the Scarecrow grabs extra lands. However, his cheaper activation cost is a tradeoff for merely tutoring for lands, rather than directly dropping them. Still, he sports similar stats to Sylvok Replica, so he's great for keeping the ground tied up against early aggro.
Wurmcoil Engine - The artifact titan of Phyrexia is a game-changer when it comes turning the tide of battle. Good on offense, defense, as a sacrifice, there's very little that wants to face down the Engine.
Planar Bridge - An update to the long-venerated Planar Portal, the bridge takes things one step beyond by allowing you to directly pull permanents from your library onto the battlefield. This has a variety of applications, from getting discounts on Eldrazi titans, to making combat absolute hell for your opponents when you can summon Phyrexian Obliterator at instant speed. It takea a lot of mana, but hey, in the early turns, you can pitch it safely and easily get it back.
Sensei's Divining Top - If you're new to Commander, I'd recommend picking at least one or two of these up. Universally loved and hated, the Top is colorless deck manipulation, which can make otherwise unkeepable hands work and strong hands into absolute powerhouses. Not only that, this trinket is virtually unbreakable due to a built-in bounce effect, making it one of the strongest cards in the format.
Grave Pact - This powerful enchantment forces your opponents to lose creatures whenever you lose yours. You can use the smaller artifact creatures to chump or use their own sac abilities to trigger this on command. Also creates a sick combo with Glissa and Hangarback Walker, detailed below.
Sylvan Library - Like Top, this card lets you manipulate your topdeck, although it comes at a higher initial cost. In a pinch, you can even keep the extra cards and eat some damage if you really need more.
Beast Within - Years later, I still can't believe this card made it into a Standard-legal expansion. Unconditional permanent removal, in one color, on an instant, for the same CMC as Vindicate, in exchange for giving the owner a 3/3? This card's amazing. Don't ever not run this in any green deck. Like seriously.
Chord of Calling - By tapping your creatures and mana, you can sound the Chord and pull a creature out of your deck at instant speed. There are some particularly nasty tricks you can pull with this, including calling Phyrexian Obliterator as an emergency blocker, Mikaeus in response to a wipe, or Hangarback to score a free Grave Pact trigger.
Vampiric Tutor - Wizards considered Demonic Tutor far too broken as a 2 mana sorcery, so they decided to fix it by making it a 1 mana instant that sends the card to your topdeck rather than directly to your hand. It also costs two life, but that's peanuts in a 40 life format. A strong topdeck at any point in the game.
Demonic Tutor - There's not a lot to say about this card; the tutor to end all tutors.
Diabolic Intent - Same as above, but requires the sacrifice of a creature. Ideal targets are Solemn Simulacrum or Hangarback Walker, or anything when Mikaeus when he's in play.
Exsanguinate - In a deck of big mana, few finishers are as mighty as a scalable table drain spell. Capable of finishing tables off once you've got several mana doublers off, this spell has taken more games than I can even count. In a pinch, you can crack this off early to shore up your life total if you're taking too much damage.
Genesis Wave - Likewise, Genesis Wave commonly brings games to an end by throwing 30-40 mana behind it and just hurling half your deck onto the battlefield. While not recommended, more than once was a situation where I busted this early to dig for lands.
Maelstrom Pulse - The Pulse is just short of an outright Vindicate effect, however it nukes all copies of a card similar to Detention Sphere and Declaration in Stone. This means it's great against format staples (like Oracle of Mul Daya) or tokens.
Overwhelming Forces - Absolutely backbreaking in a duel, this functions as a single-target Decree of Pain. In multiplayer, this can punish a player who heavily overextends or otherwise pushes their luck.
Rise of the Dark Realms - Liliana Vess's ultimate, on a card. Good early to recur the table's value creatures and ETB's, good late to end the game. The proliferation of wipe spells in the format mean this is a good target to get back with Eternal Witness or Greenwarden.
Blighted Woodland - So, the deck doesn't really have room for Explosive Vegetation, but having it on a land can be useful. Midgame, this can either fetch more swamps in order to power up Cabal Coffers, or fetch either color if you're getting color screwed.
Bloodstained Mire, Marsh Flats, Misty Rainforest, Polluted Delta, Windswept Heath, Wooded Foothills, Verdant Catacombs - Fetchlands abound in this deck, which help grab your Bayou and Overgrown Tomb, and then thin the deck out of lands.
Bojuka Bog - Axes other graveyard strategies and stops them from getting out of hand. Also useful to play after killing something critical, to prevent it from coming back.
Cabal Coffers - One of the deck's MVP's, Coffers can create absurd amounts of mana. Note that this land is not legendary, which means it can be copied to have multiple copies.
Command Beacon - The Beacon serves as a one-shot retrieval for Glissa for when she's been removed four or five times.
Command Tower - Exclusive fixing for the Commander format, I'm never unhappy to have this in my opening hand.
Mortuary Mire - A land with a one-shot Volrath's Stronghold effect, this will commonly be a land you either play in early turns to forego the effect and just get mana, or save late to get something important back.
Nykthos, Shrine to Nyx - Nykthos is a powerful land for when your board is loaded with colored permanents. Particularly strong when utilized with devotion-heavy permanents like Phyrexian Obliterator and Grave Pact.
Overgrown Tomb - The Golgari Shockland, like Bayou, this possesses both relevant land types and can be fetched for. If you don't have a turn one play, I recommend burning a fetch T1 and bringing this in tapped to keep the possibility of drawing into Bayou, which always enters untapped.
Reflecting Pool - Almost like a second Command Tower, the Pool is useful once you have both colors up and running.
Reliquary Tower - A land that gives you the Spellbook effect and produces colorless mana. Works wonderfully in tandem with Decree or Overwhelming Forces.
Strip Mine - Takes problem lands off the board. Good for Maze of Ith, opposing Coffers or Gaea's Cradle.
Tainted Wood - A dual-land that requires a Swamp to function.
Thespian's Stage - Allows you to copy other lands. Unlike Vesuva, you can change it into other forms with just a small investment of mana. Good later on, once you can turn it into Cabal Coffers. In a pinch, can be morphed into a dual-land to help fix mana.
Urborg, Tomb of Yawgmoth - Any black deck worth its salt wants a copy of this, supremely powering up Cabal Coffers and fixing mana when you're low on natural Swamps.
Vesuva - The original clone land. Ideally, this is one land you don't want early, instead playing it once you've got Coffers up. Since the deck lacks a way to bounce lands, once you play this, it's pretty much set in stone. If you desperately need the mana, at least try to make this a Bayou or Overgrown Tomb.
Volrath's Stronghold - Repeatable creature recursion on a land, of all things. Its power level in the late game is insane, letting you get back your best creatures after the board's been wiped multiple times. I'm not shocked it's a member of the Reserved List.
Wasteland - Basically a functional reprint of Strip Mine, this hoses nonbasics at the cost of not being able to hit basics with things like Underworld Connections attached.
Woodland Cemetery - The Golgari Checkland, always a solid include.
Ideally, your opener contains 3-4 lands, a deck manipulator (Top, Library, a tutor) and an artifact you can gain some value off of. Start out by building up your resources, trying to avoid rushing too far ahead or overcommitting into a board wipe. Ideally, tutors drawn at this point should be used to draw early acceleration or beginning to set up Cofferborg. To move into midgame, try to have at least six mana and be able to cast anything for that much except for Obliterator. Some tips:
-Avoid taking early damage when you can. Glissa comes down early and should pretty much tie up the ground single-handedly, but so can Vial-Smasher and Nekusar. Keeping these guys from eating into your life total is vital to make sure you can weather the storm later.
-Likewise, if you see an opportunity to sneak in some early hits of your own, you should take the opportunity. There have been numerous games I've won or lost on the back (or lack) of getting in early and taking some potshots at an empty board.
-Getting value in early turns is good, but be careful not to lay on too much pressure. This can quickly backfire by making the rest of the table focus on you, and the deck just can't take that kind of early barrage.
-The deck can't reliably wipe super-early, with only Disk and Boompile hitting the board on turn four. Boompile is only somewhat reliable, and Disk can't be used until turn five at the earliest. If your opponent is going wide with tokens, make getting Black Sun your top priority, since it shuts down Rootborn Defenses and scales to avoid killing your tougher creatures. Remember, they can't blink tokens, so don't worry about Eerie Interlude or anything like that.
-Don't be afraid to lose artifacts early, particularly if you can manage to trade with opposing creatures and gain Glissa triggers.
-Always be vigilant, especially at this point in the game, for Glissa triggers. It's easy to lose track of creatures dying, especially if two opponents are tangling in combat. This is especially valuable for early ramp like Burnished Hart and Expedition Map.
-Glissa does, in fact, get her triggers when the board gets wiped, even if she dies in the process. This is due to the "last known gamestate" rule, listed here:
Example: Two creatures are on the battlefield along with an artifact that has the ability "Whenever a creature is put into a graveyard from the battlefield, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures.
Mid Game - Taking the offensive
Now that you've survived to this point, take stock of what's going on at the table. Who's an obvious threat? Who's being aggressive? And, most dangerously of all, who's setting up for something big? It's time to begin setting up bigger plays. At this point, getting mana doublers onto the board is your top priority, while also keeping your opponents in check. Keep an eye on your hand's contents; it might be tempting to empty it, but remember that this is the point where wipes consistently pound the table, so be able to bounce back from more universal wipes like Akroma's Vengeance and an overloaded Cyclonic Rift. Besides mana doublers, try and get some value engines or a piece of wrath protection (Mikaeus, Soul of New Phyrexia) up. To move into late-game, you should have at least twelve mana available. Some advice:
-This is the point where you should be able to clearly discern what your opponents are doing. Keep in mind, experience is king when it comes to this sort of thing. If you're new to Commander, emphasize learning to play the deck first, understanding how cards work together should be what you're learning. Once you have that down, you can work on learning an opponent's strategy.
-Use your single-target removal wisely, especially if it takes a lot of mana. Threat assessment is another advanced topic, but for a beginner, just focus on what's either producing the most resources (tokens, mana, etc.) or is threatening to take you out of the game entirely. A lot of the removal in this deck is flexible, allowing you to take things out with whatever you might have on hand.
-You're welcome to start playing threats and start assaulting the opposition. Taking hits is going to become an inevitability, so you'll wind down to two options: healing, or going for an all-in slugfest. Cards like Noxious Gearhulk, Exsanguinate, and Courser of Kruphix can help you recover from damage and stabilize. As for option number two, you're going to need to outpace them on damage. That's not to say throwing all caution to the wind is the best advice. In fact, planning out how a potential combat step might go can help you zero in and bypass your opponent's defenses.
-Avoid playing card drawing spells until your hand is nearly empty when possible. The deck only has one way to prevent discard (Reliquary Tower) and it's usually such a low-priority card that tutoring it is a waste.
-Keeping Glissa on the table at this point may prove difficult, especially if she eats too much removal. Replaying her once shouldn't prove too taxing at five mana, but at seven, it may be a different story. Unless you desperately need to get something back, playing her may not be your best option.
-Keep track of hand sizes and open mana. Windmill slamming Sheoldred or some other game-wrecking permanent sounds great...until you realize that an opponent has two blue mana untapped and a Counterspell in hand. This is the point where control players should have enough mana to play smaller permanents and also hold up mana for counter magic.
Late Game - Victory or Death
So, you've traded blows with an enemy. They pass their turn. You untap your mana and find the pieces have fallen into place. Now, now is the time to seize victory. Assuming you're not dueling, one or two opponents have hopefully fallen. If you've been sandbagging or holding back, now is the time to let everything loose. Very little is off limits at this point, where value is the name of the game. Destroy anything that gets in your way. Take big swings and cast your hugest spells. At the end of it, one of two things have happened. You've been defeated at this point, kicked out of the winner's circle. Or, hopefully, you've stampeded your way straight into victory. Shuffle well, planeswalker. Some thoughts:
-You may not necessarily make it to this point at all. Many spells that rock tables can land around mid game, and if nobody has or can find an answer for it, the game just kind of...ends. This is especially true of combo decks, where they just win the game out of nowhere.
-You and your opponent may have traded so much, you might end up in a "topdeck" war. This is basically where both of you are completely empty handed and it's literally waiting for one of you to draw something useful. Depending on the opposing deck, you're generally better positioned due to Glissa being a near-perfect defense and many generals being unable to tangle with her.
-Like before, keep in mind that open mana can lead to almost anything, so be ready for it.
-Your deck is probably running somewhat low. Keep an eye on your graveyard and exile piles, to examine what you've already used. If there's a lot of value still in the deck, tutoring for Genesis Wave might be the best idea. If not, aim for Exsanguinate or Rise of the Dark Realms to quickly end the game.
Synergies, Quirks, and Additional Notes:
Hangarback Walker comboes with Glissa and Grave Pact/Dictate of Erebos. Here's how it works:
1. Cast Hangarback for zero mana, causing it to enter and then die.
2. This triggers Pact/Dictate, causing your opponents to sacrifice a creature.
3. In turn, those creatures dying triggers Glissa's ability, fetching back Hangarback Walker.
4. Rinse and repeat until your opponents' creatures are all dead.
Cabal Coffers, Nirkana Revenant, and Crypt Ghast gain a serious production boost when you have Urborg, Tomb of Yawgmoth out. Keep in mind, Revenant and Ghast don't care what mana a land produces, as long as it's a Swamp, it'll add the additional black mana.
Remember that +1/+1 counters and -1/-1 counters essentially neutralize one another. This gives you additional setup options with Mikaeus, the Unhallowed to reuse the Undying ability when playing Black Sun's Zenith.
Boompile and Nevinyrral's Disk do not sacrifice themselves to activate their ability. That means making them indestructible through Soul of New Phyrexia allows you to clear the board while keeping yours entirely intact.
Don't be afraid to draw tons of cards off a well-timed Decree of Pain or Overwhelming Forces. You can just pitch artifacts and get them back later with Glissa. (Not recommended for grave-hate heavy metas.)
If you're unsure of what to do in a given situation, playing Glissa is almost always a decent choice. Between tying up the ground and synergizing with the rest of your deck, Glissa's one contender that never gets punch-drunk.
Sample Hands
- Bayou
- Swamp
- Woodland Cemetary
- Sensei's Divining Top
- Grim Flayer
- Hangarback Walker
- Solemn Simulacrum
Probably my favorite hand against a non-aggro table that wants time to set up before going to war.- Forest
- Forest
- Urborg, Tomb of Yawgmoth
- Abrupt Decay
- Nevinyrral's Disk
- Executioner's Capsule
- Filigree Familiar
Likewise, if you're up against an aggresive deck that wants to pound your face in, this is pretty solid to start with.- Cabal Coffers
- Forest
- Sylvan Library
- Solemn Simulacrum
- Courser of Kruphix
- Meren of Clan Nel Toth
- Reflecting Pool
This hand looks tempting, but make no mistake: you almost never want to see Coffers in your opening hand. I'd probably throw this back, even if the Sylvan Library looks like it'll get you out of dodge.You want to keep a hand with at least three lands. It's almost never a good idea to do any less.
Guardian Beast
Temporal Extortion - This is one of my favorite cards in MTG. Early game plays will probably bag you a Time Warp, and late game it'll likely be more of a Searing Wind. I like both effects though, especially for four mana.
Jester's Mask - Head Games on an artifact. Rips apart combo, and makes a solid late-game play to rip apart an opponent's hand.
Jester's Cap - Lets you look through your opponent's deck and exile whatever you're most afraid of. If you loop this enough, you could just completely neuter your opponent's deck.
Urza's Bauble/Mishra's Bauble - Zero-cost artifacts that cycle and let you take a peek at what you or your opponents are doing or going to do. Mishra's Bauble is also extremely expensive thanks to Modern.
Metalworker - Not running this card is a meta choice I've personally made. Too often, this guy eats removal almost immediately and dies. If your meta is light on removal, give him a try.
Skysovereign, Consul Flagship - While Vehicles are a bit of an odd proposition due to needing other creatures to take up the wheel and most of them just being glorified beaters, only the biggest of boats offers something beyond a bit of extra mana or the ability to animate itself. Skysovereign is basically a flying Inferno Titan (except it can't split its damage) and it just so happens that Glissa can pilot it. Despite that, is it good enough? I'll say no for now, but I'd like to hear about anyone else that's tried it and their thoughts.
1 Elvish Archdruid
1 Lys Alana Huntmaster
1 Lys Alana Scarblade
1 Copperhorn Scout
1 Elvish Harbinger
1 Imperious Perfect
1 Fauna Shaman
1 Elvish Champion
1 Nath of the Gilt-Leaf
1 Gilt-Leaf Palace
1 Wirewood Herald
1 Ezuri, Renegade Leader
1 Jagged-Scar Archers
1 Wirewood Lodge
Other, toolboxy cards were used some time ago, allowing for a safer gameplan and time to build. Cards in this category included:
1 Worldly Tutor
1 Lurking Predators
1 Traverse the Ulvenwald
1 Putrefy
1 Archfiend of Depravity
1 Vedalken Orrery
1 Garruk Relentless
1 Buried Alive
1 Primordial Sage
1 Freyalise, Llanowar's Fury
1 Diabolic Revelation
1 Triumph of Ferocity
1 Gravestorm
1 Increasing Ambition
1 Green Sun's Zenith
1 Thornbite Staff
1 Verdant Confluence
1 Conduit of Ruin
1 Yavimaya Elder
1 Champion of Stray Souls
1 Yavimaya Hollow
1 Golgari Rot Farm
1 Praetor's Counsel
1 Jarad, Golgari Lich Lord
1 Tectonic Edge
1 Reaper of the Wilds
1 Harvester of Souls
1 Birds of Paradise
1 Forbidden Orchard
1 Genesis
1 Darksteel Plate
1 Moriok Replica
1 Corpse Connosieur
1 Nemesis Mask
1 Garruk, Primal Hunter
1 Netherborn Phalanx
1 Lightning Greaves
1 Blunt the Assault
1 Gaze of Granite
1 Ink-Eyes, Servant of Oni
1 Ulvenwald Tracker
1 Jarad's Orders
1 Lifesmith
1 Dimir House Guard
1 Pernicious Deed
1 Primeval Bounty
1 Strionic Resonator
1 Fangren Marauder
1 Crushing Vines
1 Nezumi Graverobber
1 Evolving Wilds
1 Blanket of Night
1 Meteor Crater
1 Grave Titan
1 Worst Fears
1 Eyeblight's Ending
1 Golgari Signet
1 Mazirek, Kraul Death Priest
1 Void Winnower
1 Commander's Sphere
1 Unstable Obelisk
1 Primeval Titan
1 Sylvan Primordial
1 Pontiff of Blight
1 Adaptive Automaton
1 Zendikar Resurgent
1 Entomb
1 Grim Haruspex
1 Lifeblood Hydra
1 Den Protector
1 Prismatic Omen
1 Grave Betrayal
1 Urborg
1 Plague Wind
1 Jade Mage
1 Diabolic Tutor
1 Sol Ring
1 Terramorphic Expanse
11/22/2016 - First major rewrite (added new decklists, card descriptions, and strategies.)
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
Thanks to GR @ Yavin IV Studios for the signature!
Nah, I don't see the point of having it and Thornbite Staff
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
Equip both, she untaps for free every time she does damage. You can completely machinegun your opponent's creatures.
Thanks to GR @ Yavin IV Studios for the signature!
Actually, I'm not a fan of crucible, because MassLD doesn't really exist where I play, so I don't think I'm really in need of it. Also, this is a paper deck, so Crucible's a little out of my price range.
I've been considering Expedition Map as well, and I haven't updated that Wants List, which actually needs to remove that Mindslaver Lock.
As for the Voltron, it all comes from the equipment. Rather than attempting to swing for General damage, it's basically trying to lock Glissa in an impenetrable pile of armor to keep her from getting wiped.
0_0
WELL, someone's off to the game shop.
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
Coffers, Shizo, Wirewood Lodge - AWWWWWW YEEEEEAH!
Ulamog, The Infinite Gyre - A gift from FTV: Legends, gives Glissa a devastating finishing move.
Wurmcoil Engine - Huzzah! The artifact titan joins the deck with arguably the best reusable trigger.
Worldly Tutor - Yup, creature tutoring is awesome.
Primordial Sage - Gives us some fantastic draw when we're pumping out dudes thanks to our huge mana supply.
Ink-Eyes - Awesome creature recursion, sturdy body, surprise attacker. Could you want more?
Gravestorm - Abusive use of Nihil Spellbomb should, in theory, let this profit more often. Pending for removal if it doesn't pan out.
Of course, where one must enter, another must leave.
Phyrexia's Core, Jund Panorama, Evolving Wilds, Moss Diamond, Vault of Whispers, Search for Tomorrow - I needed more swamps and room for the lands I got, so these had to go. May add the Core back in if Gravestorm doesn't work.
Strength of the Tajuru - Not as good as it looks when the board gets wiped frequently.
Copperhoof Vorrac - A fantastic beater, but I decided Ulamog would be better for the price.
Moonglove Extract - I liked it for a little while, but I think the Engine will do more damage in the long run.
Lifesmith - The lifegain wasn't worth keeping compared to Primordial's CA.
Also took out two forests and added three swamps, to boost Coffers.
The edits to the list will come shortly.
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
I like your deck ideas, they are GREAT!
I saw the discussion about the Viridian Longbow, what happened with that one? Its not in the considered choices.
Personally, I wouldn't consider Alluren unless it gets around the recasting rules for your Commander because you only have 12 other dudes at 3 CMC or less and Alluren could potentially give your opponents an unpredictable advantage.
Aluren does not get around recast cost, but gives Glissa flash and eliminates early game color screw
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
Anyway, I feel Voyager Staff can be really good in a Glissa voltron deck.
Pain is not the most efficient motivator, but it is cheap and plentiful.
1) have you considered a stax build? Glissa is a champ at bringing back smokestack and freinds.
2)if you're intending to run phyrexian arena will you also run necropotence and our new tool out of Inn Bloodgift Demon?
Check out my EDH/Commander primer for Vorosh, the Hunter
http://forums.mtgsalvation.com/showt...10#post6907410
The primer is currently very far out of date and needs re-writing. If you're interested in any info or actually seeing it redone please pm me.
I don't really play with too many elves in this deck, because it isn't supposed to be an Elf-Ramp deck. The idea with the lords is to build Glissa up so that nothing short of direct removal can get her, and DS Plate and the boots twins stop that from happening. Plus they have interesting abilities themselves or add them to Glissa (Forestwalk, Elf Token Production, and the Immaculate Magistrate/Joraga Warcaller combo.)
We only play 34 lands because we have excessive ramp, including recurable ramp in Horizon Spellbomb and Solemn. Our curve places each spell as costing an average of 4 mana. Nearly 20% of the deck is three-drops, and 20% costs 6 or more mana. Luckily, out of the nineteen drops in this range, thirteen are six-drops, with two a piece in the sevens and eights, and the expensive nine-drop Plague Wind and eleven-drop Ulamog topping the charts, which are fine since these are basically game-ending moves.
This card wouldn't be too bad, except I don't think it's good enough to make a cut to my 100.
The issue with the artifacts is that when you want to tutor with our black tutors (Diabolic Tutor and Dimir House Guard) there's usually a dude or enchantment you'd rather find. But, considering that the deck's 20% artifacts, there's a good shot you'll get something in your opening seven. Glissa also keeps the heat off of you, since first strike isn't a hugely popular mechanic in EDH, and thus keeps others from trying to crush you. We've got a few things (Primordial Sage, Lurking Predators) that helps to actively cycle through your deck to make things easier. Glissa is great in that she's both strong and meek. Her 3/3 frame makes people less afraid of her at first, but her FSDT abilities keep them from trying to take you out in the early game.
I'm not a big fan of Stax strategies, as I actually like some interaction with my opponents, even in the late game. As for Phy Arena and friends, I'm likely not going to run Necropotence and Bloodgift Demon, as Necropotence draws too much attention, especially in the early game, and Bloodgift is too fragile in multiplayer for me (if it's any consolation, I'm getting one for my Kaalia build.)
Also, speaking of the Innistrad Prerelease, I picked up a few things (None of which, ironically, are from Innistrad)
Nev's Disk - Recurable colorless wrath. Replaces Blunt the Assault, because why stop your opponent dead in their tracks, when you could stop them DEAD in their tracks?
Maelstrom Pulse - Powerful removal for getting rid of all those nasty Sol Rings. Replaces Eyeblight's Ending, which is fantastic creature removal, but Maelstrom Pulse is strictly better.
Adaptive Automaton - Another lord for Glissa, and the only one recurable with Glissa's abilities. Gets interesting as a beater if we have other lords in play. Replaces O-Naginata.
Edits to the list will come shortly.
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
First off, Garruk Relentless. This guy is a monster and an absolute toolbox of a Planeswalker. 2/2 Wolves? 1/1 Wolves with DT? Creature Tutor?! Psuedo-Overrun?!
After talking with the community for a bit, I decided to cut Jade Mage. With Ant Queen, Imperious Perfect, M12 Garruk, and Rampaging Baloths all spitting out tokens, I figured cutting the weakest one wouldn't be too bad for what we're getting.
Second, Verdant Catacombs. The Green/Black fetchland replaces Terramorphic Expanse.
Foil Executioner's Capsule. Squee!!
I also got a Marsh Flats, but I'm not sure if adding it here would be worth the boost in land thinning versus losing a swamp for Coffers.
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
I think I'll go get a Prismatic Omen, which does the same thing as Urborg, but in exchange for more fragility lets us tap our swamps for green mana. Plus, it's cheaper.
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
If you want to take a somewhat riskier approach, consider Hermit Druid: dump a big chunk of your deck in the graveyard, and then (eventually) return all the artifacts to your hand with Glissa's ability.
Engineered Explosives is way too expensive right now, but I'll think about Ratchet Bomb.
Sacrifice outlets are good, but generally, stuff gets blown up by itself just through chump blocking or board wipes.
As for Hermit Druid, I would never play him just because he is a hate magnet. Not to mention dumping important pieces would be bad since there isn't a lot of creature recur.
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
UWGRBSliver Queen Control p=8329402#post8329402
RBUWG Slivers http://forums.mtgsalvation.com/showthread.php?t=363247 RETIRED
G Omnath http://forums.mtgsalvation.com/showthread.php?p=7428848#post7428848
Legacy
0 Cheerios 0http://forums.mtgsalvation.com/showthread.php?p=7443850#post7443850
Aww hell, how could I have forgotten Duplicant?
Sol Ring is unnecessary in this deck mostly because the accel doesn't help boost into Glissa any faster in the opener, unless we get Golgari Signet as well. And that doesn't have a big enough chance of happening to be worth it.
Necropotence is a hate-drawing enchantment, and makes you a huge target almost immediately. I have an Executioner's Capsule in the deck already.
----
Grabbed Blanket of Night from the LGS last night. Same thing as Urborg, ten bucks cheaper than it too. Managed to win a Woodland Cemetery. Also got a Champion's Helm.
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect