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View Full Version : [Card] Glen Elendra Archmage



andrewpate
02-14-2009, 04:43 PM
Looking through the MUC lists on deckcheck.net, I have been unable to find anybody using Glen Elendra Archmage. I am curious about the reasons for this, especially given that the card does see occasional play in Faerie Stompy and Faeries from what I have seen. Tommy Kolowith had success with a Draw, Go style deck in Vintage using the card as the primary maindeck kill condition. As I do not have much experience with MUC in Legacy, however, I thought I would ask about it here.

Quite a few Legacy MUC builds run Sower of Temptation in the maindeck, and nearly all others have it in the sideboard. This shows that a disruptive 2/2 flyer for 4 mana is certainly playable, and in fact the Archmage is actually very marginally easier to cast if you have Academy Ruins or any off-color basics. And while Sower of Temptation's effect is certainly stronger in a format with such prevalence of Tarmogoyf, Phyrexian Dreadnought, etc., the ability to counter two spells with a single card is difficult to ignore. For example, when making Fact or Fiction piles, the fact that one of the counterspells being separated works twice is a great skill-tester that can punish inexperienced opponents.

As a sideboard option, consider this: a current maindeck build geared toward anti-aggro with 3 Sower of Temptation and 2 big dogs (Morphling, Teferi, Rainbow Efreet, Oona, etc.) for kill conditions, with Engineered Explosives, Relic of Progenitus, and Vedalken Shackles. Current builds designed in this way often run some combination of Negate, Stifle, and Chalice of the Void in the sideboard for the combo matchup. What about running 3 Glen Elendra Archmage and 3 Chalice of the Void instead, boarding out Sowers and Shackles? This keeps the kill conditions equal, since taking out Sowers for Stifles or some such is not really possible with just two other options left in the deck. It's also another outlet for card advantage, which is great against a deck that only needs to resolve one spell in order to win and that, like MUC, thrives on one-for-one trades in the first couple of turns.

Has anyone tested the card, either in the maindeck or in the side? I would be interested to know how it has worked out.

BKclassic
02-14-2009, 05:56 PM
Now that you mention, this seems like a really funny card to play in Dreadstill. AND its a friggin' 2/2. Perfect fit. Maybe I'll test it there...


At any rate, I think it sees less play in Legacy because we have Counterbalance, which is pretty good here, and sorta does the same thing. Does seem like it would be okay in MUC.

bowvamp
02-14-2009, 06:11 PM
Hmm, I can see this in Fae... oh wait! It already is in Fae!
Anyways, this card wouldn't be too good in MUC because it is easily destroyed and we want our threats to not depend on our countermagic. That is the difference between dreadstill and MUC. MUC wants to be able to disrupt the opponent, and keep disrupting while beating down with a highly evasive threat. Dreadstill wants to lay a dreadnought and protect the nought. (I'm not sure about this, but I doubt that dreadstill would run nought if that wasn't it's gameplan)

jthanatos
02-14-2009, 06:47 PM
Anyways, this card wouldn't be too good in MUC because it is easily destroyed and we want our threats to not depend on our countermagic.

Not sure how a walking counterspell with persist is easy to destroy....sudden shock it twice?

I think the main issue is the four mana slot is already pretty full of goodness used to refill hands or steal early threats. MUC is a deck that plays catch-up in the mid and late game by playing better control elements. The Archmage doesn't correct a poor board position the way Sower does, it doesn't find better threats the way Fact or Fiction does, and it doesn't act as a magic bullet the way a Cryptic Command might. It is definitly worth testing, but I don't think there is any slot for it that isn't already filled with a better card in most MUC builds.

Shugyosha
02-14-2009, 08:45 PM
Why do you want something in MUC that only counters noncreatures. Especially as Cryptic Command is such a house in the cmc :4: slot.


Not sure how a walking counterspell with persist is easy to destroy....sudden shock it twice?

Well... Swords to Plowshares is usually quite dead against MUC, so you can use it to deplete the Archmage with it.

georgjorge
02-17-2009, 05:57 PM
Funny interaction with two good cards:

Glen Elendra + Ajani Goldmane - counter a lot of noncreature spells (second ability).

jthanatos
02-17-2009, 06:30 PM
Funny interaction with two good cards:

Glen Elendra + Ajani Goldmane - counter a lot of noncreature spells (second ability).

Even if you pump her full of +1/+1 counters, she won't come back again if she has a -1/-1 counter.

juventus
02-17-2009, 06:35 PM
the counters cancel each other out.

jthanatos
02-17-2009, 06:43 PM
I did not know that....learn something new everyday.

Jak
02-17-2009, 07:08 PM
Damn similar names.