There's a Commander I've loved ever since I saw her.
She's been around a while, but she sure seems powerful, doesn't she? She's on curve as a 3/3 for 3 mana. She has two relevant keywords which are amazing together, because adding First Strike to Deathtouch basically says "come near me and I'll KEEEEEL you!" Then she's got this weird thing where she brings artifacts back to your hand anytime a creature someone else controls dies. It all seems like it should add up to an awesome deck, doesn't it?
The thing is, that deck has eluded me. The obvious synergy is with Executioner's Capsule, because we can sac the Capsule, kill something, and immediately get the Capsule back for reuse. If we have three more mana, we can do it right then! Of course, it does have the old Doom Blade text so it can't kill creatures, but normally there are at least a couple of opponents who won't have any of those. And it costs three mana to run the engine, which isn't that much. Until, of course, it is too much, because doing it more than a couple of times takes every bit of mana we've got. In my experience, those decks generated lots of action, but somehow never came together to win.
I haven't looked at Glissa in quite a while, though, and I thought it might be time to take another stab. Turns out there's some pretty great stuff that's come out since Mirrodin Besieged, as well as a lovely win condition in a handful of Vraskas.
The trick with Glissa is we want to find some way to break her; that ability to recur artifacts seems so strong, it'd be nice to snap it right in half and use it to kill our opponents. The problem is myriad, though, because a) the artifacts return to our hand, so we have to recast them and b) opponents don't always have creatures. Sure, we can figure out a way to make our artifacts cheaper or even free with things like Jhoira's Familiar, but that doesn't help with our colored artifacts (like the aforementioned Executioner's Capsule) nor does it solve the problem of people not cooperating by running their stuff out to die. So instead of trying to be absurd with her, we're going to leverage the ability to give us a leg up on the opposition. We'll use our graveyard as an extension of our hand and grind value, all while letting Glissa run defense with her deadly combo of keywords.
We will need mana, of course, and we'll want to hit Glissa on curve, so the full 40 is called for. Despite her low casting cost, we've got some bigger spells, plus it's not unusual for us to want to cast multiple spells per turn, so drawing lands is rarely a bad thing and hitting those drops is key. We've also got a suite of mana rocks, though we're leaning in favor of ones that can be sacrificed to draw us cards (Mind Stone), or that also give us color (Golgari Locket). Sol Ring is powerful, but the color is actually helpful when Glissa needs to come out, and there are better things for that slot. Cabal Coffers and Cabal Stronghold are here, along with Urborg, Tomb of Yawgmoth, though I doubt it's necessary, so to lower the cost of the deck those are the first things to cut. Among other things, Urborg and the Stronghold don't work together, and we're not running so many basic Swamps that it's a super important combo. We've also got some other utility in Homeward Path, Bojuka Bog, and the Blighted lands. Inventors' Fair is our only tutor and seems reasonable. Forbidden Orchard is kind of a combo piece (more on that later), and Rogue's Passage is one of the best lands in this deck because often times we're going to use it to simply kill an opponent. Our Expedition Map should be used to get Rogue's Passage first almost every time. After that just keep grabbing more lands with it.
We have a fair amount of unorthodox ways to draw cards in this deck, too. Moriok Replica is one of my favorites. It's a Sign in Blood stapled to an artifact creature. Perfect! We can sac it to itself, then kill something and get it back to reuse. In the meantime, it can be used as a chump blocker or whatever else we might need a creature for. Filigree Familiar and Solemn Simulacrum are both excellent examples as well, though we have to figure out ways to get rid of them. It's normally not hard, but still. The mana rocks are useful here, too; often times in games I don't use the draw ability because I'm worried I need the mana. Worry not! With a Fleshbag Marauder in hand we can sac those rocks all we want, knowing we'll get them back as soon as the Marauder hits the table. Trading Post is a great draw engine in our deck; we can sac that Filigree Familiar and draw two cards. Vraska, Golgari Queen's +2 ability is also great; we can sacrifice our artifacts and draw, then just get them back. It's also great with Trading Post, because we can make the Goat, then regain the life while we draw a card. Harvester of Souls is kind of a classic here, but makes sense since we intend to kill a lot of stuff. Deadbridge Chant is also interesting, because it's not really draw but it's definitely card advantage. There's really nothing we mind turning over and essentially every turn we'll draw an extra card, with the added bonus of it occasionally going straight to the battlefield.
Ultimately we want to ultimate a planeswalker for the win. We have two that get us very close to just winning immediately and two that almost kill a specific player. Let's start with the latter. Garruk, Apex Predator has a bunch of great abilities (you'll notice all the planeswalkers have an ability that kills something, somehow) but the ultimate gives a mini Titanic Ultimatum to everyone who attacks the targeted player. Even if no one else plays, it's likely we can figure out a win with random artifact creatures and Pirate tokens or whatever. But if we're careful and choose someone who's also a big threat, we can normally get some help. Vraska, Relic Seeker makes a single player's life total 1, which will quite possibly allow us to kill them that turn, especially if we have enough kill spells to clear out their board, a Pirate token with Menace, or a Rogue's Passage. If not, though, it certainly makes a juicy target for the player with a flier or two or someone with a random Staff of Nin. Vraska the Unseen and Vraska, Golgari Queen, on the other hand, set us up to kill everyone; the Unseen's Assassin tokens do great work with Rogue's Passage (or Oblivion Stone, but more on that later) while the Golgari Queen's ultimate makes every creature we play a Phage the Untouchable. That can turn into a problem for our opponents pretty quickly.
Of course, we'll need ways to kill opposing creatures, and we've got them. Creatures like Fleshbag Marauder and Plaguecrafter are here, as is Barter in Blood. That should buy us back a few artifacts. Maelstrom Pulse is an old power card which still does excellent work. It'll kill anything and occasionally ruin an Elf or Goblin player's day. Casualties of War is a new card reminiscent of Decimate, except we don't have to hit everything if we don't want to. Putrefy does good work, as does Hero's Downfall. Vona's Hunger is one of the strongest kill spells in our deck, because we'll very often have the City's Blessing, so that can do some serious damage to our opponents' board states. Sylvok Replica is a recur-able Naturalize for us, which is great to have around.
Avatar of Woe and Visara the Dreadful are both excellent creatures. They're big and they both have evasion, which is nice in the event of a Gogari Queen ultimate. They also work great with Thornbite Staff, allowing us to equip the staff and simply go to town on the battlefield, killing everything that can be targeted. That's one way to get an Assassin token through. Sheoldred, Whispering One tends to be a target of removal herself, but if she draws a kill spell, great, and if she lasts for a turn or two, things are likely very bad for our opponents. Call to the Grave is like a mini Sheoldred, and because Glissa is a Zombie, the only way for it to go away is to wipe the board.
Black Sun's Zenith, Crux of Fate, and In Garruk's Wake are our spell-based sweepers. BSZ doesn't get seen much anymore, but it's a great spell for a deck like this that struggles with indestructible creatures, plus it shuffles back for another round. We've also got Oblivion Stone, which is really fun, because we can actually use the Fate counters to our advantage. Put a Fate counter on Glissa and a couple other random creatures while we tick up Vraska, Golgari Queen, then pop her and the Stone on the same turn. Attack and kill everyone!
Vraska, Swarm's Eminence is interesting because she doesn't kill our opponents, but she's a nice solution for Superfriends decks that are becoming more and more popular. She also works well with our semi-Deathtouch theme, because we have a few creatures with it and the counters can become relevant.
Remember Noxious Gearhulk can be bought back with Glissa's ability.
Strionic Resonator allows us to double up on Glissa's trigger. This may be a flex slot, because it's possible we won't reliably have enough artifacts in the 'yard all the time to justify the cost and spot. But we can also use the Resonator for a number of other things (Sheoldred! Noxious Gearhulk! Solemn Simulacrum!) so it's probably worth having in the deck.
Mimic Vat is really fun when lots of stuff is dying. It's great to get our own Eternal Witness on it, but even better to get someone else's Rune-Scarred Demon.
And Mindslaver works with Forbidden Orchard in a very particular way. With 10 mana and the Orchard, we can take over someone's turns for the rest of the game. We sac the 'Slaver and give them the Spirit, then take their turn. We then use their turn to ruin their lives but also to send the Spirit at us to be blocked by our intrepid Deathtouching First Striker. That kills a creature, returning our 'Slaver to do all over again. Ouch.
Glissa, the Traitor | Commander | Mark Wischkaemper
- Commander (1)
- 1 Glissa, the Traitor
- Creatures (15)
- 1 Sakura-Tribe Elder
- 1 Avatar of Woe
- 1 Burnished Hart
- 1 Eternal Witness
- 1 Filigree Familiar
- 1 Fleshbag Marauder
- 1 Harvester of Souls
- 1 Moriok Replica
- 1 Noxious Gearhulk
- 1 Plaguecrafter
- 1 Scrap Trawler
- 1 Sheoldred, Whispering One
- 1 Solemn Simulacrum
- 1 Sylvok Replica
- 1 Visara the Dreadful
- Planeswalkers (5)
- 1 Garruk, Apex Predator
- 1 Vraska the Unseen
- 1 Vraska, Golgari Queen
- 1 Vraska, Relic Seeker
- 1 Vraska, Swarm's Eminence
- Instants (4)
- 1 Deathsprout
- 1 Hero's Downfall
- 1 Putrefy
- 1 Vona's Hunger
- Sorceries (11)
- 1 Barter in Blood
- 1 Beacon of Unrest
- 1 Black Sun's Zenith
- 1 Casualties of War
- 1 Crux of Fate
- 1 Cultivate
- 1 Genesis Wave
- 1 Harmonize
- 1 In Garruk's Wake
- 1 Kodama's Reach
- 1 Maelstrom Pulse
- Enchantments (2)
- 1 Call to the Grave
- 1 Deadbridge Chant
- Artifacts (22)
- 1 Blazing Torch
- 1 Commander's Sphere
- 1 Executioner's Capsule
- 1 Expedition Map
- 1 Golgari Cluestone
- 1 Golgari Keyrune
- 1 Golgari Locket
- 1 Hedron Archive
- 1 Horizon Spellbomb
- 1 Ichor Wellspring
- 1 Krark-Clan Ironworks
- 1 Mimic Vat
- 1 Mindslaver
- 1 Mind Stone
- 1 Mycosynth Wellspring
- 1 Nevinyrral's Disk
- 1 Nihil Spellbomb
- 1 Oblivion Stone
- 1 Strionic Resonator
- 1 Trading Post
- 1 Wayfarer's Bauble
- 1 Thornbite Staff
- Lands (40)
- 8 Forest
- 8 Swamp
- 1 Blighted Fen
- 1 Blighted Woodland
- 1 Blooming Marsh
- 1 Bojuka Bog
- 1 Buried Ruin
- 1 Cabal Coffers
- 1 Cabal Stronghold
- 1 Command Tower
- 1 Encroaching Wastes
- 1 Evolving Wilds
- 1 Forbidden Orchard
- 1 Foul Orchard
- 1 Golgari Guildgate
- 1 Grim Backwoods
- 1 Hissing Quagmire
- 1 Homeward Path
- 1 Inventors' Fair
- 1 Jungle Hollow
- 1 Rogue's Passage
- 1 Temple of Malady
- 1 Terramorphic Expanse
- 1 Twilight Mire
- 1 Urborg, Tomb of Yawgmoth
- 1 Woodland Cemetery
One could make this deck even stronger with tutors, of course. The most interesting is the new Wishclaw Talisman, because we can use it and sac it before it heads off to someone else, then buy it back and do it all again. Sidisi, Undead Vizier is great in any deck with Mimic Vat, as is Rune-Scarred Demon, of course. But we don't do face-down tutors, do we? I also cut Vraska, Scheming Gorgon as one of the last cards; the Ultimate wasn't worth the mana cost. It's possible Wurmcoil Engine belongs in the deck (maybe in place of Sheoldred), and a couple more ways to make creatures unblockable, like Whispersilk Cloak or Trailblazer's Boots.
This was an interesting deck-building challenge. Sometimes it requires looking at a commander from a new angle to figure out how to make it work, and sometimes it just needs some new cards from Wizards.
How would you build Glissa? Even more importantly, when was a time a commander frustrated you, and how did you break through? Let us know in the comments!
Thanks for reading.