Max Power - Glarb, Calamity's Augur

(Glarb, Calamity's Augur | Bram Sels)
All Your Win-Cons Are Belong To Us
How good is Glarb, Calamity's Augur
Sitting with Bloomburrow for a minute here, I couldn't help but notice a surprising lack of interest in Glarb. This was surprising to me, because on the name alone, Glarb is already epic. When you read his text box, though, it just keeps getting better!
"Card Advantage, Ramp, or Combo"
There is an adage when it comes to Competitive EDH commanders: to be considered, a cEDH commander needs to either provide card advantage, ramp, or be part of (preferably) a two-card combo. Well, what if I was to tell you that Glarb
Card Advantage: This one is the most obvious of the options, but also admittedly comes with a huge caveat. Glarb
Ramp: All right, this one's a stretch, but... if you play a land off the top of your deck that you wouldn't have had access to otherwise, isn't that kind of like ramp? No? Yeah, fine, you got me on this one.
Combo: Don't break your keyboard desperately looking at Glarb's page on Commander Spellbook: he doesn't have a two-card combo. What he does have is insane synergies with Doomsday
Okay, so so far I haven't sold you very well on Glarb
Put simply, because four-mana cards don't always cost four mana.
Fast Mana, Disruption, and Tutors
Fast mana, disruption, and tutors are what make high-powered EDH what it is. Fast mana getting your threats and value engines down with just enough resources left over that you can defend them with interaction is the lifeblood of fast play. So how can you do any of that with four-mana spells?
Outside of the most well-known "free" spell of all time, Force of Will
More importantly, however, you can find a ton of other free spells by searching the specific phrase they use on Scryfall: fo:"without paying". This actually barely scratches the surface, however, so I'd include the more common phrase "rather than pay" as well. This brings up a cavalcade of stuff, but I'd like to start by focusing on where the majority of these spells comes from: Mercadian Masques block.
Masques block was obsessed with free spells. Just in the original block, we have a common cycle of spells, including Snuff Out
Even outside of the free block, however, there are still tons of options that technically cost four mana, but won't in practice. Using that same search, we can also find several cards that see cEDH play in Mindbreak Trap
In short, while we'll be stuck with the same fast mana and tutors that every high-powered deck is using, most of which can't be utilized off the top with Glarb
So, what's next? Oh yeah, didn't I mention something about insane Doomsday
Winning!
For those not well versed in the art of Doomsday
Well, with Glarb
1. Jace, Wielder of Mysteries [End of Pile]
First off, if you have four mana to spare after casting Doomsday
2. Gush, Lion's Eye Diamond, Gitaxian Probe, Thassa's Oracle [End of Pile]
Having three blue pips for Jace
You'll want to start with Gush on top, provided you don't need a second island there to get Gush online. From there, it depends on if you have mana or not. If you have two blue pips available, you may want to skip on the Gitaxian Probe and Lion's Eye Diamond completely and just load up on more interaction. If you don't have mana available, then you'll want to have Lion's Eye Diamond and Gitaxian Probe as the two cards underneath Gush. You'll then want to play the Lion's Eye Diamond, then play Gitaxian Probe, then activate Lion's Eye Diamond with Probe on the stack. This allows you to discard your hand with three blue mana in your mana pool, then resolve Gitaxian Probe to draw your next card, Thassa's Oracle. As for the last card, it's dealer's choice. There is some argument for it being a counterspell, as your opponent could be sitting on a Stifle effect, only now you don't have a hand, so the only free counterspell you have that works is Mindbreak Trap, which... probably doesn't work. For me personally? I like Snuff Out. It sends a message.
- Gush
- Lion's Eye Diamond
- Gitaxian Probe
- Thassa's Oracle
- Dealer's Choice
There are other possible lists that are some combination of those listed above. The astute among you will probably have noticed that you can play Jace, Wielder of Mysteries off the top of the library with Lion's Eye Diamond in hand, for instance. Doomsday is well-known for being a difficult effort in memorization, but Glarb adds another layer entirely by letting it be so versatile. Glarb's abilities allow you to play lands off the top before playing your free interaction, in case you need more mana. His surveil 2 can be utilized in a pinch if circumstances change or you mess up the pile to change up what you have on top. Above all, don't panic, and look at your available options if you run into a wrinkle. And even more than that: don't be afraid to pull the trigger on Doomsday. Where most decks, that would be a game loss on the spot if you don't have exactly what you need, with Glarb's options, chances are if you stare at your entire deck long enough, there is absolutely a way that you can win the game, even if it means waiting a turn with interaction available.
The List
The Year Was 2808
View on ArchidektCommander (1)
Doomsday Piles (6)
Draw (17)
Disruption (30)
- 1 An Offer You Can't Refuse
- 1 Baleful Mastery
- 1 Chain of Vapor
- 1 Contagion
- 1 Counterbalance
- 1 Culling Ritual
- 1 Cyclonic Rift
- 1 Dauthi Voidwalker
- 1 Deadly Rollick
- 1 Fierce Guardianship
- 1 Flusterstorm
- 1 Force of Negation
- 1 Force of Vigor
- 1 Force of Will
- 1 Gilded Drake
- 1 March of Swirling Mist
- 1 Massacre
- 1 Mental Misstep
- 1 Mindbreak Trap
- 1 Misdirection
- 1 Murderous Cut
- 1 Opposition Agent
- 1 Orcish Bowmasters
- 1 Pact of Negation
- 1 Price of Fame
- 1 Snuff Out
- 1 Submerge
- 1 Subtlety
- 1 Swan Song
- 1 Toxic Deluge
Ramp (16)
Land (30)
- 1 Agadeem's Awakening // Agadeem, the Undercrypt
- 1 Ancient Tomb
- 1 Bayou
- 1 Bloodstained Mire
- 1 Boseiju, Who Endures
- 1 Breeding Pool
- 1 Cavern of Souls
- 1 City of Brass
- 1 Command Tower
- 1 Exotic Orchard
- 1 Fell the Profane // Fell Mire
- 1 Flooded Strand
- 1 Forbidden Orchard
- 1 Gemstone Caverns
- 1 Mana Confluence
- 1 Marsh Flats
- 1 Misty Rainforest
- 1 Otawara, Soaring City
- 1 Overgrown Tomb
- 1 Polluted Delta
- 1 Scalding Tarn
- 1 Sea Gate Restoration // Sea Gate, Reborn
- 1 Snow-Covered Swamp
- 1 Tropical Island
- 1 Turntimber Symbiosis // Turntimber, Serpentine Wood
- 1 Underground Sea
- 1 Verdant Catacombs
- 1 Watery Grave
- 1 Windswept Heath
- 1 Wooded Foothills
If you had a Turbo deck in mind, get that out of your head right now. With the pip-intensive mana cost of our commander, it made way more sense to lean on massive amounts of interaction to keep us alive until we can get Glarb down, then lean on his innate card draw to keep us in more interaction and land. You'll want to keep the turbo decks under control early with cheap interaction, then play the long game to grab value with your commander, which will then grab you a Doomsday to either cast with counter backup or after the other decks at the table have exhausted their interaction. The deck feels well-suited for this game-plan, and is extremely resilient.
But what I think hardly matters, so instead of ending on what I think, why don't we instead end on what you think about today's list?