Conditions Allow - Barren Glory EDH

(Barren Glory | Art by Dave Kendall)
A Clean Slate
Welcome to Conditions Allow, and to the new year! For this first article of 2023, I wanted to pick a particular kind of card to build around. Something that represents the potential of something resetting and restarting from a fresh beginning, and no Magic card fits that bill better than Barren Glory
Most alternate win conditions want you to have a lot of things. Maze's End
Behold My Fields, For They Are Barren
To get an idea for what colors I need for this deck, let's start by figuring out how to sacrifice all permanents, then we'll look at discarding cards. Atogatog
The simplest way to get every permanent except Barren Glory
Luckily, Chain of Vapor
Getting Hellbent
Once you resolve Leave to Chance, you'll need to get all those cards out of your hand. The fastest way is to become One with Nothing. Sacred Rites and Rites of Initiation are also one-mana instants that let you discard your hand. Usually, you need these spells to act at instant speed, because the best time to cast them is the end step before your turn. Devastating Dreams suffers for being a sorcery, but if you have enough cards in hand, it can clean up your battlefield and hand while leaving your opponents struggling to cast spells during their turns. Land Destruction is a controversial issue, but if you're winning the game right afterwards, it should be manageable.
This does bring up the difficulty of protecting Barren Glory when you attempt to win. Without something as drastic as land destruction, there's really no way to do it. Barren Glory's effect won't go onto the stack unless you have no permanents in play at the beginning of your upkeep. This means you won't gain priority before needing nothing in play and an empty hand. No opportunity to float mana or cast spells. And, of course, you can't have a Counterspell in hand just in case someone has Disenchant.
But what if you had two upkeeps? Then you could protect your win with Silence or Orim's Chant, and set yourself up to win in the second upkeep. Paradox Haze does this in a one-two punch, but I like Sphinx of the Second Sun even more. It lets you use Devastating Dreams on your combo turn, and is much easier to get rid of than Paradox Haze. I can even think of the perfect commander to bring this all together.
Together at the End
With Esika, God of the Tree as your commander, you can cast The Prismatic Bridge to pull Sphinx of the Second Sun out of your deck for free. Then, you can Reality Scramble The Prismatic Bridge back into your deck to pull Barren Glory out of your deck. This leaves you with two main phases to get everything cleaned up before your Sphinx of the Second Sun upkeep.
Holding all of this together, I'm including as many draw spells as possible. As a combo deck, your only goal is to put together all the pieces you need to win the game. That means Reality Scramble and some combination of cards to clear your board and empty your hand. Valakut Awakening and Brainstorm are particularly important because they put Sphinx of the Second Sun and Barren Glory back into your hand in case you draw them too early.
This isn't a fast combo deck, however. Board wipes and interaction play an important role in keeping you alive long enough to assemble the pieces, and they create a window to go for the win. Plus, because we're not relying on permanents of our own, we can make use of powerful spells like Merciless Eviction and Devastation Tide to make sure we survive long enough to find all the pieces we need.
With a little ramp to color fix and help get to six mana quickly, this is the final decklist.
Barren Glory
View on ArchidektCommander (1)
Creatures (1)
Enchantments (1)
Artifacts (2)
Instants (36)
- 1 Aetherize
- 1 Aetherspouts
- 1 Beast Within
- 1 Behold the Multiverse
- 1 Big Score
- 1 Blood Pact
- 1 Brainstorm
- 1 Chain of Vapor
- 1 Cosmic Intervention
- 1 Crop Rotation
- 1 Demon's Due
- 1 Dig Through Time
- 1 Heartless Act
- 1 Leave // Chance
- 1 Mental Journey
- 1 Mystic Confluence
- 1 Mystical Tutor
- 1 Negate
- 1 One with Nothing
- 1 Opt
- 1 Orim's Chant
- 1 Path to Exile
- 1 Pongify
- 1 Rain of Filth
- 1 Renounce
- 1 Return to Nature
- 1 Rites of Initiation
- 1 Sacred Rites
- 1 Silence
- 1 Succumb to Temptation
- 1 Swan Song
- 1 Swords to Plowshares
- 1 Teferi's Protection
- 1 Thrill of Possibility
- 1 Unexpected Windfall
- 1 Valakut Awakening // Valakut Stoneforge
Sorceries (19)
Lands (40)
- 1 Bountiful Promenade
- 1 Command Tower
- 1 Deserted Beach
- 1 Dreamroot Cascade
- 1 Evolving Wilds
- 1 Exotic Orchard
- 3 Forest
- 1 Frontier Bivouac
- 1 Hallowed Fountain
- 1 Haunted Ridge
- 1 High Market
- 1 Indatha Triome
- 4 Island
- 1 Jungle Shrine
- 1 Ketria Triome
- 1 Luxury Suite
- 1 Maze of Ith
- 1 Morphic Pool
- 3 Mountain
- 1 Phyrexian Tower
- 1 Plains
- 1 Sea of Clouds
- 1 Seaside Citadel
- 1 Spire Garden
- 1 Steam Vents
- 1 Stormcarved Coast
- 3 Swamp
- 1 Terramorphic Expanse
- 1 The World Tree
- 1 Training Center
- 1 Zagoth Triome
I was a little nervous when I sat down to build around Barren Glory, but I'm really happy with where this deck ended up. I personally enjoy decks that don't rely on many permanents, and Barren Glory is the perfect excuse to lean into that. It's also a really unique win condition, and even if it won't win often it will create memorable game states all the time.
If you've built around Barren Glory, what was your approach? Are there any cards I overlooked, and did you include a backup plan? Let me know in the comments, and thanks for reading!