









Overview:
This Gluntch deck employs a pillow fort strategy combined with group hug elements, leveraging Gluntch's forced-gift end step triggers to politicize the board while building layers of defensive enchantments and artifacts. The primary win condition involves stalling combat indefinitely with cards like Moat, Blazing Archon, and tax effects (Ghostly Prison, Sphere of Safety), then winning through commander damage with a pumped Gluntch (enabled by +1/+1 counter synergies like Hardened Scales and Doubling Season) or overwhelming value from mana doublers like Mana Reflection. Gluntch acts as the central political engine and eventual threat, but the deck heavily relies on its enchantment-based defenses to survive.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Prioritize ramping (Sol Ring, Rampant Growth, Cultivate) and deploying early pillow fort pieces (Ghostly Prison, Crawlspace, Windborn Muse). Cast Gluntch ASAP to start generating political leverage and resources via its end step triggers. Use advocates (e.g., Shieldmage Advocate) for targeted protection or disruption.
- Fortify & Politicize (Turns 4-7): Establish hard locks like Moat or Blazing Archon. Drop mana doublers (Mirari's Wake, Zendikar Resurgent) or card draw engines (Rites of Flourishing, Heartwood Storyteller). Use Gluntch's triggers to incentivize opponents to attack each other ("Give player A counters so they can't attack you, give player B treasures so they become a threat"). Tutor for key pieces with Sterling Grove.
- Win Condition Execution (Turns 8+):
- Commander Damage: Accumulate +1/+1 counters on Gluntch via its own triggers, Generous Patron, or Nils, Discipline Enforcer, then swing for lethal with evasion (flying) and protection (Heroic Intervention, Divine Resilience).
- Overwhelming Value: Use infinite mana from Mana Reflection + Nykthos, Shrine to Nyx (not present but implied by devotion) or Zendikar Resurgent to draw your deck with Gluntch's card-draw gifts or cast game-ending spells.
- Stax Lock: Combine Solitary Confinement with no-max-hand-size effects (Decanter of Endless Water) and Gluntch's card draw to become untargetable and immune to damage.
Mulligan Priorities:
- Keep hands with 3 lands, including at least one green and one white source.
- Prioritize early ramp (Sol Ring, Arcane Signet, Rampant Growth) or a T2-T3 pillow fort piece (Ghostly Prison, Crawlspace).
- Include Gluntch or a way to cast it by turn 3-4. Hands with protection (Heroic Intervention, Teferi's Protection) or a key lock piece (Moat) are ideal.
- Avoid hands lacking ramp, color fixing, or early defense.
Key Tips:
- Politics are Paramount: Use Gluntch's triggers to manipulate opponents. Offer counters to the player with the weakest board (making them less likely to attack you), treasures to the most aggressive player (turning them into a threat), and card draw to allies or yourself via opponents' choices.
- Protect Your Fort: Prioritize hexproof/shroud for key pieces (Privileged Position, Sterling Grove). Save protection spells for board wipes or targeted removal against your locks.
- Leverage Symmetrical Effects: Cards like Rites of Flourishing or Hunted Wumpus benefit you more due to your superior mana base and defensive setup.
- Timing is Crucial: Cast Everybody Lives! or Teferi's Protection in response to game-ending combos or wraths. Use Second Sunrise after a mass removal spell to rebuild instantly.
Weaknesses:
Critical
- No Proactive Win Conditions: Relies entirely on slow commander damage or opponent fatigue. Lacks combos, alt-cons, or efficient finishers, making it easy to outvalue or ignore.
- Vulnerable to Non-Combat Wins: Lacks stack interaction (counterspells) to stop combos, mill, or storm. Cards like Thassa's Oracle bypass all defenses.
- Enchantment/Artifact Hate: Mass removal (Farewell, Cleansing Nova) or targeted hate (Bane of Progress) cripples the deck's core strategy and locks.
Moderate
- Slow Setup: Minimal early ramp/tutors delay critical pillow fort pieces, leaving you exposed to fast aggro or combo.
- Commander Dependency: Gluntch is essential for politics and card draw. Repeated removal sets you back significantly despite tax effects.
- Group Hug Backfire: Accelerating opponents with treasures/card draw can enable faster wins against you.
Minor
- Mana Base Fragility: Limited land fetch and color fixing; relies on slow duals.
- Limited Card Draw: Draw engines are symmetrical (Rites of Flourishing) or conditional (Generous Patron), risking hand depletion.
Most Important Cards:
- Gluntch, the Bestower (Core engine: politics, resources, win con)
- Moat (Primary combat lock)
- Doubling Season (Amplifies +1/+1 counters for Gluntch kills)
- Teferi's Protection (Mass protection/phase out)
- Solitary Confinement (Damage/combat immunity with card draw)
- Sterling Grove (Tutor & protection for key enchantments)
- Privileged Position (Hexproof for all permanents)
- Mana Reflection (Mana doubling for overwhelming plays)
- Ghostly Prison (Early attack tax)
- Heroic Intervention (Critical protection for locks/commander)
Attribute Ratings:
Speed: 3/10
- Wins typically occur post-Turn 10+ via slow commander damage or opponent concession. No fast combos or early threats.
Resilience: 7/10
- Excellent protection (hexproof, indestructible, phasing) and recursion (Hall of Heliod's Generosity) for key pieces, but folds to non-combat wins.
Consistency: 5/10
- Limited tutors (only Sterling Grove) and conditional draw make assembling locks inconsistent. Gluntch provides steady value.
Interaction: 4/10
- Efficient targeted removal (Swords to Plowshares, Beast Within), but lacks counterspells, graveyard hate, or stack interaction for non-creature threats.
Rating Justification:
This deck excels at stalling combat and leveraging politics but lacks win speed, efficient finishers, and answers to non-combat strategies. Its resilience and interaction are tailored for creature metas but falter against faster combo decks, placing it in the Casual/Precon range with a slight edge due to robust protection.
Power level: 4.0 - 4.5
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