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Glóin the Mighty // Easy Pickings

Glóin the Mighty // Easy Pickings

Legendary Creature — Dwarf Warrior // Sorcery — Adventure

Glóin the Mighty wants a deck that answers everything its opponents play, then wins late. It also suits a deck that makes huge amounts of mana for giant spells.

  • Mana cost3 genericred
  • Red ()
  • Power / toughness4 / 3
  • RarityUncommon

At the beginning of your first main phase, add redred.

//

Easy Pickings deals 1 damage to each creature your opponents control. (Then exile this card. You may cast the creature later from exile.)

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Archetypes

Cards That Fit Glóin the Mighty

Picked for what they do in Glóin the Mighty's deck. When two cards do the same job, the one with the lower comes first. All of them fit Glóin the Mighty's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Glóin the Mighty

explain how Glóin the Mighty works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 29 Jun 2026

An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").

Wizards of the Coast 29 Jun 2026

An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

Wizards of the Coast 29 Jun 2026

Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

Wizards of the Coast 29 Jun 2026

If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

Wizards of the Coast 29 Jun 2026

If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

Wizards of the Coast 29 Jun 2026

If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

Wizards of the Coast 29 Jun 2026

If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

Wizards of the Coast 29 Jun 2026

If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

Wizards of the Coast 29 Jun 2026

If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

Wizards of the Coast 29 Jun 2026

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.

Wizards of the Coast 29 Jun 2026

When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

Wizards of the Coast 29 Jun 2026

You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

12 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Glóin the Mighty, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.ControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageToken WipeDeals a small amount of damage to every creature, or lowers every creature's toughness a little. It is aimed at clearing tokens and small creatures while larger ones survive. Fiery Confluence, PyrohemiaOpen the Token Wipe pageMini SweeperDeals a set amount of damage, or gives a set -X/-X, to every creature, and that amount is under 7. It clears out tokens and small creatures but leaves big ones standing, so it is not counted as a board wipe. Pyroclasm Anger of the Gods LanguishOpen the Mini Sweeper pageBig ManaBig Mana decks build up far more mana than usual, then spend it on huge spells. Some are X spells, which have X in their cost and get stronger the more mana you put in.Open the Big Mana pageBig ManaProduces several mana at once from a single source, rather than the one extra mana most acceleration gives you. That surplus is what lets a deck cast something enormous far ahead of schedule. Compare Ramp, which is a reusable source you build up over time, and Burst Mana, which pays out once and is then gone. Cabal Coffers, Nykthos, Shrine to Nyx, Savage VentmawOpen the Big Mana pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets mean