Glamdring, Foe-hammer // Gleam of Death
Glamdring, Foe-hammer
Legendary Artifact — Equipment
Card text
Instant and sorcery spells you cast cost less to cast, where X is equipped creature's power.
Equip
Suddenly a sword flashed in its own light.
Gleam of Death
Sorcery — Adventure
Card text
Mill six cards, then put all instant and sorcery cards from among them into your hand. (Then exile this card. You may cast the artifact later from exile.)
Showing The Hobbit#174
Price
0.89 $
Foil 1.04 $
12 printings · up to 2.62 $
Daily estimate from Scryfall, not a shop quote.
Glamdring, Foe-hammer // Gleam of Death rulings
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.
Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change how much Glamdring will reduce costs by lowering the power of the equipped creature.
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.
Glamdring, Foe-hammer's cost reduction ability reduces only the generic mana in the spell's cost. The colored mana must still be paid.
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.").
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.
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.
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.
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.
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.
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.
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.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Glamdring, Foe-hammer). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
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.
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.
Glamdring, Foe-hammer // Gleam of Death keyword rules
Equip Rule 702.6
Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.”
For more information about Equipment, see rule , “Artifacts.”
Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to.
If a permanent has multiple equip abilities, any of its equip abilities may be activated.
“Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.”
Mill Rule 701.13
For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.
A player can’t mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can’t choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can’t pay a cost that includes milling a number of cards greater than the number of cards in their library.
An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.
If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each milled card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.
Glamdring, Foe-hammer // Gleam of Death format legality
Constructed
- StandardLegal
- PioneerLegal
- ModernLegal
- Future StandardLegal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlLegal
- Competitive BrawlLegal
Other
- TLRNot legal
All printings of Glamdring, Foe-hammer // Gleam of Death 12
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