|Commander / EDH||Legal|
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|Commander 2015 (C15)||Rare|
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For each opponent, gain control of target permanent that player controls. (This effect doesn't end at end of turn.)
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Blatant Thievery Discussion
2 days ago
For the stealing theme I have some suggestion that are not crazy expensive, that you might be intrested in :
if that's the case you can consider Mob Rule 2 red might be easier to handle
Knowledge Exploitation stealing instant or sorcery from opponents deck.
Act of Aggression let you pay phyrexian mana and instant speed.
Grab the Reins good spell in general
2 days ago
Voidmage Husher, Artful Dodge, Slip Through Space, Taigam’s Strike, Swiftfoot Boots, Search for Azcanta Flip, Disciple of the Ring, Mystic Remora, Ojutai Exemplars, Acquire, Baral's Expertise, Fractured Identity, Mystic Confluence, Blatant Thievery, Clone Legion
3 weeks ago
Expropriate OUT, Thaumatic Compass Flip IN: Expropriate is just an over-costed Blatant Thievery, and Thaumatic Compass Flip does everything you need in this deck - makes you not to miss land drops early and since you do not need it, it becomes a Maze of Ith.
1 month ago
1 month ago
Hey, looks good for a first Commander deck.
Talrand can be a nice budget control Commander, but he needs a lot more instants than I see here. Spells that can help you dig for other cards as well as draw. Take more advantage of Talrand's ability to make creatures and play more cheap mana instants and sorceries instead of so many creatures. Creatures like Mnemonic Wall who you've included and my suggestions of Archaeomancer, Docent of Perfection and Curious Homunculus are the kind of abilities you want with creatures because they also go with the control/ Drake making strategy of Talrand. Creatures such as Slither Blade and Storm Fleet Aerialist look out of place because if controlling you don't want aggressive creatures or creatures that benefit from being aggressive.
You're on the right track with including several good cards: Brainstorm, Mystical Confluence, Mana Leak, Negate, Blue Sun's Zenith, Sol Ring, Thought Vessel, Reliquary Tower, Echoing Truth, etc. There's however a lot of cards that can be replaced for better budget options.
Even if you're on a budget there's still a lot of budget blue cards you can include. I'll start with cheap draw, currently there's not enough cheap mana draw. You have Brainstorm which is good, but you need more. Cheap mana draw is good with Talrand you're both drawing a card and gaining board presence with a Drake for a small amount of mana. These cards don't just draw and make Drakes, but they also let you dig for other cards. Specific answers such as a counterspell, bounce even land.
Tide, Snap and Archaeomancer can make an infinite Drake creation combo from casting Snap, making a Drake each time it's cast. Snap lets you untap two Islands which can then produce more mana because of Tide. Snap can continuously bounce Archaeomancer back to your hand letting you play him again and get back Snap from the graveyard. Best thing about these cards are they're all good alone if not using them with the combo.
- Play High Tide, any Island tapped now makes two blue mana.
- Tap two Islands for four blue mana. Play Archaeomancer get back Tide.
- Tap Island for two mana play Tide again, any Island tapped now makes three blue mana.
- Tap the one Island left giving you four total blue mana. Play Snap target Archaeomancer untap two Islands.
- Tap two Islands giving you eight total blue mana. Play Archaeomancer get back Snap.
- Play Snap target Archaeomancer untap two Islands.
- Each iteration now you'll get eight mana and one Drake by playing Archaeomancer and Snap leaving you with two blue mana left each time.
This combo is done on your turn so all the Drakes will not be able to attack until the next turn. It forces one of your opponents to have a board wipe or they all lose. To shut this combo off for the turn make sure you have Archaeomancer in your hand before you end the turn. He's the most vulnerable of this combo since he's a creature; protect him in your hand don't have him in play. He's the best way to start the combo again because he can get back Tide from the graveyard.
The buyback ability on Capsize lets you pay the cost and return Capsize back to your hand. For six mana this is a repeatable spell to create a Drake and bounce any permanent back to opponent's hand, even a land. As a result Capsize is very good with Talrand. It can also bounce a permanent you control this can be good with creatures who give you something when they enter the battlefield such as Archaeomancer.
If you're using a gain control strategy then I suggest these two cards:
Good luck with your deck.
1 month ago
well, to name a few;
1 month ago
Hey, looks good you've included pretty much all the base cards here that you want with Merieke. You've decided not to use a blink secondary strategy?
Here's some budget suggestions:
I suggest adding Fabricate more ways to tutor for Elixer or any other artifact like Bracers. The only creatures you can't steal are ones with hexproof or shroud Lighthouse takes these abilities away from your opponent's creatures giving you free reign.
Your strategy is to steal you're opponents' permanents take one from each of them with one spell. Thievery has a high mana cost, but the payoff is worth it. When Zur attacks he can tutor for a lot of good enchantments: Pemmin's, Freed, Umbra, Alarm, Sphere, etc. Getting him and Merieke in play together seems nasty.
Cards to consider cutting for these suggestions:
- Obelisk of Esper
- Time Stretch
- Sunscorch Regent
- Teysa, Envoy of Ghosts
1 month ago
Nice deck good sir!
Have a pleasant day/night