|Commander / EDH||Legal|
Printings View all
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Tempest Remastered (TPR)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Commander 2013 (C13)||Uncommon|
Combos Browse all
Counter target spell.
Draw a card.
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|Have (9)||twospires , xXThormentXx , dplerner , pskinn01 , , CAPTAINxCOOKIES , Benniator , ironax , Mousemke|
1 week ago
Darksteel Ingot Goblin Electromancer Baral, Chief of Compliance Arcanis the Omnipotent Talrand, Sky Summoner Kefnet the Mindful Mercurial Chemister Dismiss Dream Fracture Blue Sun's Zenith Faithless Looting Treasure Cruise Venser's Journal Darksteel Ingot Ashnod's Altar Fevered Visions
1 week ago
Always nice to see another Talrand user. Some cards to note...
Take out.. Show
Learn from the Past - Costs too much for what it does
Gauntlet of Power - Double mana is nice, but caged sun and extraplanar lens feel like it's good enough. You don't want to help your opponents.
Mana Crypt - Really helpful early game, weak mid-late game. Unless you have a combo/polymorph package you are trying to rush into, it doesn't seem to do much.
Scroll Rack - Great card, but should be replace with a counter spells or actual draw.
Jace's Phantasm - See no purpose of this
Solemn Simulacrum - Cool robot, you can keep him if you like, but it's best to tapping out for creatures unless their good. yes robot ramps you and one time card draw, but a Dismiss could easily replace this.
Wurmcoil Engine - Same argument for above.
Put in Show
Extra turn cards like Capture of Jingzhou, Part the Waterveil, Plea for Power, Temporal Manipulation, Time Stretch and more are very useful. Talrand Turn 4, exta turn card turn 5, get drake and end turn. Next turn, you have a drake "with haste" and "ramp", something blue struggles with.
Arcane Denial - Hard counterspell for 2
Memory Lapse - Same as above, works well with the next card...
Isochron Scepter - Imprint any 2 CMC counterspells
Muddle the Mixture - Good on it's own, not bad as a tutor.
Rewind - Hold up...
Remand - 2cmc counterspell
Ancestral Vision - Favorite turn 1 play (although still good mid-late game)
Torrential Gearhulk - Snapcaster's older brother (note it only works on instants)
Kindred Discovery - Talrand out, cast a spell, get a drake, drake etb draws me a card, to cast another spell....
As Foretold - NOTE: EACH TURN!!!
Overburden - Slow down ramping decks. Also allows you to reuse an island if you missed a land drop
2 weeks ago
Ojutai is one of the best control commanders next to Kefnet and Baral (considering the format you are playing Baral might be banned), and the white splash gives you a couple more options as far as control spells are concerned, but you want to play as many counter spells as possible. heres a list of my favorite: Miscalculation, Counterspell, Condescend, Mana Leak, Rewind, Censor, Arcane Denial, Dismiss easy to cast for a cheap mana base
1 month ago
Dissolve, Counterspell, Dismiss, Bant Charm is a personal favorite, especially when it protects your finishers and stops the Torpor Orb menace and its creature counterparts, Cancel, Broken Concentration, Draining Whelk pairs nicely with restoration angel and Eldrazi displacer, Dream Fracture, Faerie Trickery is good in a faerie-less meta, Familiar's Ruse can put a blink target back into your hand so its not a downside per-say, Hinder, Render Silent, Rewind, Scatter to the Winds, Spell Swindle , Void Shatter are cheaper alternatives. If you're looking for cool or niche cards, or cards that you don't know/remember use Scryfall, its basically Gatherer but better that's where I found a lot of these.
My first couple of cuts would be Gilded Lotus (you're in green, you can ramp for the mana you need if you put in more basics with cards like Explosive Vegetation and Blighted Woodland) so cutting a bunch of the non fetch able lands would be where I would cut, so the scry lands and cards like Port Town (but not the pain lands, those work with your Eldrazi displacer since you don't have Wastes, which I recommend for you 2 regardless, you can fetch for them while the pain lands can provide you with fixing and colorless mana) and if you do add those basics ignore my other suggestion about taking out either farhaven or solemn. Minion Reflector, Fabricate, and Enlightened Tutor to help put the combo together, Birthing Pod and Felidar Guardian are absolutely nuts regardless of your win con, you can go from a 2 drop into a 6 drop in a turn! If you're keeping Brago then you really don't need Momentary Blink, Ghostly Flicker, or Eerie Interlude, you could put either more creatures (or counterspells, which is my suggestion) If you want to keep vorinclex you will need that birthing pod and felidar, I would also say you would need either Mirari's Wake or some way to discard it reliably and cheat it back into play with karmic guide and figure out some way to protect it, namely with counterspells, but if you want to control the table there are better ways, like with Thought-Knot Seer to remove answers as you build your board state and gain an ally with its LTB trigger. Avenger of zendikar is a fantastic late game threat but obviously you need to get more lands in play, so that's the other reason I say add more basics, its pretty inopportune to use another threat to power another threat in this specific capacity, its alright with sun titan since he can also attack to get you a fetch from your grave instead of needing to enter play.
Roon is a toolbox deck, so you need to focus on either progressing your board state rapidly as you accrue more value than all of your other opponents and/or stopping your opponents from having their board states, so for combo your finishers would be locking out the table with dead-eye, and/or creating an infinite army with reveilark, karmic guide and minion reflector, you already have mystic snake, and you already know how to go make infinite mana with karmic guide and reveilark. Later down the road I would recommend using that dead-eye with Thought-Knot Seer to take away your opponents answers.
Hopefully this gives you more than what you needed, but I would need to know how you would like to finish your games in order for me to help make other cuts, do you want to stomp your opponents into submission? Or would you like to combo out while their pants are down? Or would you like a bit of both, because each of these are possible, I just need to know what direction you would like to take this control build.
1 month ago
It's always nice to see another talrand user. The way Talrand is typically built is by maximizing your instants and sorcerries and minimizing your creature count. With Talrand in play, each instant or sorcery turns into a drake to do your bidding. As such, I would recommend AT MOST 10 creatures that's pushing it.
Your land count is a little low, I would go to at least 36 (if not 38).
I don't know what your budget is, but feel free to take a look at my deck Tisk Tisk Talrand for ideas of instants and sorcerries you could utilize.
Here are some budget options for now
Engulf the Shore is a great reset card. I would trade out your cycling lands for islands regardless as to whether or not you add this.
Twincast is useful utility
Telling Time, replaces itself and sets up your draws
Rewind "free" counterspell (works well with caged sun)
Muddle the Mixture is useful on it's own and can tutor for 12 cards in your card. Add it.
Misdirection make them think twice even if you're tapped out
Isochron Scepter IS A MUST
Speaking of the scepter, add a Memory Lapse to it to ruin's someone's life.
Dismiss - counterspell that replaces itself
Let me know if you have any questions or want more feedback.
1 month ago
Hey there! I saw your Reddit post asking for help, so I decided to leave a comment here because I like T/O comment syntax better. In any case, I would probably focus more on your control and voltron themes, and cut out cards that don't help either of those plans (mainly the Wizard subtheme, I'd stick to just 2 plans).
- Azami, Lady of Scrolls
- Sea Gate Oracle
- Sower of Temptation
- Taigam, Ojutai Master
- Venser, Shaper Savant
- Supreme Will
- Treasure Cruise
- Darksteel Mutation
- Mammoth Umbra
- Dragonlord's Prerogative
- Silumgar's Scorn
- Disdainful Stroke
- Nimble Obstructionist
- Mystic Remora
- As Foretold
- Supreme Verdict
- Enlightened Tutor
- Reality Shift
- Sphinx's Revelation
- Unexpectedly Absent
- Path to Exile
Hope this helps!
2 months ago
I hear you. I like your mana base a lot actually. I like your rocks. I am a huge fan of 2-drop rocks, and you have all of the best ones. No need to add more. I'm a big fan of the scrying temples lands, especially when you can use them multiple times with cards like Dimir Aqueducts. There is another three color land Crosis's Catacombs which i like a lot, and also combos with any land that has etb effects.
I would say dump the curses for something more powerful, like some Planeswalkers. dump most of the spot removal for just better spot removal. find the best red removal and black removal. something like Hero's Downfall
Dump: Aether Adept, Stonnybroke, Viscera.
Also... Less is maybe my favorite card in this deck. That think is powerful! So it's really important to have very powerful sorceries and instants.
I do like Hedron Archive, but it might be overkill for you. It's not like you're playing a ton of big spells. or you're at 37 lands... you could probably go 36.
Hope that kind of helped.
2 months ago
So I recently built a Niv-Mizzet, the Firemind deck as well, but mine is more focused on combos than control. Looking at your deck gave me a few ideas for my deck (I plan on adding Molten Psyche and Serum Visions soon), so maybe looking at my deck will help? Anyway, a few suggestions:
Foil is a great budget Force of Will.Dismiss is fantastic in Mizzet, since you counter a spell and draw a card (Arcane Denial works too, but you help your opponent as well).Forbid can be really powerful once you get your draw engine up and running.And Confirm Suspicions effectively reads as counter target spell, draw three cards once you've hit late game.
Hope I was useful to some degree!