|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Uncommon|
|Duel Decks: Jace vs. Chandra (DD2)||Common|
|Mercadian Masques (MMQ)||Common|
Combos Browse all
You may return two Islands you control to their owner's hand rather than pay Gush's mana cost.
Draw two cards.
12 hours ago
Package Cracker: Preordain
Package in no particular order:
- Laboratory Maniac (Core Piece)
- Gitaxian Probe (Immediate Deckout-Win)
- Pact of Negation (Spot Removal)
This leaves us w/ 2 slots remaining. Gush is out of the picture though; not enough Island to save my butt. & don't get me started on Lion's Eye Diamond ; I have both Yawgmoth's Will & Magus of the Will , & I'm not running either.
But if there are any dream combos Boros could ever have, I'd love to mention them; but not today. One of them IS a Doomsday Package; though for the sake of cEDH, I've yet to find a Hulk Combo; Protean Hulk isn't in colors...
...Any other Hulk combos out there that didn't even need to run ?
But at least I've 4/6 pieces. But the Card Draw Strict Minimum in a good pile is 6; ...I got 2. Not going to add the two Wills for multipliers, but I still need some kind of Mana Ramp (Optional.), & something cheap that can run 4 draw; which, is just an impossibility. But you know the rulings now; so what last 2 to add... BTW 5/6 Draw Rating won't work in anyway, there is an actual Primer for this BTW.
1 day ago
I think Gush is another common Doomsday package card, but IDK if you have enough islands to make it work.
1 month ago
Bravo! Talrand aficianado here and I like your "One Card, Many Casts" take on him. I have reviewed over 30 different Talrand builds since I became obsessed with tweaking and tuning this guy, and it's true: every (well-constructed) Talrand deck has the same formula on paper just like you said. A few big payoff creatures, support artifacts and enchantments to keep things consistant. The fact of the matter is, while many people jam the staples and format heavyweights, this is wholly unneeded and a little bland. Those spells underwhelm in Talrand because while good spells almost always equals good deck, what makes him the prime canvas for self-expression is that he can play almost any pile of instants and sorceries. The builds that stand out the most for me are the ones with pet cards, oddball inclusions, and the B squad of spells that are always glanced at but first cut from other commanders. I applaud your choice to make an original and creative Talrand deck rather than just "a list you just threw together in 20 minutes" or counterspells.dec (both of which is how alot of youtubers built him).
If I were to offer any advice, I would say you seem to be a bit wee heavy on the permanents, and your curve is a tad high. With the caveat of not knowing your meta, I think Talrand performs better when he's squeezing out more spells per turn than opponents. I can see that this is a more value driven approach than a pure spellslinger, but perhaps cutting a redundancy here or substituting a "similar but cheaper" spell there may tip things in your favor.
If I would comment from my personal experience with Aquaman, I can't believe how insane 0 cmc instants perform in Talrand. Gush , Frantic Search , Snap , and yes even Snapback have all been clutch spells when chained into other effects, as interaction, making emergency blockers, or by bailing Talrand out of a critical situation. Finally, I find these three are Talrand-specific MVPs. - Abjure - Shared Discovery - Cultural Exchange
1 month ago
I think this is a really original concept for a Pauper resource denial deck. The inclusion of Fade Away I especially like with this kind of setup. That being said, I think there are a few basic things you can do, a few bigger things you can do, and some sideboard shenanigans you can get into to make this deck truly primo.
First, there are a few basic card subs I would make. First off, you can straight up cut Street Wraith for Gitaxian Probe , it just fits better in this deck and does the same thing but strictly better. The other main cards I would sub would be to add in Daze for Force Spike . I was skeptical of Daze 's power over Force Spike at first, but I was converted very soon.
That's it for basic changes, but here are some important structural changes. Firstly, the main problem I see here is keeping your hand full and repeatedly denying resources. I have no idea how competitive your local meta is, but all I can say is that higher-level Pauper is 100% Legacy-Lite, meaning it plays a lot like Legacy. This means lands don't matter that much to the average deck. Many decks are perfectly fine with you keeping them at 3 lands, so the trick is going to be denying multiple lands per turn rather than just playing 1 or 2 bounce spells at best.
So how do we get repeatable effects? Well Capsize is pretty good but also pretty expensive. One way we can do this is to play Snow-Covered Island s and Rimewind Taskmage . You can also add in the artifact lands (and maybe Tumble Magnet ?) to use Vedalken Certarch .
These are really the only halfway decent repeatable land denial cards in this format. Thus card draw is going to be key to drawing some of the one-time denial spells. Without the Pauper fetches (because this is a mono color deck) Preordain is probably your best bet. On top of this, you may want to run Gush to keep your hand full. Trading cards for lands that can just be replayed is not a very sustainable model in the long term, so these powerful draw spells can help you get there.
Finally, as far as finishers go you can run AEthersnipe as just a big boy that gets a blocker out of the way or Stormbound Geist as a flyer that's hard to put down. Canal Courier is also a big body that will net you a bunch of card draw, which will be useful to grind out your opponents.
Anyway, I really like this deck, keep working at it!
1 month ago
1 month ago
2 months ago
Ghostly Flicker seems like a good cut - it was mostly in because of Archaeomancer and I cut that down to just one of those so there isn't much value left (except the ability to protect 1 or 2 Anglers/Augurs from removal).
Gush seems to be too good to cut - great synergy with Growth Spiral and Foil (I have since moved 1 foil to mainboard). Daze shares the same synergy - I will test it out when I dredge it up from my collection. I see 2x Daze as often a dead draw - I hesitate to go 2 mainboard but there should probably be at least 1 mainboard and at least 1 side.
2 months ago
Alright lets break down your deck and take a peak.
Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.
Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .
Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.
Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.
Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!
Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.
Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter
Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.
You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.
Interaction and Removal
Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.
You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?
Gush occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%