|Commander / EDH||Legal|
Printings View all
|Mercadian Masques (MMQ)||Rare|
Combos Browse all
You may exile a blue card from your hand rather than pay Misdirection's mana cost.
Change the target of target spell with a single target.
Price & Acquistion Set Price Alerts
|Have (14)||NOGzFTW , hippienproud , TheDuggernaught , rebelteddybear , Bad_Dog , snackeater , MoJoMiXuP , SketchyScribbler , ToolmasterOfBrainerd , miracle , mymanpotsandpans , Benniator , sonnet666 , Azdranax|
|Want (4)||oryandaw , xpsychovampx , TheDuggernaught , SpaghettiToastBook|
2 weeks 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
3 weeks ago
4 brainstorms, +4 fetches. No foil, maybe Misdirection is a better FoW replacement? It catches all counterspells, and when countering removal its often better than FoW
3 weeks ago
As far as my long experience in playing Zur I learn a bunch of things that might be useful to you.
Firstly Vanish is unnecessary because people will shot Zur down if they have removal even before Zur is able to fetch Vanish, meaning that every time you are able to fetch Vanish, is because people don't have removal or don't care to remove Zur, so its virtually only protecting you against sorcery speed removal, which is scarse and not worth the slot, if you are worried about protection you might wanna use Diplomatic Immunity, although I recommend using things that can protect Zur BEFORE he hits which can be used for other things, like Spellskite and protection counterspells like Dispel and Misdirection
IF you are going to use Darksteel Mutation, then Imprisoned in the Moon is almost a direct upgrade since it prevents the creature to sac'd for sac outlets, flashbag marauders and exiled with Swords to be recasted, if you want to lock something, then Imprisoned is the best way of doing that. Imprisoned also had (in corner cases) been usefull dealing with powerful lands like Gaea's Craddle or a Stripmine that would kill my Reliquary Tower next turn.
Daybreak Coronate is just not necessary (if you are not using the Vigilance to lock people with Stasis), the condition to only enchant something that is already enchanted matters as you will need to spend 2 Zur hits to fetch it, its just not worth it, if you are worried about firepower then Copy Enchantment would likely be better to kill people faster, is also more versatile.
1 month ago
No problem, also you may want to fit a couple of counter spells (I tend to run on the light side 3-5) and and some cheap removal along with Isochron Scepter
1 month ago
Just some 'strictly better' additions (because I run a modern deck using Silumgar as the main win condition). Diabolic Tutor can be replaced by Liliana Vess, who costs more but has way more utility. Expropriate is good with the flavour of the deck.
Last thing, 33 lands not enough in a commander deck with no accelerants. I would suggest cutting some of your expensive mill effects like Sire of Stagnation for some basic lands.
But still, +1 for Silumgar!
1 month ago
after reviewing the decklist and the comments already posted I feel there is no big uncharted territory that has been left out. Some valuable resources have been put here. Something that T/O community is famous for and hopefully will be for a loong time ahead.
But then I saw a vital piece of the puzzle missing... where is the famous and glorious Elspeth, Sun's Champion ?? .... pauzes ....Just kidding... I could not resist this 'urge'.
Lately I ran into a Zur decks that played Notion Thief which is a great card engine in EDH. Especially combined with cards like Windfall you achieve great value. Both cards are standalone value hits already. Combined they will become a wincon that is hard to overcome for an opponent.
I hope I brought you something interesting to consider :)
Best of luck and fun!
1 month ago
Last minute update before HL FNM in Berlin
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.