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51 minutes ago
I think you should exchange Goblin Guide for 4 Opt or Serum Visions. Gobbo doesn't really interact with the rest of your deck, and with your low land-count, you need something to smoothen your draws a bit.
11 hours ago
If you want to stay budget, i wouldn't change anything. In main deck.
Budget wise, i don't think that Blinkmoth Nexus is best way to spent that money. I would first upgrade the landbase and sideboard(I tell more about it later) and then start to get more utility lands which you want few more (Blinkmoth Nexus+Inventors' Fair). First get your set of Hallowed Fountains and perhaps couple copies of Adarkar Wastes.
And then about sideboard.
Your sideboard plan tries to be clever but i have to doubt it.
Oblivion Ring Ehh it's fine
These suggestions are not the most budget friendliest but it's Modern, you have to be prepared for certain decks.
Relic of Progenitus Always good sideboard card, play at least few.
Hurkyl's Recall Bit pricy one but totally worth it. There are few very popular artifact based decks.
Padeem, Consul of Innovation Surprisingly good one and very cheap, is much more effective against control than own counter spells.
Blessed Alliance Helps to remove bigger things that out race you and lifegain against burn is always good.
Those all are good sideboard cards for budget overall, there is much more to consider of course but i won't make this list too long for now.
And then, get your playset of Path to Exile, it is so good that it immediately makes deck much stronger. Not being able to remove opposing threats will cost you games.
If you are able to upgrade the deck, get the Paths first, then balancing between landbase and sideboard upgrades. Modern isn't cheap format, i know. And of course it all depends how serious you play, if you just do FNMs it really doesn't matter what you play. Though there will be meta decks even in FNMs.
If you want more help add me in chat!
Have fun and good draws!
21 hours ago
23 hours 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 day ago
to me, i think the Izzet Guildmage is good here. i've actually copied your deck on here and have been making my own changes to it. right now i've found a way to storm off with him that is quite interesting. the Rite of Flame could possibly be replaced with one of the cards from above. each time i playtest the deck i never get that combo to go off, so most of the time it may be a dead draw. however, early game being able to cast 1 of them gets the Aetherflux Reservoir out a turn early.
it could be replaced with more card draw as well such as Opt as well.
as for the deck i've been working with, here is a link to it so you can check it out and playtest it:
ej133 on Esper Geist
1 day ago
And Esper Charm is SO GOOD, shit nigga, I'd take off every Serum Visions for this card, goddammit, it's so awesome. I absolutely LOVE it, I always play 4 of in my esper decks, no matter what. Opt has been showing itself quite dece too, I like it.
Anyhow, I love your deck, bro.
2 days ago
Lightning Strike and Shock might be better mainboard than Abrade and Magma Spray. I get they can remove things better, but in your deck damage to the opponents face might be better long term. This is like a mix of a control deck and midrange. I feel like you either need to go with more creatures to since you will likely win more with extra copies, or cut most creatures out and run more control spells. Opt Reduce / Rubble Disallow even like Unlicensed Disintegration Baral's Expertise and drop your creature count to 8 or so with 4 Enigma Drake. Just my thoughts, hope whatever you do it works well for you.
2 days ago
Serum Visions is better than both in a control shell because it looks at 3 cards. Its only downside, as you mention, is that it's a sorcery vs. an instant.
I suggested Opt for budget reasons. If you're limited to what you can buy, saving ~$8 so you can buy a Flooded Strand or something is likely better, as the superiority of Serum Visions over Opt isn't as big a difference between, say, Cryptic Command and Ojutai's Command.