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Whenever a player puts a nontoken creature into play, that player returns a land he or she controls to its owner's hand.
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1 week ago
There were a couple of cards I thought might be fun, and I also ran a brief search for "whenever a player", and included some notable ones as well:
Storm Cauldron--while normally this is super annoying, it can enable landfall shenanigans.
Dovescape - No clue if this card would be worth the high mana cost, but it seems like it would fit with this deck.
Eye of the Storm sounds like it could grow out of control extremely rapidly.
In the Eye of Chaos - Giving players security against instants seems like a pretty strong enabler.
Overburden is a particularly powerful card against aggro, and can slow down players who might otherwise steamroll the competition in the early game.
There were some more potential additions using that search, and similar searches could be run by replacing the word "player" with "creature" or a different card type.
Another thing to consider: Perhaps an enchantment adding lifelink to Karona. Then other players are encouraged to attack with her, as she gains them life.
As an aside, +1 for using Karona as your general. She is one of the more interesting cards Magic has ever printed, and I love to play her as my commander (personally, I use her as a voltron commander, in an attempt to quickly rack up 21 commander damage through attacking on each player's turn).
2 months ago
2 months ago
I love seeing another Talrand user. The deck looks pretty good. +1 from me. A few suggestions...
Capsize Win condition that is very useful, especially late game.
Memory Lapse goes well with isochron scepter and is a hard counter for 2
Your avg CMC seems a little bit high, so adding cheaper counter spells will allow you to counter something when it matters most.
Blatant Thievery is a great card for multiplayer
Temporal Manipulation and Time Warp are useful because you have talrand out, cast it, get a drake, do whatever, end the turn. Then have another turn to play a land (blue's way of ramping) and the drake you casted last turn with the extra turn can now attack.
Back to Basics and Overburden help slow your opponents down (Note: overburden won't trigger on your tokens so thats good). Moreover, you have too many creatures for a talrand deck. I can recommend some options of what to take out (creatures and others) if you like.
Speaking of creatures, while we don't want to have to many in the deck, some are worth their weight in gold such as Consecrated Sphinx, Snapcaster Mage (can be reused with Riptide Laboratory, which can also be used for talrand) and Torrential Gearhulk
Ramp. There are a lot of options, some of which you already have. One I like in particular is Sky Diamond because it allows Talrand to come out on turn 3.
I don't know your budget/meta/competitive level but if you want more ideas, feel free to look at my deck Tisk Tisk Talrand.
2 months ago
Hi. I think tunning net positive mana rocks is extremely important. I would run Mana Crypt as well if I had the budget for one in this list.
I am not too fond of counterspells with CMC 3 or higher. Not often I can keep open that much mana. Memory lapse is in the list already. If my budget for this deck was bigger I would add Flusterstorm/FoW.
I like Overburden a lot, looking to find room for it.
2 months ago
A couple suggestions...
Disallow - Very useful and versatile
Memory Lapse - With Isochron scepter ;)
Misdirection - Much better than it looks!
Rewind - Im assuming this build is multiplayer? If so, this is a must.
Blatant Thievery - I don't run any real "finishers" or "combos" in my deck. So this card usually helps seal the deal.
Overburden - SO USEFUL. Note: Does not affect tokens.
If you have some time, feel free to check out my competitive deck Tisk Tisk Talrand for some other ideas.
2 months ago
Hey! I always love to see another Talrand user. +1 from me! A couple thoughts...
Mana Drain - Auto include
Flusterstorm - Useful, but might be limited depending on meta
Twincast - Useful, but might be limited depending on meta
Telling Time - Top deck filter
Pact of Negation - Auto include
Time Warp - Extra turn cards go well with Talrand because you cast the spell, get a drake, and at worst end the turn. You get another turn to them use the drake from the previous turn that "now has haste(ish)"
Temporal Manipulation - Same reason as above
Blatant Thievery - It seems your wincondition is to polymorph into a fatty and beat facce. I don't know if your build is 1v1 or multiplayer, but this card has won me several games easily
Bribery - Why cheat out your beatstick when you can beat them with their own beat stick
Land Equilibrium - Damn U green 2? Nah, I'm blue daba dee daba die. Lol, anyways, this hates on ramp. Always useful
Overburden - Same reasoning as above. If not im mistaken, I don't think this will cause you to return a land when you polymorph the creature (could be wrong). I will not however, cause you to return a land for each token you put.
Capsize - End game mana sink
Isochron Scepter - How can you not be running such an oppressive tool (think memory lapse)
If you want any other ideas, feel free to check Tisk Tisk Talrand
3 months ago
Street Wraith isn't good enough to make up for the 5 life you lose flipping it to ad nauseam. Neither is Paradox Engine in my mind. Treasure Cruise shouldn't even be considered. Other cards that don't make sense for the speed the deck is trying to run at are Rhystic Study, Overburden and Past in Flames. I'm not sure why you went with Dismember when there are plenty of other 1 drop creature removal spells available, Counterflux is also super questionable. You don't really have enough red in your deck to warrant running Pyretic Ritual and Desperate Ritual either you should probably replace them with some mana rocks, Izzet Signet, Dimir Signet, Talisman of Dominance and Talisman of Indulgence should almost certainly be added. A Notion Thief would also probably be solid.
3 months ago
Very nice deck. Always great to see another talrand user. A couple of suggestions...
Extra turn cards like Temporal Manipulation, Time Warp, and Capture of Jingzhou allow you to get a drake on cast, and at worst case, you end your turn, to get another turn, thus "ramping you" and providing "haste" for your drake.
I love your low AVG CMC, but a card worth mentioning is Blatant Thievery. This card has won me games EASILY.
Ancestral Vision is much better than it looks.
Kindred Discovery is a definite must! Free draws on each drake you make and attacks.
Caged Sun, while costs more than the lens, doesn't exile a land and gives a small anthem as well. Something to consider
Sky Diamond for more ramp if you feel you need it
Gilded Drake is cool as well, extra points if you bounce it back to your hand
Torrential Gearhulk is definitely a must add
Future Sight = CRAZY VALUE!
Overburden = Doesnt trigger on tokens, so its helpful :)
Land Equilibrium = Just because we hate ramp
As Foretold - Because EACH TURN COUNTERSPELLS FOR FREE IS BROKEN!!!!!!!
Lastly, fetch lands can help, especially with crucible to ensure you don't miss any land drops. If you like, you can check out my deck Tisk Tisk Talrand for more ideas.