|Commander / EDH||Legal|
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|Duel Decks: Izzet vs. Golgari (DDJ)||Uncommon|
|Saviors of Kamigawa (SOK)||Uncommon|
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Counter target creature spell. Draw cards equal to that spell's converted mana cost.
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Overwhelming Intellect Discussion
1 year ago
I had the same problem in my first deck which was a landfall deck. I had a lot of big creatures but most of mine were 6 drops just like my commander. Therefore im missed the mana to do more than just 1 thing in each turn.
What I'm missing in your deck are rampcards. You have ramp in the form of Signets and a few cards such as Rampant Growth and Kodama's Reach but its too little for what your have on creatures and you have green in your commander and that's the best color to fix your manabase.
I have some suggestions for your deck but keep im not great at building decks myself so some others might find better cards for your but im trying to help you. So here are some cards I would suggest, don't add all of them but just to give you an idea of what is possible:
To search for Basic lands/lands:
For creatures I don't really see a trend in what your idea is with. Maybe if you could explain that, I can help you with it. What I am seeing is that you have a few big ones but you need to wait so they can do something. A few nice creatures which are always nice:
-Avenger of Zendikar Good with your beastmaster ascension
-Solemn Simulacrum (Often used in EDH)
Some extra suggestions:
-Myriad Landscape for some extra basics
-Terramorphic Expanse Same as evolving the wilds
-Sol Ring Often used in EDH
Cards I would remove or change for something better since it does too little in EDH or your deck:
-Vandalize for Vandalblast Land destruction is not really needed in EDH and this lets your destroy 1 artifact for 1 red and overload it to destroy all artifacts for the same manacost. Even your own artifacts are safe with this one since its "you don't control"
-Lava Spike Change this for a ramp card, it does too little in your deck
-Ongoing Investigation Bit of a random card in my opinion in your deck
I hope this helps you a little bit, Goodluck with your deck :)
1 year ago
Overall, your deck seems like it's got a bit of an identity crisis. On one hand, it wants to play loads of big, splashy angels, but on the other, it wants to be a classic UW draw-go control sort of build. If you want to go the angel tribal route, I would switch the commander to something that gets you access to green, like Jenara, Asura of War or Sigarda, Host of Herons in order to get some much needed ramp (more on that later). If you want a more controlling build, I would stick with GAAIV but cut most of the angels. Control builds in EDH tend to win via infinite combo (in the case of "traditional" control, like your deck) or via locking everyone else out of the game with cards like Smokestack and Winter Orb.
Also, you're in sore need of some card draw. Without it, you're going to be stuck in the late-game waiting to topdeck something useful while your opponents are winning the game. Rhystic Study and it's cousin, Mystic Remora are staple cards for blue decks. Adding some extra cantrips, like Brainstorm, Anticipate, and Preordain will help you stack your draws and get the best of your cards. Some other good card draw options are Recurring Insight, Jace, the Mind Sculptor, Fact or Fiction, Foresee, Blue Sun's Zenith, and Consecrated Sphinx.
I mentioned ramp earlier, which your deck DEFINITELY needs more of. Angels are expensive, and they won't do you much good when you don't have the mana to cast them. First of all, I recommend running at least 36 lands, and maybe picking up a few more dual lands, like Azorius Chancery and Glacial Fortress. Another important thing to consider is mana rocks. Azorius Signet is an autoinclude, Hedron Archive is great in slower decks, and Fellwar Stone, while more effective in 3 to 5 colors, is still a great rock, especially when you're playing against two or three other people who'll probably have the colors of mana you'll need. White also has some non-artifact ramp options, like Weathered Wayfarer and Land Tax, which often put in serious work. If you splash some green, you also get stuff like Cultivate/Kodama's Reach, Sakura-Tribe Elder, Burgeoning, and Exploration to help get your angels out as quick as possible.
You're also running low on tutor effects, which are essential in a format where you can only run 1 copy of a given card. Unfortunately, the best tutor effects (for your deck) are green and black, so you'll have to make do with cards like Enlightened Tutor, Muddle the Mixture, and Fabricate, although adding green (hint hint) gets you great cards like Eladamri's Call, Wargate, and Green Sun's Zenith.
Finally, I would cut out some of your worse counterspells (Absorb, Dispel, etc.) for some removal, hate cards, and better counterspells. Board wipes like Austere Command, Wrath of God, Supreme Verdict, and overloaded Cyclonic Rift are all extremely useful, hate cards like Rest in Peace, Dawn to Dusk, and Grafdigger's Cage hose powerful decks, and white, being the king of removal, has some awesome spells like Path to Exile, Condemn, and Oblivion Ring. For counterspells, I would consider Cryptic Command, Summary Dismissal, Overwhelming Intellect, and of course, Counterspell.
1 year ago
Looks quite solid on first glance. You run lot's of good cards and your curve and average cmc looks good. However you also run a few bad cards. Let me pitch some ideas for replacements:
Maybe try Kindred Discovery and name drake? Could be worth it and might draw an insane amount of cards.Maybe Tamiyo, the Moon Sage and target yourself with the -2 if you have lot's of drakes.Reliquary Tower and Thought Vessel because keeping 20 counters in hand is fun.
If you ever run close to milling yourself, try fitting Laboratory Maniac in as another fun wincon.If that way doesn't work you can try the opposite path and go recurring stuff with Timetwister(Budget: Day's Undoing / Time Reversal)
Refill your entire hand with Windfall.
More playable counterspells in no particular power order Abjure, Condescend, Flusterstorm(Opponents also help with storm), Logic Knot, !!!Mana Drain!!!, Memory Lapse, Mental Misstep(if your meta is running many 1cmc spells), Spell Snare, Miscalculation, Power Sink, Pact of Negation, Prohibit, Remand, Spell Siphon, Syncopate, Dissolve, maybe Unified Will. Please don't play all of them, some of the conditional ones might be VERY bad. Sometimes a Cancel is better than a cmc2 conditional that you can't cast for some reason. You know how your deck plays and what fit's in there. More here: http://magiccards.info/query?q=o%3Acounter+o%3Atarget+o%3Aspell+c%21u+cmc%3C%3D3&v=card&s=cname
As I said this is some ideas, some might be very bad but most should be quite good in the deck. There's so many ways to play Talrand, just keep playing lot's of spells so you keep making free drakes. Maybe even play Phyrexian Altar and or Ashnod's Altar to pitch your drakes in to pay for more counterspells..
If you ask specific questions and provide some info about your meta I'd be happy to help :)
1 year ago
hetwiel Hey! I love seeing another Talrand user. You should cut the following...
Gifts Ungiven - banned
Its more than 15 cards so you can decide which one or 2 you want to save. A lot of them are just bad or don't support you as much as other cards can.
If you want some more ideas, feel free to check out my deck Tisk Tisk Talrand for a competitive version of Talrand
1 year ago
1 year ago
Yeah that's a tough one, Eldrazi are the bane of many control decks especially permission decks. Still there are many ways to deal with them.
If you stomach running expensive counter spells then Summary Dismissal does the job, but its not very mana efficient. A more expensive but more flexible version is Time Stop. Which has the advantage of saving you from lethal attacks stop opponents from being able to do things main phase. Though it wont stop the triggers, Desertion is great at giving you advantage when your opponents play eldrazi. If you want something that isn't great but pretty funny when it works out you can play Overwhelming Intellect.
Perhaps one of the best ways to stop eldrazi players is to punish them for playing them. Bribery along with Control Magic variants accomplishes this well, because even if you dont get the cast trigger, a giant creature is still a giant creature. A less permanent version of this effect is Slave of Bolas or Ray of Command, which has the advantage of not letting your opponents untap before it hits.
If your problem is opponents repeatedly casting their eldrazi commander Nevermore or Meddling Mage can stop a Kozilek, the Great Distortion player from nonstop casting, drawing into mana rock and casting it again.
Of course you could just stop them from being able to cast spells for a turn that the mana through Orim's Chant and Silence. Which are two cards that are much better in your deck due to the amount of card draw and wheel effects.
Eldrazi are pretty expensive so all the land destruction and mana denial cards like Armageddon, Cataclysm, Winter Orb, Stasis and Cephalid Constable can slow down your opponent long enough that your on board effects kill them.
Unfortunately, the eldrazi were designed so that they would be hard to answer efficiently, so there is not a lot of amazing ways to deal with them if the opponents have enough mana to cast them.
Overwhelming Intellect occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%