|Commander / EDH||Legal|
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|Vintage Masters (VMA)||Rare|
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Plea for Power
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
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Plea for Power Discussion
2 months ago
Your description says that there's a +1/+1 counter theme, and I've really liked playing extra turn cards in my Ramos deck, so how about Sage of Hours?
Some other extra turn cards that you could use, given you have a huge amount of mana every turn, Plea for Power, Karn's Temporal Sundering, Expropriate, Lighthouse Chronologist to drain some unused blue, Temporal Mastery, and Temporal Manipulation!
Extra turn effects are amazing in commander, so if you'd like to throw some in it'd be really fun!
2 months ago
What about some extra turn cards? You'll almost always have most of the mana for them because of Ramos, so some things like Expropriate, Karn's Temporal Sundering, or spending all of your blue mana on Lighthouse Chronologist in one turn to get another turn after everyone's turn.
Literally just any other extra turn card could be good in the deck because of the insane mana, so go crazy! Have some fun!
5 months ago
Thanks chadsansing! I didn't even think about politics cards like the curses or the council cards.
5 months ago
Maybe another mass-bounce spell like AEtherspouts would help? A Curse of the Swine? A Curse of Bounty or a Curse of Verbosity to incentivize attacking a different player? A Curse of Echoes on a spell-heavy deck or something like an early Plea for Power or Split Decision to play some politics?
Propaganda is probably not budget enough here, but maybe War Tax is? If you plan to land one big threat per turn later in the game, something like Mana Maze might help or maybe a Well-Laid Plans to protect your blockers.
After that, perhaps a Rashmi, Eternities Crafter would keep you in card advantage for the mid- and late-game.
6 months 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
7 months ago
Also wondering if Plea for Power might be cool to test.
I do think tightening the land-base some would be helpful, as suggested. Perhaps go own to 1 Island, cut the artifact lands for more Mountain and Swamp cards, and cut some UB and UR lands for more Mountain and Swamp cards or BR lands that don't come into play tapped. The issue isn't lands' ability to be fetched (or any individual land's ability to tap for this color or that) so much as it is having a deck that predictably provides you with the mana to cast the spells you are most likely to draw by color.
7 months ago
7 months ago
Cool build. Have you tested with Plea for Power?