Pristine Talisman

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Uncommon
Commander 2014 (C14) Common
Commander 2013 (C13) Common
New Phyrexia (NPH) Common
Promo Set (000) Common

Combos Browse all

Pristine Talisman

Artifact

: Add to your mana pool, you gain 1 life.

Price & Acquistion Set Price Alerts

IMA

C14

C13

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Pristine Talisman Discussion

tkk on Calling all angels

19 hours ago

There is an approach to deck building called The Rule of 9. You begin by selecting nine cards. Each of these cards becomes a full play set (4 cards) yielding 36 cards in your deck. After that, place 24 basic lands and you have a deck that will consistently use your ideas to win or lose. If you like the results then you refine the deck with ideas such a mana curve, utility, and synergy.

Let's play 24 lands to ensure we have good opening hands and draw plenty of mana. Sure, we may flood out from time to time. Yeah, we may brick some draws. But nothing feels worse than seeing everything you could do if you just had some lands. Here is a succinct statistical look at why you play 24 lands.

Angelic Destiny: A great way to win the game. can take an 0/1 and turn it into a decent attacker and blocker. Does better work on things with lifelink or vigilance or double strike. Or all three.

Aerial Responder: On his own, Aerial Responder is a strong contender. He attacks and blocks well, he gains life, he's evasive...a renaissance man. When we look at curving into Angelic Destiny on four we begin to feel a slight tingle in our pants.

Ajani's Pridemate: A bear that gets bigger each time you gain life. With the right support, he can be an excellent attacker or blocker. Also, he is not the worst target for Angelic Destiny.

Pacifism: Most decent decks pack some form of removal. Pacifism is a far cry from primo, but since you're mono-white weenies you'll take what you can get and be happy with it.

By my count, we are at four of nine. This leaves us with five cards to choose. From here we can choose different ways to continue to build upon what we've done so far. Sometimes we will be playing a full four of and other times we might play less. It depends on the curve and how many slots we have available.

I've grouped these into cards that play well together. This first set is about making an army with your Angelic Accord.

Angels and Solitude

Angelic Accord gives us an engine to work with. All this card asks is that we gain life in increments of at least four. As a reward we get 4/4 angel tokens. Fulfilling these requirements can build a formidable army.

Lone Rider  Flip: If you are doing Angelic Accord things, then you'll hopefully be gaining 3 or more life a turn and the flip on him will be easier. A 4/4 first strike, trample, lifelink on (possibly) turn three is a good set up into a turn four Angelic Accord. Also makes an 8/8 lifelink, first strike, trample, flier with Angelic Destiny.

Lone Missionary: Two mana, gain four life and get a 2/1 body. Flip your Lone Rider  Flip, make an angel off of Angelic Accord, put a counter on Ajani's Pridemate. This card can enable a lot of the things you are trying to do, both in the early and late game. Play it for a reason and with a plan, running it out simply because #YOLO is a waste and will lose you game.

Solemn Offering: Interaction with decks that strongly utilize artifacts or enchantments while gaining four (wow, much amaze) life. For some silly times, you can blow up your own Pacifism to give your opponent back a creature worse than a 4/4 angel token (Angelic Accord is necessary for this to work). Not every deck plays relevant artifacts and/or enchantments so it is likely you only play one as a failsafe.

"Look to my coming on the first light of the fifth day, at dawn look to the east."

Make a big, wide army of tokens and overwhelm your opponent.

Raise the Alarm: Classic token generator. Play this end of opponent's turn to be able to attack next turn. Flash block 2/2 for value. There are just so many uses for this card.

Honor of the Pure: Anthem effect that gets better in multiples and hits all of your creatures (duh). You gain more power the wider your army is.

Spectral Procession: Make three 1/1 fliers. Pair this with Honor of the Pure and you now have six power in the sky.

"THIS IS MY BOOMSTICK!"

Loxodon Warhammer: Probably just a one of. But what if any creature in your deck could make an angel token with Angelic Accord and this? Or flip a Lone Rider  Flip or put a counter on Ajani's Pridemate?

Crested Sunmare : Paired up with two or three Pristine Talisman and you can build an army of indestructible horses. For maximum efficiency, tap the talismans on your opponent's turn and attack with the 5/5s on your turn.

Heliod's Pilgrim: Two and a white to find your Angelic Destiny. Or Pacifism. Or Shielded by Faith. Or Pentarch Ward. Or Soul Tithe. Or Prison Term. This type of tutoring effect allows you to become a toolbox of answers and threats. Play two to help with consistently finding your finisher or answer.

Path of Bravery: Gaining life for attack with creatures and buffing said creatures when you've gained enough life. Seems sweet. If you have neither life nor an army, however, this card doesn't actual nothing. Play with no more than two.

"Let me explain...no, there is too much. Let me sum up."

Pick a core group of seven (28 total) cards. With your remaining slots pick some combinations of the other listed cards and then playtest. With any luck and through many games, you will find what works and doesn't and will make adjustments as you see fit. The cards I've listed are by no means the end all be all of what is out there, but I feel they are a nice jumping off point and a good discussion on deck building principles and techniques. This site also lets you playtest your deck so you can see how your draws look and play out a couple hands to see what you are capable of doing with the cards you've chosen.

Suns_Champion on Karlov Lifegain

1 week ago

I think a really good card for karlov is Cradle of Vitality. Now you can stack a ton more counters on him!

Profane Procession  Flip might be a cool card to try out.

Pristine Talisman will give you that lifegain and ramp every turn!

Vona, Butcher of Magan will give you more stuff to do with all the extra life! Blow stuff up!

Ajani's Pridemate might be a good beater for you!

hope some of this helps!

KingRamz on BW Steal from the Poor and Give to the Rich

2 weeks ago

Since you asked for help, here's some feedback:

Cuts: Your artifact count seems low for Prototype Portal. It gets a little better if you add more mana rocks like I suggested above, but that still might not be good enough. Nothing else really jumps out at me, though if you decide to take my advice and add more mana, I'd look harder at X-spells and cards that cost 5+ mana. Like Subversion for example - it's sweet, but five mana is a lot to pay for that effect.

Romer on THOP THOP THOP

1 month ago

Nice deck! It looked so fun, I made my own ;)

Looking at your sideboard, I would definitely add these to your mainboard:

Some other neat ideas to consider:

Pristine Talisman seems too expensive for what it does. If you were a lifegain deck, then it might be justified but I think a -cost rock like Mind Stone would do you better. This is probably all personal preference, of course. I also avoid Dreamstone Hedron because when I have 6 mana, there's way better things I want to be casting.

I avoided Lightning Greaves in my Hope deck because Shroud prevents you from equipping anything more to that creature (and my Hope deck is all about equipping my commander). I also skipped out on Whispersilk Cloak for that reason. You're not all-in on equipment here so this might be less of a concern - the Graves are nice on some of your big scary guys.

I avoided the Urza lands because I have such little tutor ability that I wouldn't waste it looking for a land. I figure the odds of me ever getting all 3 Urza lands into play during a game were slim to none, and I'd rather more basics for Strata Scythe.

Similar to my case against the Urza lands, I skipped the Helm of Kaldra, Shield of Kaldra, Sword of Kaldra cycle because it'll be a rare event to ever get them all into play. On their own they're each okay, but I have other equipment that does similar things (often for less mana).

I agree with you on Terrain Generator: It's hard to imagine having a hand full of land and nothing else to do that I want to pay to drop another land. I included it in an early list of my own deck but replaced it with another Wastes.

I haven't seen Lifeline before! Looking it up, they changed the ruling so it impacts all players. Still more beneficial to you?

Not of This World seems pretty good, but I wonder if it's too conditional or win-more? I used to run it in an Eldrazi deck I have but I found I spent most of the game with it sitting useless in my hand. It wasn't until later game when I was dropping big scary threats and already ahead that it had any effect. Not a strong opinion here - just feel like most of the time it might be a dead card in hand.

Okay, serious chat time. This is totally just my opinion, feel free to ignore it. But I think TheRedGoat might be right: It feels like you're trying to do two very different strategies at once. The very aggro, cheap-to-cast commander who gets loaded up with equipment and quickly starts applying the commander damage, racing to hit 21. Contrasted against the battlecruiser strat of ramp hard to drop big, scary monsters. Trying to do both at once makes each strategy weaker because you'll regularly run into the wrong cards for what you need. You'll be on turn 2-3, hoping to equip something to Hope before combat and draw into a Platinum Emperion, Planar Bridge or Dreamstone Hedron.

There's a really fun solution to this problem though: Build a separate battlecruiser deck! Make a mono-green ramp deck, move alllll your big scary colourless fatties over to it and tweak this Thopter deck to really take advantage of aggressive Hope. Eat your cake and have it too!

Okay enough of that. This deck does look really fun to play. And I'm very jealous you have all 5 swords. Someday I'll get there :)

Mick-Tis on Pirates

1 month ago

Pristine Talisman is a better version of Hierophant's Chalice imo

Karzalar on Commander Kotex

2 months ago

It's budget, alright. Let's start with some suggestions then!

Nekusar, the Mindrazer is a good pinger and makes you draw more. It does makes your opponents draw more, though... but can shut down many decks that can draw a lot.

Wanna bleed your opponents dry? Polluted Bonds and Ankh of Mishra will do the job!

Fevered Visions still makes you draw more, and pings your opponents for having a lot of cards in hand.

Witch Hunt is janky.

As far as removal goes, you do need some. Budget implies some of these :

Murder, Disperse, Unsummon, Chaos Warp, Go for the Throat, Grip of Desolation, Into the Roil...

As you WILL lose life too, you can try to mitigate with Pristine Talisman - it's ramp AND lifegain!

I'd personnaly replace all the creatures which are only mana rocks with legs such as Iron Myr to actual mana rocks with effects, like Mind Stone and Unstable Obelisk. Bonus points to use them with Daretti for repeatable effects!

Hope that helps!

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