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Pull from Tomorrow
Draw X cards, then discard a card.
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Pull from Tomorrow Discussion
22 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.
4 days ago
Invoke the Firemind might be a cool draw/burn spell to test, as well.
Have fun playing!
5 days ago
Very novel approach to Zur - I dig it a lot.
Lots of quality feedback above, so I will be brief here. I agree with lower curve + more removal (or exile effects) + more tutors. Maybe War Tax for that triple-fort feel.
- Have you tested with builds that emphasize themes like wizard tribal or mill? This is a pretty unique list, so I'd encourage playing around with your themes and sub-themes to test for optimal creature builds along different lines that work with Intruder Alarm.
- A little bit of recursion, in addition to counter-magic, might help bring back combo pieces you lose to counters and removal. Phyrexian Reclamation is a cool piece that Zur can fetch. Doomed Necromancer might be fun. Liliana, Death's Majesty and Liliana, the Last Hope can both bring back creatures or give you a zombie per turn.
- You might tighten up your land-base. This is something I learned to do better here. It seems like you can make more B and U than you need, but may not always have enough access to W. Perhaps consider cutting some UB lands for UW ones and cutting some clunky multi-color tap-lands for more Plains. The color pie on the side should have its inner and outer rings closely (though maybe not perfectly) aligned. You could begin by going to 2 Island, 2 Swamp, and 4 Plains, as well, to see what happens. You might also replace deserts and other cycling taplands with Plains and then find room for Pull from Tomorrow and Sphinx's Revelation in the deck.
I hope some of that made sense and might help.
6 days ago
Legendary_penguin_of_death, Refurbish is there as a backup in case anything gets countered destroyed or otherwise discarded to maintain cards in hand. It allows you to discard your artifacts IF needed to get other more useful cards in that moment and still be able to bring it back later either from that or from removal while having all the other fetch options that exist anyway in deck. Torment of Hailfire is an option and I stated that A) this is verson without it. B) Yes flyers help get the trigger to flip for tons of extra manna to keep things moving early. The version with Torment of Hailfire will be void of Refurbish and instead have the Torment of Hailfire. Other option as a mana dump in this version instead of Refurbish could be Pull from Tomorrow or maybe a beatstick creature like The Scarab God or even Herald of Anguish or Sphinx of Magosi cause a turn 3 flip of Dowsing Dagger could get really out of hand fast with a big guy out there turn 4.
1 week ago
Mind's Eye is a great way to spend your colorless mana.
Otherwise if you are just looking for ways to dump tons of mana into a draw spell just before your turn, forget the enchantment requirement and just use instant speed draw like Pull from Tomorrow. I run that card and its ilk in my control decks that need instant speed draw and they work great.
1 week ago
1 week ago
List of things that could be better.
1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.
2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.
3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.
4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.
5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.
6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.
c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.
Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.
Cast these rocks and generate 3 colorless 2 blue and 1 green mana.
Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.
You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.
Winning the Game with inifinite mana
d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.
f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.
The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.
Hope this helps out.