Tap: Add (1) to your mana pool.
(1)(Blue), Tap: Return target Wizard you control to its owner's hand.
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Riptide Laboratory Discussion
1 week ago
I can't respond to your FB post so I'll do it here. With all the symmetrical draw you have I'd suggest running something like Mind's Eye and Consecrated Sphinx that way you always gain some value. I'm not a fan of the Ravnica bounce lands like Izzet Boilerworks because it's too big of a target for land destruction and unless you have a way to untap it multiple times in a turn it's rarely worth the risk instead i'd run something with more utility like a Riptide Laboratory also The land count is a little low at 36 (35 because maze doesn't tap for mana). If you do run Riptide Laboratory I'd consider a small package to make a lot of use out of it like Venser, Shaper Savant and Trinket Mage. Trinket Mage might as well be the new front man for smash mouth because he's an all star and can fetch up bombs like Sensei's Divining Top and Sol Ring. Don't underestimate Riptide Laboratory because being able to save your general in a pinch is great also you're already running a lot of wizards as well. It seems like you're running quite a few tax cards (study, kazuul, propaganda) I'd take a look at Crystal Shard because it's always fun to catch someone when they're being greedy also you can make good use out of it too. That being said it looks like a fun multiplayer deck :D
1 week ago
Feel free to check out my deck Talrand and His Minions of Flying Doom if you want any more ideas.
1 week ago
2 weeks ago
Polupus thank you! I appreciate the feedback.
The exclusion of Riptide Laboratory for me is a budget issue at the moment. I'd rather buy shocks or something like Diabolic Intent, as I can play them in more decks. Riptide Laboratory is pretty niche and I fell into the same trap when I bought Intruder Alarm, though when I have more money I'll definitely pick up a copy.
2 weeks ago
Awesome deck +1 from me!
The only obvious thing I could think to include would be Riptide Laboratory with so many etb wizards at your disposal.
2 weeks ago
Always great to see another Talrand player. +1 from me!
Oboro, Palace in the Clouds synergizes with Quicksilver Fountain. I'm also curious as to your experience with the fountain. I have a competitive talrand deck but don't run it because it feels slow. Thoughts?
As Foretold - (Read) EACH TURN!!!
back to basics - Who needs friends
Future Sight - A lot of people don't like this card because your opponents will know what you're drawing. Since your deck is basically counter, draw and bounce, it doesn't really matter if they know if they can't stop you. I like this card because it provides CRAZY value
Invoke Prejudice - Who needs friends right?
Land Equilibrium - I watch the show friends since I have no friends once I played this card.
Mystic Remora - MORE TAXING!
Rhystic Study - Surprised you don't already have it in the list
I love proteous staff, but you seem to have too many creatures for a talrand deck. If you really wanna play the staff, you should limit yourself to just a few bombs or very useful utility creatures like Snapcaster Mage.
Speaking of wizards, add Riptide Laboratory to save talrand and get extra uses out of snapcaster.
I recommend to take out the following...
Dissipation Field - Allows opponents to abuse ETB effects.
Favorable Winds - Win more. Not needed if you're behind, not too impact if you're ahead.
Curse of the Swine - It's an ok card, meta dependent.
Distant Melody - Replace with nonconditional draw. This card is great if you can pull it off, useless if you can't. You should go with something more traditional.
If you have any questions, please let me know. If you want some more ideas, check out my competitive deck Tisk Tisk Talrand
4 weeks ago
Thanks for the suggestions Mandalorian. Here are my reasons for not playing the cards suggested. Please keep in mind this is from the perspective of a competitive environment. I have tried all of the cards recommended minus Docent, Supreme Inqusitior, and Sphinx's Tutelage at some point during my time playing Azami.
Riptide Laboratory is basically tap three, save a wizard. The only Wizard I'm really looking to save is Azami. I rather save her by countering the spell or in another method. Usually three mana is enough to counter the spell rather than bouncing it and replaying it next turn for 5. It pairs nice with some of the other enter the battlefield wizards, but most of the time I rather have an island. The deck is blue hungry.
Docent of Perfection Flip is too slow. If I'm casting anything that is at 5/6 CMC, I'm looking to win that turn. Docent alone doesn't do anything, I need to have multiple wizards and resort to a beat down plan that won't be able to kill three players at once on the same turn. Also need a spell to follow up on to flip. If I played one of the three other win cons, we'd just win on the spot under the same conditions as Docent. (Resolve card, play spell, win.)
Palinchron is along the same lines as Docent, too expensive and dead on its own. It also needs an infinite mana outlet to win the game. It's also too expensive and doesn't win on the spot like the other combos. With Gauntlet, Extraplanar or High Tide, it's still a three card combo because it needs an infinite mana outlet. Gauntlet of Power and Extraplanar Lens are too mutually beneficial and will most likely help the opponents win more than it helps me. I have to spend the 3-5 mana to play it and have to pass the turn. I could play snow covered lands, but even so it's 50/50 my opponents are as well. I also don't need the infinite storm to win and there's no current outlet for it. (Not a fan of three card combos that don't include a card from the command zone.)
Patron Wizard comes in and out of the list. I find between the UUU cost, the need to have other wizards in play, and the fact my other wizards tap for their own effects an issue. Supreme Inquisitor takes up the same slot for where I would rather play Azami. Issue is that it's a slot in my hand and not the command zone.
Tolaria West grabs a rock, another land, or a pact of negation. I'm super sad when I have this in my hand and not just a come into play untapped land. I tried for a while, but never used the transmute on it and almost always just preferred a island.
Forbid is not a good counterspell compared to what and how many we run already. The buyback won't get used since the two cards we're most likely pitching to it will be two other counterspells. Might as well use one of the other counters.
Foil is too expensive if we don't use the free clause. Discarding an island and another card makes this number 5 on the free counterspell list. I think the four we run is sufficient.
Daze will almost always get paid for. It's too risky to count on the opponent not having one extra mana to pay for it. It's good for 1vs1 legacy where mana is tight. But for CEDH where there's four players, spending two mana or returning an island to ask the opponent to pay one more is risky.
Sphinx's Tutelage is not good for the competitive meta where decks like Gitfrog and Renanimator are popular. Even without these decks, it's slow, you're not drawing enough cards to mill everyone to death. If you're looking to play this and draw your deck to kill with wizards, you'd probably rather draw your win con and win for sure all at once.
Capsize is a bounce spell that comes after chain of vapor, cyclonic rift, and into the roil. It's better when you have infinite mana, which this deck doesn't have. If I needed another bounce spell, I would add this after I add Chain of Vapor.