Artifact — Equipment
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard.
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Runechanter's Pike Discussion
6 days ago
OK cool thanks for clearing that up it works a bit better now the Familiar's Ruse was a personal choice because my group likes to target Talrand of rip in multiplayer and having to bounce him as a cost sometimes is better than just counter/sac a drake and another spell comes to kill him. so I might keep it and Read the Runesit only seems slightly worse than Perilous Research just for left over mana before my turn. It's kinda hard running mono blue and not do counters so much. Is this more set up for 1v1? I dont mind short answers in fact i have more card's i'd like to run by you. (deep breath) So i know that Turnabout gives you more options but what about Sleep ? Also Train of Thought could be good opt. too for multiple drake card draw although i know storm ultimatly would be better. Also what do you think of these extra rmoval/ combat tricks Hour of Need Ovinize Turn to Frog Curse of the Swine also I noticed you have Runechanter's Pike to possible kill by commander damage? Whether or not that's the case why not Whispersilk Cloak Glaring Spotlight or Protective Bubble espescialy since you use less counters? finally How is Day's Undoing properly played because it seems to just refill everyone's hand instead of just yours
1 week ago
Thank you Ashmed for your suggestions!
To answer you, I use the moxes (Chrome and Diamond) for their ability to allow me dropping Talrand one turn earlier. Their card disavantage is managable. Exiling a cantrip card to Chrome Mox is not a big deal. Discarding a land card to Mox Diamond too. I am hesitating to add more artifacts to enable me playing Mox Opal.
I don't like Halimar Depths that much. It comes into play tapped, it just rearranges the top 3 (can't get rid of useless card like a real scryland). I will prefer a basic Island over it.
1 week ago
Hi Stefouch, loving the deck, +1 from me! I play a Talrand deck in multiplayer very frequently and have great success with it, if you would like to look at the list follow the link: Talrand and His Minions of Flying Doom.
I personally find that Coat of Arms is a brilliant card to run as a game ender. I also would suggest Runechanter's Pike. I'm not sure I would run Chrome Mox or Mox Diamond given that it is a mono-coloured deck. I would suggest including AEtherspouts as another way of stopping an attack, as well as Boomerang. I would also maybe include a Halimar Depths to help sort the top of your library out a little better.
Just my personal opinion there, I hope you enjoy playing Talrand as much a I do!
1 week ago
1 month ago
1 month ago
I like it! maybe Runechanter's Pike due to all those instants and scorceries making Tromo the one hitta quitta?
1 month ago
Hey there. This looks pretty good.I think there is some overkill on the counter spells.
Dissolve could be something else here.
You have scry and card draw galore. A 3 mana double blue counter is meh.
Being on a budget, a good U/B deck that's easy to build, almost the same instant and sorcery suite.
Is pretty good
1 month ago
Stormchaser, Sleuth, and Thing in the Ice are nice, but Sanguinary Mage seems a touch underwhelming. Consider cutting Stormchaser down to 3, so you have more room for options. Burn from Within is nice, but could probably be cut down to 2 or 3. Press for Answers would be decent as an instant, but as it stands, there are better options. Maybe keep 1-2 copies. Slip through Space has amazing synergy in this deck. It's solid at 4 copies. Epiphany is a nice end step mana dump, and can also get prowess triggers at low mana to push for game if need be. Lightning Axe is nice removal, but it would be better if you had things to synergize with it. Trail of Evidence and Fevered Visions are both good enough to warrant 3 copies.
Just the Wind provides nice chainable removal and can get a Madness trigger from Axe. Jace's Scrutiny is a decent defensive combat trick that lets you Investigate for Sleuth as well. Catalog is going to, for most of any given game, unless you're facing a slow deck, be better than Epiphany. Compelling Deterrence is another card for removal. Removal is best at instant-speed, as you can respond to effects that would otherwise protect the target, and leave your mana open to deal with whatever you need. Geistblast would be nice in here. 3-drop for a Shock is mediocre, but the pseudo-flashback Fork effect can give you a lot of advantage. Tormenting Voice lets you trigger any Madness you'd like to trigger while simultaneously being a low-costing draw card to get you what you need. Fiery Temper is a good card in this standard. 3 mana for a Bolt is still mediocre, but if you discard with Voice, Axe, or Catalog, you get a classic Bolt.
Brutal Expulsion gives you a flexible form of dual-removal or removal-plus-soft counter at 4 mana, which is respectable, and not inconceivable. Running 2-3 copies would be worth the space in your deck. Horribly Awry is an amazing counterspell, and can secure you some solid early tempo. Against Eldrazi decks, you can side it out for one of the many 3-drop hard counters floating around this standard. Sure Strike is a nice combat trick that can net you surprise victories, but I wouldn't run more than 2. Anticipate is an instant draw card, which I generally recommend control decks to use, and it gives a pseudo scry effect with the draw, allowing for a deeper "dig" to get to what you need.
With all of your low-drop spells, you might be able to use some of the Surge cards from Oath of the Gatewatch effectively. Overwhelming Denial grants an uncounterable 2-drop generic counterspell if you've already cast something that turn, Fall of the Titans becomes a forked Burn from Within at Instant speed, Comparative Analysis becomes an Instant speed Divination, and Grip of the Roil becomes a much faster Press. Brute Strength can help against defensive decks, but I'd run at most 2 between main and sideboard. Negate is great, as most decks run plenty of non-creature spells. Reality Hemorrhage is sadly one of the most efficient burn spells this standard it seems. 3 copies would fit nicely. As you'll likely be wanting to cast multiple spells in sequence, a copy or two of Jori En, Ruin Diver might not hurt for the extra draw power. Clues are kind of slow at that. Wandering Fumarole is a splitland that also provides a 1/4 wall or a 4/1 beater late game, which can make a sizeable difference.
Disciple of the Ring gives you a Morphling-esque wincon beyond your prowess team, providing both control, taps for an endgame push, and untaps for an emergency defense. 1-2 copies of Jace's Sanctum could potentially smooth your endgame and extend your plays. Ravaging Blaze is, against most decks, strictly better in your deck than Burn from Within. Fiery Impulse is a great option for this deck, as the Spell Mastery is easy to accomplish and the burn removal can deal with a lot of early and mid game threats.
Finally, Evolving Wilds can give you deck thinning and mana fixing. Upping your land count to 22-23 might not be a bad idea either, as having more than 3 lands means you get to make more than one play per turn.
Overall, the idea has a lot of potential, but you're severely limiting your options by running nearly everything in 4-ofs. Generally, unless a card is absolutely amazing AND low costed, or you're running an OTK combo, 3 is optimal for consistency - enough copies to have a decent chance to draw into, while not having so many to clog. I really like the idea, and if they reprint Runechanter's Pike, I might try out something cimilar.