|Commander / EDH||Legal|
Printings View all
|Duel Decks: Mind vs. Might (DDS)||Common|
|Urza's Legacy (ULG)||Common|
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Return target creature to its owner's hand. Untap up to two lands.
3 days ago
In addition you can consider adding in the lines for Isochron Scepter / Dramatic Reversal since you are running quite a bit of rocks to go infinite mana, and then from there cast the spells on your target player.
Additional counterspell packages can include Delay , Swan Song , Counterspell , Arcane Denial , Remand , Snap , Mental Misstep . With the protection package as well I am a fan of Capsize for Sen Triplet decks as you will be able to play the lands you bounce back or even permanents that they resolve before your turn.
Some cheap spells that are considered highly are also Silence and Orim's Chant , Render Silent is also a great way to stall for more plays. Allowing you to essentailly time walk over them. If your looking for more protection spells, you can look into Imp's Mischief or Rebuff the Wicked for more protection.
Sen Triplets used to be one of my favorite decks to play hope this gives you some helpful ideas!
6 days ago
I think you can go two directions with this deck Option 1: Be more aggressively oriented, really leaning on Seeker of the Way . In that build you would put in delver, more cantrips, probably Augur of Bolas and then run cheap removal like Snap and Sunlance along with Feeling of Dread for spicey tempo. Probably would want to run more basic islands to enable Gush + Foil Option 2: I like this option better, which is keep building around the azorius theme. Add Deputy of Acquittals for the nice Spellstutter Sprite impression with removal spells, maybe cut Gush and Foil or run fewer because they make the mana awkward, maybe play Steel of the Godhead . Still don't love Deft Duelist or Lawmage's Binding in this version because they're a little too slow, I liked Curse of Chains when it was in though.
1 week ago
Hey, you're welcome. Wow, you drew 56 cards, that's great. What decks are your opponents playing in your playgroup? Nice Consecrated Sphinx :)
Cards to consider cutting for more upgrades:
- Spellbook: I see Vessel and Tower, you don't really need another card for no maximum hand size effect.
- Favorable Winds: +1/+1 for all Drakes is not really needed, not enough to warrant including a card.
- Voyage's End
- Stymied Hopes
- Glimpse the Future
- Taigam's Scheming
Glimpse, Index and Scheming is the right idea of the kind of effect you want, but there's low budget better instant cards that do a similar effect while also letting you put a card into your hand. The main problem with Index and Scheming is they don't give you a card after you cast them. Yes, you get organize the top cards of your library to help your next draws, but this effect for one time is not worth a card if you aren't getting a card in return.
Budget cards ($1 or less each) to consider adding, some of these are already in the maybeboard:
- Brainstorm : powerful instant one mana draw three spell. It's a staple in Commander blue decks.
- Counterspell : original counterspell, where all other counterspells get their name from. It's a staple in Commander blue decks.
- Arcane Denial : another two mana counterspell that can counter any spell and you get to draw a card at the next upkeep. It's a staple in Commander blue decks.
- Telling Time
- Frantic Search : very good card with Tide.
- Snap : does the same thing as Voyage's End, but it's also good with Tide.
- Everflowing Chalice : can be another two drop mana rock or with Tide you can put a ton of mana into it when you cast it.
Impulse, Anticipate and Time are different than Index and Scheming because they don't let you organize the top cards of your library instead you look at the top three or four cards of your library choose one of those cards put it into your hand and then put the rest on the bottom of your library. This effect at instant speed is good with counterspells. Cast one of these cards and find a counterspell and do all this at instant speed during your opponent's turn.
In my opinion if you want to increase the efficiency of your deck then you want the one mana draw spells which also let you organize the top of your library: Brainstorm , Ponder , Preordain , Serum Visions , Opt . These are all staple blue cards in Commander. One mana efficient spells that make a Drake while also helping to find other instants and sorceries are good with Talrand. These cards can be turn one play to potentially find a mana rock and play it turn two or three. Getting a rock onto the battlefield in the early game is good, especially turn two because it can potentially help to play Talrand turn three. This is a big reason to make two drop or less mana rocks a priority over all others.
1 week ago
Having cards that can tutor for Tide are helpful: Mystical Tutor , Spellseeker , Merchant Scroll . If you're able to splurge for one card get Mystical because it's so versatile instant for one mana that can be recurred. Blue Sun's Zenith and Pull from Tomorrow are draw spells which you can put a ton of mana into thanks to Tide.
Budget mana rocks to consider: Sol Ring , Mind Stone , Everflowing Chalice , Fellwar Stone , Prismatic Lens , Wayfarer's Bauble , Gilded Lotus . Thought Vessel is another one and it's very good, but not budget even though it's a damn common. Sapphire Medallion and Baral, Chief of Compliance are not mana rocks, but they're two drops who can reduce the mana cost of most of the rest of the spells which is just as good, but they may be too much for the budget here.
High Tide Talrand (Budget) is my $160 Talrand deck. Maybe it can give you some ideas, feel free to use it as inspiration.
Good luck with your deck.
2 weeks ago
Hey, saw your forum topic asking for help.
One of the best things about playing a monocolored Commander is you don't have to spend a lot of money on a playable manabase because it can be all basic lands. This lets you splurge a little on other cards :) Cards to consider adding:
- Serum Visions
- Sleight of Hand
- Mystical Tutor : one mana instant tutor to search for any one instant or sorcery card.
- Mystic Remora : one of the best enchantments for draw in multiplayer Commander.
- Merchant Scroll
- Fact or Fiction
- Blue Sun's Zenith : repeatable instant draw since it's put back into your library after it resolves.
- Chain of Vapor
- Archaeomancer : good in combination with spells that can return target creature to your hand so you can play it again recurring spells.
- Spellseeker : can tutor for Tide or any other one or two mana instant or sorcery spell. Very good with bounce spells to be able to bounce it back to your hand and play it again tutoring for another spell.
- Mystic Confluence
- Dig Through Time : powerful spell with delve, when you have a lot of other spells in your graveyard.
High Tide is a card that monoblue can take great advantage of. These cards are good with Talrand because they can be engines to make a lot of Drakes:
- Frantic Search
- Snap : bounce Archaeomancer back to your hand to then replay it and recur Tide.
- Capsize : six mana bounce spell that can be repeatable with Tide. Repeatedly bounce Archaeomancer and play it to keep recurring and playing Tide.
- Peregrine Drake : having a creature who can untap five lands is good with bounce spells.
If you like some of these cards suggestions I can help you to make cuts.
Good luck with your deck.
3 weeks ago
Hey, sorry for the late response! I don't check TappedOut that often and was generally busy.
Just a very short explanation of some cards I'd cut:
Mox Amber Practically only good if you play your commander.
City of Solitude There's a bit too many of this same effect, you don't always need it.
Mass Hysteria Giving your opponent's creatures haste is a bigger downside than you'd expect.
Wheel of Fate Usually not needed during cascade turns, really bad outside of it.
Exploration Not a bad card, but not the best with just 28 lands.
Cephalid Coliseum Paying one life every time is a high cost, that's a few less cards with ad naus.
Red rituals in general. These are usually just relevant for casting generic costing spells. Blue/black is way more important.
You could also do with a little less artifacts, you get completely blown out by artifact hate.
Cards I'd consider:
Ad Nauseam It's in your maybe board and you should 100% play it. It's the best card in combo/storm decks.
Mystic Remora Also one of the best cEDH cards generally.
Carpet of Flowers If people you usually play with play blue (likely) then this card is a better, recurring dark ritual.
Bonus Round A wincon on it's own, especially with cards that untap such as frantic search and...
Snap Good removal that's usually free but gains mana with bonus round or cards such as...
High Tide This is incredibly good, but if you're going this route you should probably consider adding a few more islands.
Dark Petition A second copy of demonic tutor which becomes mana positive with bonus round.
Baral, Chief of Compliance Good with your creature synergies and is a cost reduction.
Mnemonic Betrayal Kind of meta dependant, take this with a grain of salt but I'd suggest you'd at least test it a few times.
Future Sight It's a combo with helm of awakening and sensei's top. I personally don't like this combo, but you still play helm.
For the rest you should just test what works for you and what works in your meta. Hopefully this helps some, feel free to send me a message again, I'll try to respond more quickly this time ;).
3 weeks ago
With your commander out this will let you make infinite tokens.
3 weeks ago
Snap occurrence in decks from the last year
All decks: 0.02%
Commander / EDH:
All decks: 0.08%
U/R (Izzet): 0.1%
U/B/R (Grixis): 0.12%