|Commander / EDH||Legal|
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|Modern Horizons (MH1)||Uncommon|
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Talisman of Creativity
: Gain .
: Gain or . Talisman of Creativity deals 1 damage to you.
Talisman of Creativity Discussion
6 days ago
Love the match-up. I run TYS Kess as well, and it can run super smooth. I have a few quality of life upgrades I can recommend, but ultimately everything has to come down to what works best in your local meta.
For starters, I would reduce the land count by about 3-5. Particularly, I would cut Nykthos and then a combo of islands and/or swamps. Devotion works well in mono to two color decks, but TYS relies on you pulling spells more than lands or permanents, so you won't get as much value out of it here. Instead, I'd recommend Temple of the False God . Most times, you can get it online fairly regularly and having one land that taps for 2 colorless is pretty dope. I'd also recommend either the Dimir Aqueduct or Izzet Boilerworks . Karoo lands may set you back just a bit, but you want as much value as you can get out of it. Ultimately, I'd say drop back to 34 lands, and add Temple and a Karoo land of your preference into that mix.
Next, you have a decent creature-base, but I would tweak and trim that a little bit as well. I'd sub out Hypersonic Dragon for Backdraft Hellkite and remove Crypt Ghast and Consecrated Sphinx . All of those are solid choices in most cases, but Ghast hits the same issue that Nykthos does. Hypersonic is decent for value, but opening your graveyard further with Backdraft so you're not limited to just 1 card per turn is huge on your storm turn. Lastly, Sphinx is an absolute monster of a card, but it might come out a little too late to really get you ahead. I'd add a Mystic Remora , but that's personal preference. Honestly, Sphinx could go either way depending on your meta.
As for Instants, I'd sub out Boomerang for Chain of Vapor , Counterflux for Flusterstorm , Countersquall for Negate , Dissipate for Swan Song , Reverberate for Increasing Vengeance , Rewind for Muddle the Mixture , and Undermine for Disallow . My reasoning for Chain is that most people won't sacrifice a land to copy it, and if you really need to save something, you can do it to yourself, sac a land, and then bounce someone else's permanent. Not to mention, it's a good way to keep something heavy off the board if they use a ritual to sneak a threat in early. As for the counterspells, some of them in there seem a little narrow compared to the ones you had (i.e. they target specific card types), but the most threatening things you'll deal with on your main storm turn are instants and cards with flash, so conditional counters work as good defense for off-turn threats. Also, Muddle the Mixture is a great tutor if you have a lot of 2 CMC cards, because it will fetch you any of them for just 3 mana. It also doubles as a counterspell sometimes. For Increasing Vengeance , I always recommend this over other red copy spells because it gets so much more value out of the graveyard, even more so if you cast it with Kess. Instead of having to pay the flashback, you play its normal CMC and get a double-copy for the price of one (not to mention its interaction with TYS).
Artifacts, I'd swap Manalith and Vedalken Orrery for Talisman of Dominance and Talisman of Creativity . Extra mana rocks will help you get around land destruction, and provide you extra mana acceleration earlier. They also don't require you to filter mana the same way the signets do, but in exchange they do hurt.
I'd see if you can fit a Narset, Parter of Veils in place of Liliana. She works wonders for digging purposes, and totally shuts down everyone else's draw.
Lastly, for sorceries, I'd remove Barter in Blood , Decree of Pain , Fabricate , and Mana Geyser . In their place, I'd put Anger of the Gods , Cabal Ritual , Entomb , and Desperate Ritual . Anger absolutely nukes graveyard value, and if you hit it off storm it only gets stronger. Cabal Ritual works as a much more efficient black ritual once you hit threshold, which you should hit fairly quickly if you're cantripping and looting often. Entomb is just as good as tutoring to hand with Kess because if you're looking for a spell, just pitch it and cast it without conditions.
Wow, that was a lot longer than I expected. For some final additions, I'd recommend Red Elemental Blast / Pyroblast , Narset's Reversal , Arcane Denial , and Fire Covenant . REB/Pyro works as a good defender on storm turn and can remove a pesky blue permanent that's complicating your life. Narset's Reversal is excellent at protecting your own spells from counters, providing you extra iterations of those spells if you have excess mana, and copying particularly useful spells from other players if you don't want to be effected by them. Arcane Denial is an excellent cheap counter that, though it draws you and an opponent cards, works as a decent political tool and can buy you an extra turn when you're storming off. Lastly, Fire Covenant is a great targeted wipe spell. If you put enough life in it, you can take out just about any number of creatures that are giving you headaches without losing your own in the process.
Overall, I see a lot of potential in the deck and think it could be super smooth with a few changes. The biggest enemy in EDH is inconsistency, so you have to fight that harder than most of your opponents. Also, life is a resource too. Starting at 40 makes it really easy to pay life into spells. I hope this almost dictionary of changes helps, and I look forward to seeing it progress!
6 days ago
more mana artifacts
also you should run atleast 9 counterspells
Should try to get tutors
more draw spells
1 week ago
I'll try to break things down by category. Spark Double needs a spot in the deck asap. Copy Marchesa for double Dethrone, the copies protect one another, and the copy immediately protects itself.
2 weeks ago
I am no competitive EDH player, but from what i can see a good start may be removing the 3cmc mana rocks that you are running with cheaper ones: Talisman of Creativity , Mind Stone , Fellwar Stone are some you might want to consider. In cEDH are played a lot less lands than normal in favor of very cheap mana rocks like Mana Vault , Mana Crypt and Mox Opal .
Also if you really want to be competitive you surely will run all the cheap counters like Force of Will or Pact of Negation and also you will have to remove all the lands that enters the battlefield tapped with off-color fetches or with utility lands.
I do not know how much competitive you want your deck to be, but if you are a returning player and do not know about https://edhrec.com you want to check it out.
Hope to have helped.
2 weeks ago
Ok, I've ran Marchesa for several years now albeit not theft focused. First thing is work on lowering your avg. cmc to 3.5 or less (preferably 3.3ish).
Spark Double copying Marchesa for double dethrone, the two copies protect one another, and the copy enters immediately protecting itself.
Sage of Fables / Metallic Mimic - Immediately protects Marchesa and they also allow you to abuse ETB/Death triggers on everyone's turn instead of once per round. I.e. Sower of Temptation , Vindictive Lich , etc.
Skullclamp is excellent here with all the sacrificing going on.
I'll try to suggest cuts if I get a minute but I'd skim off the top (Primordials etc). Feel free to check out my list for inspiration, it's one of the top rated Marchesa lists on this site. Upvotes on any of my decks are appreciated. Every Masochist Needs a Marchesa To Love Them
1 month ago
Hey, if playing wheel effects then Narset, Parter of Veils preventing your opponents from drawing, but you still draw is busted. Windfall is another wheel and Jace's Archivist can be a repeatable Windfall. Whirlpool Warrior is two wheels.
Brainstorm , Ponder , Izzet Charm , Frantic Search are all good budget low mana cost draw. Talisman of Creativity and Izzet Signet are budget two drop Izzet mana rocks. If you enchant Niv with Curiosity or Ophidian Eye and then draw a card it creates a loop, an infinite combo, that draws your deck and kills your opponents. Good luck with your deck.
1 month ago
Hey, you're welcome. Been a while since I commented on your deck. I like the changes you've made. You've learned a lot in 9 months. The differences are huge, good job. Are you consistently winning?
I think your deck can use streamlining. What I see is lots of high mana cost redundancy which you don't need because it's making the avg. CMC very high, rounded up 4.0. It's high because there's too many high mana cost cards. Consider cutting several for low mana cost cards that draw? Remember you have your high mana cost card that you want to cast, it's sitting in the Command Zone.
Streamlining means cutting unnecessary cards such as Arcanis the Omnipotent , Venser's Journal , Time Stretch and Warstorm Surge . Arcanis is not needed because you have Consecrated Sphinx and Niv-Mizzet, Parun ; both will draw many more cards, even the turn you play them and are flying threats. Having three six drop flying threats is enough. Journal is high mana cost no max hand size effect which is not needed when you have three other low mana cost cards that are better that give you this effect. You have Time Warp and Beacon of Tomorrows so you don't also need to play Stretch since Stretch is 10 mana. Both Impact Tremors and Purphoros, God of the Forge are better than Surge and Surge is six mana.
Another part of your deck that could use some improvements is the manabase. 26x basic lands is a lot and you don't have to play so many because there's even budget playable lands you could add. I'll suggest budget lands and some nonbudget ones:
- Shivan Reef
- Ash Barrens
- Grixis Panorama
- Mystic Sanctuary
- Cephalid Coliseum
- Castle Vantress
- Fiery Islet
- City of Brass
- Reflecting Pool
Other cards to consider adding:
- Narset, Parter of Veils : busted with wheels because your opponents discard their hands and don't get to draw, only you draw.
- Trinket Mage : tutor for Skullclamp, Sol, or Leng. Gets you a win condition, ramp or no max hand size.
- Mystic Remora : one drop, one of the best sources of repeatable draw in multiplayer Commander.
- Brainstorm : one drop, draw three.
- Ponder : one drop draw.
- Preordain : one drop draw.
- Faithless Looting : one drop, draw two, flashback good with wheels.
- Winds of Change : one drop wheel.
- Treasure Cruise : delve is good with wheels, one drop, draw three.
- Molten Psyche : wheel.
- Arcane Signet
- Talisman of Creativity
- Shared Animosity : repeatable pump the power of all attacking Insects.
- Bident of Thassa : repeatable draw, draw a card for each Insect that does damage to a player.
- Narset's Reversal
- Chain of Vapor
- Chaos Warp
- Mystic Retrieval : flashback good with wheels.
Cards to consider cutting:
- Temple of the False God: can't tap for mana until you have five lands in play.
- Venser's Journal
- Arcanis the Omnipotent
- Time Stretch
- Warstorm Surge
- Mana Flare
- Jushi Apprentice / Tomoya the Revealer
- Psychic Spiral
- Windreader Sphinx
- Jin-Gitaxias, Core Augur
- Gilded Lotus
- Darksteel Ingot
- Keep Watch
- Enter the Infinite
- Thought Reflection
- Fateful Showdown
1 month ago
K1ngMars, I don't know how to answer to someone's comment but I hope you're gonna see it. Thanks for your comment at first,
I'm definitely going to improve mana rocks, hopefully with Moxes but they are quite expensive so I think I'll start with 2 mana ones, for Izzet Signet there is a big NO from me, it's only 2 colors deck and I need mana to activate it what makes it inefficient if i played it for my last mana and it got replaced by Talisman of Creativity .
Timecrafting is pretty good if I go for casting cards out of suspend. I'm not really sure about Leyline tho, on one hand it's cool to have but but, on the other, I'll probably replace it soon with something better like another tutor or combo piece.
Shivan Sand-Mage seems to be bad tbh,it has suspend 4, to make it efficient I need to suspend it at least 2 turns before something else, I might not have anything to suspend what makes it useless then, if I do, I show it to everyone and become the target most likely what is not a good thing.
As Foretold is also interesting but very slow, to become useful it needs at least 5-6 counteres, you won't get to that moment, in addition, it seems dangerous what makes you the potential target while you have nothing to do with it for 5 turns anyway. I'd never play it in a deck that is supposed to be serious and ready high level.
Also, banning extra turns and land destruction in your playgroup makes jhoira kind of useless, you have no other ways to win tbh, casting big creature once upon a time out of suspend is not that good unless it happens very early otherwise you need to wipe the board or get more turns. It actually kills this deck, maybe it's not the best to lose to that but it seems to be more fair that other combat oriented decks which lose to board wipe killing 1 person before who then has to wait long for another game whereas with those board wipes you secure the victory (most likely) but it requires at least 2 spells to resolve and it's not that easy.
Furthermore, I'm looking forward to improve the deck with fetch lands, Scroll Rack and more tutors like Intuition or Personal Tutor helping me to combo off with Dream Halls / Omniscience and get my infinite turns.
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