|Commander / EDH||Legal|
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|Archenemy: Nicol Bolas (E01)||Uncommon|
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Talisman of Dominance
Tap: Add (1) to your mana pool.
Tap: Add (Blue) or (Black) to your mana pool. Talisman of Dominance deals 1 damage to you.
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Talisman of Dominance Discussion
1 week ago
I really like the concept of the deck, however I think that you have a lot of cards which don't add much value to the strategy.
For cards you could easily cut:
Iona, Shield of Emeria, Cloudshift, Essence Flux, Graceful Adept, Sen Triplets, Greed, Leyline of Anticipation, Near-Death Experience, Paradox Haze, Bond of Agony, Enduring Ideal, Sanguimancy, Temporal Extortion, Conjurer's Closet, Phyrexian Processor, Spellbook, Vedalken Orrery and Carrion Howler. You also have too many lands, you could easily go down to 36 and be fine.
As for cards I would add to the deck:
Unspeakable Symbol is an amazing card, it provides the deck with instant speed life loss, but also provides you a win condition in the form of commander damage from Zur. On top of this it can be tutored by him.
Spirit Mantle lets Zur connect, allowing you those sweet tutors.
Soul Channeling is another effect that lets you pay life that is tutorable by Zur. It's not great but it's still ebtter than some of the life loss effect you're running.
Counterspells! the best way to protect your stuff (since you have to go a round once you've tutored your combo), you need much more in the way of counterspells to protect your pieces. Counterspell, Swan Song, Mana Drain (if it's in your price range), Delay, Negate, Arcane Denial, Pact of Negation, these are all good examples of counterspells you should be running. On top of this you should run removal, especially stuff like Swords to Plowshares, Anguished Unmaking, Disenchant, etc. as well as Grasp of Fate and Detention Sphere. There's also Seal of Cleansing and Aura of Silence.
Ramp! You don't have very much in the way of ramp/fixing. I would recommend finding space for Dimir Signet, Talisman of Dominance, Azorius Signet, Talisman of Progress, Orzhov Signet, and depending on your budget, Mana Crypt and Mox Diamond. Dark Ritual is another good burst of mana as well.
Savor the Moment is a card you could use to get to your next turn (to jumpstart your combo) if you wanted to.
And if you're concerned about discarding to handsize, Reliquary Tower and Library of Leng between the two should be enough. But for the most part you don't really card, just sculpt your best 7 and go from there.
Hopefully this'll help streamline the deck.
4 weeks ago
Overall it looks more streamlined. I have one lingering recommendation of -Wound Reflection +Talisman of Dominance or Dimir Signet. Reflection is a cool win more when it happens but really bad when it doesn't and as a 6 mana enchantment it won't be helping you recover from being behind at all. Either of those rocks I mentioned will speed up your game plan and smooth your colors making more keepable hands. Ideally I would say run all three signets and the dimir talisman
4 weeks ago
I’m noticing a lot of single target removal, which is fine. Personally, I prefer more global effects (like Fleshbag Marauder) that scale better in a multiplayer game. Maybe cut Walk the Plank and other sourcery-speed answers for this kind of effect. The same can be said about Cabal Therapy type effects. They’re pretty good in 1v1 matches to pick out stuff you’d otherwise have trouble dealing with, but in multiplayer they don’t do enough.
Black has a ton of great sweepers that seem like they would fit into the deck. Damnation is the best, but Life's Finale, Decree of Pain, and Deadly Tempest are all great effects to have that won’t cost you as much, and will clear the board more effectively than Flaying Tendrils and Yahenni's Expertise.
The Disentomb effects seem kinda counterintuitive to the reanimation plan. With this kind of deck, your trying to cheat something big out early, not get something back to hand where it will either stay for multiple turns or cost a ton of mana to get back.
Hope this helps!
1 month ago
looks like a sweet deck!
A bit painful on the manabase, but before I can give more detailed help, how long have you played this deck? Do you want to flicker creatures? other permanents as well?
Iirc, Aminatou and Yennett differ in how they "enable" or "payoff" the top card. While it may not be "flicker"-ing, it is something you might want to consider when taking out cards to put in new ones.
so far, general advice would be: - to have 36 - 38 lands, depending on the cmc and colors of your spells
I see Brago, King Eternal, Peregrine Drake and Deadeye Navigator, you can also use Eldrazi Displacer as back up flicker. Since this enables infinite mana, you might want to slot in a few (x) spells, like Torment of Hailfire or at least Stroke of Genius
is your flicker strategy more on the control side (counterspell, prison effects), combo side (infinite mana, storm)? or just value over time?
Hope that helps
1 month ago
1 month ago
Night's Whisper $1.58 is too much, Sign in Blood is $0.18 (and can target opponents), Read the Bones is $0.16 but I don't like the CMC3. Night's Whisper/Sign in Blood definitely the best. Brainstorm $0.70 is even better imo. Ponder is $2.30 so not a great option. Brainstorm/Sign in Blood best for budget. Altar's Reap don't like it either. Costly Plunder also not quite right.
Telling Time also not bad in budget $0.23 lets you scry one to bottom and replaces itself.
Dimir Signet $1.80 is so much. Talisman of Dominance $1.29 is better because it's CMC2. Also, Talisman of Indulgence $0.72. Fellwar Stone $1.25 but less predictable. I think the Signets are great, but $1.80 is tough.
Baleful Strix is $2.95 but pretty amazing, if you free up enough cash for him.
Displacement Wave slows you down too much I feel, it can give you a Thraximundar alone. You control it with , but it's not going to work in 1 hour format, outside of the 1 hour feel it's pretty weak anyway.
Shrieking Affliction is going to guarantee that 3x players are attacking you, and it's too slow to win you the game.
Can up you mana ramp with stuff like Mycosynth Wellspring $0.15,
Murder always a nice multi-purpose removal in this format.
Far // Away $0.24 can also be handy.
You're mana source distribution is quite good 24% / 24% / 37% .
Desecration Demon might be fun, he's only CMC4.
I think your fairly balanced too, maybe a little too heavy on Sorcery, sub 1 for an instant or another creature or artifact.
I wouldn't go counterspell (maybeboard has so many), won't work in this format effectively.
1 month ago
Hey, I saw your forum topic, nice deck description :)
I suggest you focus on upgrading the manabase before you make any other changes to the deck. If you want more efficiency in game play then you need a more efficient manabase. The manabase is really bad, other than a few lands, but when you're at the point in deck building when you're adding Guildgates and lands like Submerged Boneyard then stop, take a step back and ponder/research card choices for lands improvements more than anything else. Try to reduce the amount of lands that ETB tapped because with Zombies you don't want to get bogged down from playing your early game Zombies because of these lands.
- Tainted Isle
- Tainted Field
- Isolated Chapel
- Drowned Catacomb
- Sunken Hollow
- Underground River
- Caves of Koilos
- Darkwater Catacombs
- Concealed Courtyard
The Tainted lands, the Check lands and Sunken have interaction with basic lands (Swamps) making them good additions to the manabase because Swamps should make up the majority of the manabase.
Varina is a four drop who requires in her casting cost the two splash colors of the manabase because of this consider adding some two drop mana rocks to possibly help to cast her in the early game? Adding two Signets (Dimir Signet, Orzhov Signet) and two Talismans (Talisman of Dominance, Talisman of Progress) can help. Later on in the game if you don't need these rocks then you can simply discard them to pay for Varina's ability and then they can be used as fodder to exile to make Zombies.
Good luck with your deck.