Talisman of Dominance


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Archenemy: Nicol Bolas (AC2) None
Mirrodin (MRD) Uncommon

Combos Browse all

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

Pheardemons on If you hate people... Play this deck

1 week ago

IzzetFanatic. I do understand that Platinum Angel serves a purpose that Platinum Emperion cannot fill. For the few decks that still try to run the Hive Mind and Pact combo (Slaughter Pact, Pact of Negation, and Summoner's Pact) Platinum Angel can stop those decks. However, 99% of the time, we are using it to stay alive through some sort of damage or life loss, which Platinum Emperion literately stops their deck entirely. This may be a personal preference, but it is definitely the route I have decided to go.

As for the Supreme Will argument, I disagree that the first ability isn't relevant. Mana Leak is a staple counterspell in modern for a reason. Granted, two mana vs three absolutely is something that changes the value of the card, but we can still consider it a hard counter in modern. Then, if it is something we feel we don't need (losing and trying to desperately find something, we have a lot of other counters in hand, or counters just don't seem to matter against the deck) we can filter. It has the same CMC of Thirst for Knowledge so holding up the same amount of mana to counter something we don't like or couldn't deal with, or Anticipate for four cards is great utility. I haven't done the split as I am trying the deck without the Talisman of Dominance, but I haven't been able to playtest the Supreme Wills enough to guarantee the slot. I feel optimistic based on how it has played thus far though.

Spellskites have been a huge improvement to the deck. I have stalled many an aggressive deck until I got what I needed. I would highly recommend this in the meta that we are in right now. Granted, somewhat better with Thirst for Knowledge as it can be pitched if not needed in the deck, but still relevant. My favorite interaction with it so far was equipping a Batterskull onto it against a burn matchup. I looked at him and said, "Do you really want to continue?" He tried, but after the second attack he couldn't get anywhere haha.

So I did try Epiphany at the Drownyard, and just didn't care for it. Maybe it is the way I built the deck, but I hated to see it, rarely gave me what I needed, and I usually had to choose between holding up mana to cast it, or one of my big things. In most cases, the big things won due to the situation. If you've had success, I may try it again.

As for Trickbind over Squelch I took it because of the triggered ability part, and the fact of my opponent not being able to play anything else. Not sure you know about the Vizier of Remedies and Devoted Druid combo yet (forgot to mention it above), but they make infinite mana, filter their deck with Duskwatch Recruiter, then cast an infinite Walking Ballista to ping you to death. Trickbind can stop any piece of that combo. It also does stop the storm mechanic. Your opponent will get the original cast, but not any of the copys. Not to mention, split second seriously comes in handy. I would recommend you playtesting it over Squelch. I do not play on making the switch anytime soon, or at all most likely. I'm even looking to add a third copy into my deck because of the success I've had with it.

You seem to like Epiphany at the Drownyard, but looking at your list that would be the card to look at replacing for Endbringer if that is something you really wanted to try. Endbringer helps you draw which Epiphany at the Drownyard essentially does as well. Obviously creatures are easier to get rid of, but if it was something you truly wanted to playtest I'd say try that. As for Spellskite, maybe try replacing Spatial Contortion. I took them out of my version as it seemed that I was constantly holding them. Occasionally, I would use it on a Wurmcoil Engine to gain some extra life, but that is nothing more than a cute interaction. Also, have you seen Filigree Familiar? Is the draw more worth only gaining one life less than Bottle Gnomes? Being Bottle Gnomes is your interaction against burn, I thought I'd bring this to your attention.

IzzetFanatic on If you hate people... Play this deck

1 week ago

@Pheardemons: you my friend are the best. Glad the community hear is still strong. Thank you for the update. Your description tends to be what I have observed from my few games on trice. As to your suggestions... Platinum Emperion, while a stronger overall card, dilutes Platinum Angels purpose as a card. Often times that angel needs to be cast without Tron on turn 7. It stalls and if they kill it has hopefully stalled them a bit. The Emperion tends to fill a different role as a actually win condition but. The angle can be awin con itself if you have sufficient permission available but it's main purpose is to help you stabilize in order to really run off with the game. I will however take into account what you've suggested and test with the Emperion variation.

As to Supreme Will vs thirst... I think that some split between the cards could be optimal but that being said I can see arguments for not splitting them. I think that thirst tends to be better if you have a bunch of expendable artifacts ie. Talisman of Dominance. It also synergizes well with ruins but that being said it isn't enough of a synergy to warrant using it over the supreme will. The first ability of supreme will is not very useful I don't think especially against aggro decks and it's draw ability in general isn't super powerful. That's just my two cents. Let me know what you think about what I said.

I definitely think that Cyclonic Rift is rly good in the main as it scales well into the end game but still has relevance in the early stages of the game.

I love the idea of Endbringer but don't know where it can fit into the deck...

I think 2 ugins could be good (maybe get rid of an ostone for the second one) but more than that I'd wasted I think.

I think epiphany is more personal preference than anything else. It is more midrangy but it can have value in the early stages too. It's rly good at finding pieces of the slaver lock.

Bottle Gnomes is severely underrated. A 1/3 on turn three that can chump block and then sack for life is really really good value Imo.

I would suggest you use squelch over trickbind as the card draw is so good. That being said if I'm over looking an ability that trick bind would counter instead counter (grapeshot?) Then let me know.

How is it going using the spellskites main board?. I love the idea but am scared to actually change the list around that much.

Chalice of the Void just always has value now I think and I've started changing the deck over to be a more chalice Tron version but still thinking it over. If you can get your hands on a pair I'd try them out. 2-4 is the best number i believe.

Mirrorpool just gives really good utility I think. It makes colorless which is fine but gives you the flexibility to play around your opponent in the mid to late game. It is personal choice tho. I like ghost quarter a lot as it can get rid of quick Tron. Inkmoth Nexus... Or is it blinkmoth. I forget. And mutavault if you ever play merfolk. It can also target one of your own lands of you desperate need an island and you can't get your hands on one...

I'll do my best to update the primer eventually. Peace out bro. Thanks for helping you're the best.

enpc on Quantity of mana rocks

2 weeks ago

Don't forget you also have access to Talisman of Dominance and Talisman of Indulgence for Nekusar. Both are amazing.

ThallionDarkshine on Mindrazer

3 weeks ago

Adding a larger ramp package would make the deck faster, as well as synergize very nicely with the wheels. Nothing's better than playing out a hand of mana rocks and then wheeling away your slower opponent's hands and refilling your hand. Some nice cheap rocks are Dimir Signet, Rakdos Signet, Izzet Signet, Fellwar Stone, Coldsteel Heart, Talisman of Dominance and Talisman of Indulgence.

In addition, you might want to add a few more wheel (or wheel-like) effects, like Jace's Archivist, Molten Psyche, Windfall, and Magus of the Jar. With the additional draw power these provide, you could cut back slightly on redundant copies of effects, such as counterspells (I feel like you have a lot, but I dislike counterspells, so what do I know?).

Megalomania on The Scarab King

4 weeks ago

The deck is in dire need of mana rocks like Dimir Signet, Talisman of Dominance, Mana Vault, Mana Crypt, etc., to help you establish your board presence quicker.

I also think you should cut down on high cmc counterspells and focus a bit more on efficiency. You can probably throw in Training Grounds to help with the activation cost of your commander and Duskmantle Seer.

Overall, I like the direction of the deck but I think you can streamline it a bit more to make it faster.

ICSM on Kess Reanimator

1 month ago

@ enpc

Yeah, it was supposed to be Talisman of Dominance, thanks for spotting the typo.

The bounce lands are there because I have nothing better and I kinda want the mana fixing. I am debating wether they are worse than basics, but while I have no shocks, good fetches or the like, I am erring on the side of caution. They are certainly on the chop block.

Essence Scatter is there because I'm pretty much the only guy currently running counters in my meta, so I don't really need combo protection at this moment. Also, I alreldy run Muddle the Mixture, its under 4b - Tutors.

enpc on Kess Reanimator

1 month ago

I think you mean Talisman of Dominance, not impulse. I would recommend cutting the bounce lands, they're too slow and screw up your turn two. Essence Scatter should be a counterspells better suited to protecting your combo - Muddle the Mixture or Arcane Denial would be better choices.

Sgtpopnfreash on Kess: Herald of Bolas

1 month ago

Hey I've been playing Kess, Dissident Mage since she was released and I love her. Some simple changes you could make to your deck are as follows-
- Kess, Dissident Mage loves instants and sorceries more than creatures, she especially loves Tutors and "cantrip's" (spells that do an effect and then replace themselves) since she can cast them twice they become card advantage. You have many cheap options I would add Gitaxian Probe, Ponder, Preordain, Impulse, Opt and maybe Serum Visions and Brainstorm for cantrips and Gamble, Dark Petition possibly Merchant Scroll, Beseech the Queen and Mystical Tutor for tutors. The cantrips will also help you hit early land drops.
- Your mana curve is pretty scary for a deck with only 29 lands you need to take that down a bit or add more lands probably do both. Decks with 29 lands run all the cantrips and have a average CMC of around 2 not 3.5
- You have Windfall how about a Notion Thief? Its quite powerful when flashed in in response to someones draw spell.
- The dragon theme doesnt make any sense and is very counter intuitive to what your deck is trying to do. You should probably cut all the dragons and dragon related spells.
- My favorite win condition for Kess, Dissident Mage is using Aetherflux Reservoir and Isochron Scepter with Dramatic Reversal to cast infinite spells and gain infinite life. If you went that rout adding Fabricate, Muddle the Mixture maybe Shred Memory and Whir of Invention would probably be a good idea.
- I think you could also probably cut The Locust God, Skullclamp and Unstable Obelisk instead of those add Dimir Signet and hopefully Talisman of Indulgence, Talisman of Dominance and for draw add cards like Fact or Fiction, Manifold Insights or Dig Through Time and Treasure Cruise. You can add Faithless Looting and Frantic Search to preload the graveyard to pay for the last two spells.
- Dark Petition, Dark Ritual and Cabal Ritual are great mana producing spells for Kess, Dissident Mage
your counter magic suite is a little weak you probably want Chain of Vapor, Swan Song, Counterspell, Delay and Dispel along with Negate. take out any counterspell that cost more than 2 mana.
- Baral, Chief of Compliance is super good at reducing the cost of your spells as well. With him add Red Elemental Blast and Pyroblast depending on meta.
- These changes will make you weaker to creatures run Reality Shift, Snap, Rapid Hybridization, Fire Covenant and Earthquake

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