Talisman of Dominance


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Mirrodin 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.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 50%

0.06 TIX $0.32 Foil


Talisman of Dominance Discussion

Subtlety on Grixis Cruel Control

15 hours ago

you are right about jace but the flash of snapy saved me many times. I tried a Kalitas list before and it was pretty good. I didn't keep it because i wanted more classic control spells on the deck. My idea was to play T4 spells on T3 beacause casting a Kalitas on T4 against fast aggro decks maybe could save the match. So i made a list with Talisman of Dominance Talisman of Indulgence Dimir Signet and Izzet Signet. With that combination i was able to cast Damnation Kalitas, Traitor of Ghet and Cryptic Command on T3 saving the day against heavy creature decks and burn. If any1 interested i could post the list here.

abby315 on Oona, Queen of Infinity

2 days ago

I don't think the regular mill subtheme works super well; it's a really convoluted win con for EDH excepting infinite combos, and you don't have many cards that take advantage of the graveyards of other people. I think focusing on the infinite combo aspect harder will give you a more streamlined gameplan for sure, and the alternate win-con should probably be tokens with Oona.

To that end, here are some more great tutors to grab Navigator and your other pieces:

Tainted Pact

Plunge into Darkness <-- works amazingly with Oona tokens.

Diabolic Intent

Dark Petition

Demonic Tutor

Sidisi, Undead Vizier

There are some better board control cards as well:

Toxic Deluge

Glen Elendra Archmage

Notion Thief

Faerie Macabre <-- for graveyard synergies, if those are prevelant

Go for the Throat


Fast mana:

Dimir Signet

Worn Powerstone

Talisman of Dominance

Mind Stone etc.

And some more combos/alt win con ideas:

Dramatic Reversal + Isochron Scepter is also an infinite mana combo.

Scion of Oona can let you swing for the win.

Capsize + infinite mana lets you bounce whatever you choose.

Not that all mill pieces aren't good; Altar of the Brood obviously mills out with infinite bounces, Sword of Body and Mind is just good value, Jace's Mindseeker can be nuts with other go-big decks, etc. But the cards that exist just to mill, like Keening Stone, Mirko Vosk, Szadek, Dimir Guildmage--cutting these for a more streamlined approach will help the deck function smoothly.

Of course, if you love the mill strategy, play what you love! But a better commander for that approach is probably Phenax himself.

Phayd on Nekusar

3 days ago

Some Adds:

Spelltwine fits a bit of the recursion theme - recasting one of your wheels, while giving you the added bonus of getting a spell from an opponent's graveyard since they'll be full to the brim.

Command Beacon is a land that can help mitigate the increasing taxation on your commander.

Toxic Deluge along with Dreadbore, Chaos Warp and Hero's Downfall can help keep you alive by dealing with big threats.

Phyrexian Tyranny puts out an insane amount of damage, but makes the game a race to stay alive. Maybe you should run Sangromancer ;)

Talisman of Indulgence & Talisman of Dominance are two other good 2-drop artifacts.

Pact of Negation - nothing helps resolve a commander like a free counterspell. Albeit not a budget card.

Some more lands - 34 is way too little unless you want to waste your wheels to draw your 4th/5th land.


Minds Aglow is basically an over-priced wheel. No one is going to willingly pay mana into it, meaning you're stuck with footing the bill. Could be really great after a Waste Not + wheel leaving you with 10 mana, but more often than not, this will be "Pay 7 mana to have everyone draw 6". It is good in a team format though.

Ghastly Conscription could net you a large army of manifested 2/2's, but is counter-synergistic to Day's Undoing which shuffles away all the potential targets.

Runehorn Hellkite is a 7 mana wheel that has to be in your graveyard in order to work.

Helm of Awakening is pretty high-risk as it discounts your opponents' plays. This can backfire pretty badly unless you plan on winning immediately.

Sudden Spoiling - not sure why this one is in here. Doesn't look like there's a way to capitalize on the effect, so this is effectively a 1BB Fog.

Nighthowler doesn't fit the deck very well. Their graveyards may be big (or not after Day's Undoing) but the deck doesn't support attacking or removing blockers meaning they'll always be able to block.

berryjon on Cute Pet - Meet my Eater of Days

5 days ago

I'm confused about the presence of the Talisman of Dominance. You don't need the it gives you. Chromatic Sphere, Chromatic Star, Coldsteel Heart, Mind Stone, Prismatic Lens and Silver Myr all are in the same 2-drop, and provide mana without the damage drawback.

ay.lobo on Black & Blue First Commander

1 week ago

Possibly more destruction, like Hero's Downfall or Tragic Slip. With 33 land... Maybe more ramping cards like Mind Stone, Dimir Signet, or Talisman of Dominance. Just passing thoughts to mull over.

JaysomeDecks on Oloro

1 week ago

In a deck that likes life, Serra Ascendant is a very strong opener. And as a 6/6 flying lifelink for , its solid at almost any point during the game.

Rhox Faithmender doubles all your lifegain, on a good body, for only 4cmc. Gaining 4 life per upkeep is pretty good.

My real recommendation though is to cut a couple of lands. 40 is about what comes in a pre-con, but unless you're running a deck focused on lands, such as Omnath, Locus of Rage, it tends to slow down the deck as a whole. The average run for this type of deck is generally 36-38. I'd suggest a bit of ramp to fill in those spots. Maintains your mana draw ratio, but increases your mana acceleration.

Wayfarer's Bauble is one of my favorites in non-green. Opening hand it nets you an extra land turn two. Helps fix mana in a tri-color deck, but the main thing is it's hard ramp; lands won't be hit by a sweeping artifact removal spell.

Talisman of Progress and Talisman of Dominance are some really good 2cmc mana rocks for early game acceleration. They fix colors, and their cost is mitigated by your commander.

Fellwar Stone is almost always guaranteed to tap for something useful in a tri-color deck. I've found it to be a good ramp card.

Now, a dream big card is Mana Crypt. It's $60, an all time low for it, but a wtf high for most players. I only mention it because this is the one deck I would really imagine putting it in, as it's cost is completely offset by your commander. Again, it's a wishlist kinda thing, (got mine as a birthday present from my fianc), but it's a card to keep in mind.

Anyhow, it looks like a really good, solid deck. Hopefully some of this is useful.

Triton on There Is No Cow Level!

1 week ago

Solid list, the only card that seems slightly questionable to me is Insidious Dreams it's a good card, but I feel as though it gets outclassed by Vampiric Tutor. Also Talisman of Dominance seems a little out-of-place, but I'm not all that familiar with it.

As said before, good deck and I think it deserves an upvote from me!

Cordyceps0 on Mill Grill's

2 weeks ago

Bitter Ordeal! God I want that card. What's the most you've had it resolve for?I run looots of creatures in my Graveyard Factory, 31 not including Phenax and always wishing I could fit more. It's self-mill, so perhaps slightly different principals, but I don't run any mill spells as they're just once, while creatures are "forever." Traumatize does look beautiful, tho.

How consistent is your mana? I'd imagine with as many counterspells as you have it's nice to have some extra lands untapped. One way to cheat in ramp in non-Green decks is lots of artifact mana. Sol Ring, Talisman of Dominance, a signet... I personally like Mistvein Borderpost for the devotion and flexible cost. Any of these bump you ahead a turn on mana, crucial in the early game.

Load more