Talisman of Indulgence

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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 Indulgence

Artifact

Tap: Add (1) to your mana pool.

Tap: Add (Black) or (Red) to your mana pool. Talisman of Indulgence deals 1 damage to you.

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Talisman of Indulgence Discussion

Razulghul on Ideas for a Scorpion God ...

2 days ago

Rakdos Signet, Talisman of Indulgence and Mana Vault are pretty necessary imo.

Other than that, I have a mogis competitive control list (Mog'zart, Symphony of Destruction) that might give some ideas. Though mass land destruction may not work here, Kormus Bell and Urborg, Tomb of Yawgmoth could.

fluffybunnypants on Competitive Edgar Markov

1 week ago

You're not running Yahenni, Undying Partisan, Falkenrath Aristocrat or ... Talisman of Indulgence. You probably also want a By Force.... maybe a Vindicate.

ThallionDarkshine on Grixis Good Stuff..?

1 week ago

Lifebane Zombie and Augur of Skulls both feel like they are very low-impact, with the zombie being very limited in what it can hit, and the augur only being a single-use discard effect only hitting one opponent. Obviously the augur is better in a 1v1 situation, but having it in multiplayer just feels bad. I would recommend Syphon Mind, but it suffers from the opposite problem of being great in multiplayer but bad in 1v1. I believe that the specters and specter-like cards are plenty of discard.

You've got a pretty good amount of strong etb-abilities, so Deadeye Navigator would be a great inclusion. Another great and fun card in decks packing a lot of removal is Grave Betrayal to let you steal the things you kill.

Finally, I would probably consider adding some more ramp. Talisman of Indulgence and Talisman of Dominance are some more great 2-cmc rocks, as is Fellwar Stone.

Gypsyhatten on alesha testtest

1 week ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

enpc on Kaalia Heaven & Hell Rev 1

1 week ago

The more competitive you're trying to make this, the more important it is to get Kaalia down early. You basically need to guarantee a turn 3 Kallia. That means that you need to be running cards like Mox Diamond, Talisman of Indulgence, the signets, Mana Crypt, etc. to increase the chances of getting that early ramp. Because if you're not attacking on turn, chances are you've already lost to a turn 5 clock.

enpc on Kess Kontrol

2 weeks ago

On the whole the list doesn't seem to bad. A few things that I would point out though:

  • The number one thing that stands out is that you need a more consistent win con. Things like taking extra turns is not in and of itself a win condition. And tryign to leverage other player's win conditions is generally not a good strategy as there are a lot of decks that are highly synergistic, meaning that stealing one card from them will do SFA. I would recommend having a win condition of your own that had no reliance on opponents' cards. you can run a few steal effects if you like still, but I would treat them as value adding, not a win condition in their own right.

  • With the curve you have you should probably run a few more mana rocks. Stuff like Izzet Signet, Talisman of Indulgence and Talisman of Dominance are good (plus the other two signets if you'd like). I know ramp is boring but it will make the deck more consistent and easier to play. Also, I really like cards like Dark Ritual, which is extra good with Kess as you can turn 1 mana into 5 with her ability.

  • If you're playing control I would recommend evaluating some of your counterspells. Modal stuff is nice, and additional functionality is good but in a control deck you actually want castability over a lot of those functions. Three and two CMC counterspells are better than four and five CMC ones, and one CMC is the best (other than the few free ones of course). I would personally make an exception for Mystic Confluence as that card is solid but I would try getting all your counterspells to three CMC or under. I would also recommend getting a copy of cards like Negate, and Swan Song as well as Counterflux. But some good three CMC counterspells you don't have are Dissipate and Void Shatter, as they exile opponents' stuff.

  • I would strongly recommend Desolate Lighthouse as a utility land. Especially with Kess, the ability to filter cards on a land is awesome.

Hopefully this will give you some food for thought.

ThallionDarkshine on Nekudady

2 weeks ago

Master of the Feast and Viseling are kind of low impact cards in my opinion. Viseling just deals damage too slowly, and Master of the Feast is basically just an undercosted beater. Giving your opponents cards, even if it will ping them for some damage, isn't enough to justify running a card that does nothing else. In addition, I don't really agree with running Wheel of Fate without ways to cheat it out. If you have to wait around for 4 turns before it does anything, your opponents can plan heavily around it, killing all your damaging stuff going into the turn it will resolve.

I would consider playing some of the more powerful damaging enchantments and spells. Megrim, while often worse than Liliana's Caress, definitely should find a spot in the mainboard for its ability to deal 2 damage at a time and kill off planeswalkers. Phyrexian Tyranny hits people for 2 for each draw, or just greatly taxes their mana. Spiteful Visions is symmetrical card draw, and pings everyone for 1 on each draw.

I would also add some more cheap mana rocks. Nekusar is a very fast and consistent deck because it can run lots of ramp, dump your hand and then refill with a wheel. Obelisk of Grixis is a pretty mediocre mana rock. There are lots of better ones on 3, and even some more great rocks at 2. Fellwar Stone, Talisman of Dominance, and Talisman of Indulgence are great 2-cmc rocks. Nightscape Familiar can stall against big beaters and costs down a good chunk of your spells.

Next, there are some great wheel effects that you're not currently running. Magus of the Wheel is a tad bit slow, but still a strong card. Memory Jar and its creature counterpart Magus of the Jar are also insanely powerful. They're definitely some of the best wheels in my opinion, letting you refill your hand for a turn and making your opponents discard a ton.

Hiotoko on Nekusar, The Helpless (Help Needed)

3 weeks ago

Hi GC79. Well, I dont know how your meta is, neither your budget, but, this are my suggestions:

First thing I can suggest is change those tapped (especially that one you need to pay 1 at ETB or sac) and bounce lands by basic land. Tolaria West is nice, but at the moment I can't see a relevant card to fetch with it. If you can, adquire shocklands and cut the fastlands (an always untappedland is better). About your artifact ramp, you need to add Talisman of Dominance and Talisman of Indulgence.

I also recommend to add more cmc1 drops, especially cantrips/quality draws (Ponder, Preordain, Brainstorm) to fix your initial turns; Curiosity is awesome with Nekusar, Kederekt Parasite or Fate Unraveler. Your curve is to high. I'll probably cut Forced Fruition, yeah, it's a cool card, but it will bring a huge advantage to opponents, by its cost, you should be playing a card that surely bring you the victory, like Mind Over Matter.Venser's Journal does nothing: a high cost card that need to survive 3 opponents turns to do a thing isnt worthy.Another thing, add some tutors, I my Neku I used Perplex to fetch my wheels. There are many other you should play.I'll comeback soon.

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