Talisman of Indulgence

Legality

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 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

Subtlety on Grixis Cruel Control

24 minutes 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.

Phayd on Nekusar

2 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.

Cuts:

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.

PookandPie on Tribal Vamps

4 days ago

So, I just have a few suggestions real quick, but they are going to require 10+ cards in the deck to be changed.

First, this deck has a fairly high average mana cost, but only 31 lands. Less than 1/3rd of your deck is mana producing land. You'll want 36 land, at least, plus mana accelerators like Rakdos Signet. Even my more casual decks, like Ghave: Baby Makin' and Alimony, uses 35 lands plus 15 cards that ramp or can function as ramp- for a total of 50 cards that care about mana. This results in a deck that always has the mana to make its strong plays and develop early.

Now, I know what you're thinking. "Pook, don't you flood a lot having half of your deck devoted to mana production?"

No, I don't. Not with a Commander that has an activated ability, not with lots of mana hungry cards that, once they hit the table, I win. Your Commander also has an activated ability. A very powerful one. You're going to want the capacity to activate her throughout the game in order to change the flow of it-- someone not paying attention and swinging a Blightsteel Colossus at you isn't a big deal if you have 7 mana and Olivia on board (stealing creatures during combat is the best). Notwithstanding, you want Olivia to get big because it only takes 21 damage from her to win you the game.

You don't have to go that far into it, though. Simply having 36 lands + some number of mana rocks to smooth your draws so you are forced to mulligan less would be ideal. For this reason, I suggest these cuts:

Your worst creatures, like Twins of Mauer Estate, Falkenrath Reaver, Furyblade Vampire (he's not good. Spending a card for a minor damage boost isn't great in a multiplayer-centric format where life totals are 40), etc.. Put lands in their places, dropping at least 5 cards.

Other cards that can be cut because they're not great in Commander- Eliminate the Competition (Hex exists for 1 mana more, and doesn't make you sacrifice 6 creatures to play it. Also, it's not very good and no one runs it, so EtC is even worse in comparison). Fiery Temper is meh, 3 for 3 damage isn't exactly great in 40 life formats. Sure Strike (Loxodon Warhammer is better because it sticks around for longer than 1 turn and gives evasion, for example). Voldaren Duelist. Ravenous Bloodseeker. Markov Crusader.... honestly, there's a lot of creatures that could probably be dropped for more efficient ones, but dropping about 6-10 cards for the following will help:

Sol Ring, Rakdos Signet, Talisman of Indulgence, Worn Powerstone, Darksteel Ingot, Commander's Sphere, etc., would be a good start. Ones like Coldsteel Heart, Charcoal Diamond, Fire Diamond, could be useful if you needed even more mana rocks.

Once you get your mana base settled, the deck should start rolling more smoothly and you can see what you're able to do with it. Adding more draw (Phyrexian Arena, Skullclamp) would be important, more tutors are always helpful, and fun stuff like Contamination and Bloodghast could keep your opponents from interacting with you while you beat them down, etc., but I'll save that for another time once your mana situation is sorted, as that's a far larger issue right now (not having mana = you can't do anything, after all).

Wizno on Tribal Vamps

5 days ago

First off, welcome to the world of EDH! I think you'll find it's definitely one of the most fun formats you'll experience. As someone who has played tribal vampires before, I think I can offer you some suggestions based on my experience. Now I'm not sure what you're budget is for cards so feel free to ignore any suggestions that are out of your budget range.

Vampires are tricky because they don't have as much tribal support as say Goblins, Elves, or even Zombies so you really want the best they have to offer. I think that 44 creatures is a bit too high, even for a tribal deck, so I would cut and refine some of your weaker vampires.

Kalitas, Bloodchief of Ghet
Drana, Kalastria Bloodchief
Vampire Nocturnus
Necropolis Regent
Anowon, the Ruin Sage
Rakish Heir
Pawn of Ulamog
Markov Blademaster
Mirri the Cursed
Malakir Bloodwitch

These are a few ideas of some very powerful vampires that could easily be swapped in for some of the less optimal brood.

As with any EDH deck, your mana base is going to always be tweaked and upgraded to make your plays faster and more reliable. Now this is something you can do over time and as budget allows but some major lands to consider are:

Blood Crypt
Graven Cairns
Shadowblood Ridge
Rakdos Carnarium
Temple of Malice
Sulfurous Springs
Tainted Peak
Dragonskull Summit
Urborg, Tomb of Yawgmoth
Cabal Coffers
Nykthos, Shrine to Nyx

Now the latter 3 lands are included for explosive ramping and because I've found most tribal vampire decks are more black than red. Another thing to keep in mind is that generally, you don't want less than 36 lands in your deck unless you have a lot of mana rocks to support less. Olivia is a very mana hungry commander so I would suggest about 38 lands.

Along similar lines, I would include the following mana rocks to further ramp/filter your mana:

Rakdos Signet
Sol Ring
Talisman of Indulgence
Darksteel Ingot/Commander's Sphere

While not traditional "ramp", Urza's Incubator can be very helpful in this deck since vampires tend to be a bit higher mana costed.

You'll want to include a few cards to help you draw more cards just to get more power from the deck. There's a lot of options out there but one card I strongly suggest is Phyrexian Arena.

The same goes for your removal. A little spot removal and a few board wipes should have you covered.

Two pieces of equipment I feel no Olivia deck should be without are Basilisk Collar and Blade of the Bloodchief.

If you want another powerful combo for the deck besides the two blood enchantments, you could look at Bloodchief Ascension+Mindcrank.

I hope these ideas help! Best of luck to you with your deck!

greatdevourer on Sanguine Skys

1 week ago

If the combo is your primary kill, then you needs to run more than one copy of each.

I would look at some artifact based mana ramp like Springleaf Drum, Leaden Myr, Rakdos Signet, Talisman of Indulgence, Mind Stone, or similar cards to help get to the 5 mana for enchantments faster. Depending on budget or collection, you could even look at Lotus Bloom.

You'll notice that I suggested the cards that tap for red as well as black. This opens you up to Insolent Neonate, Stromkirk Noble, and Rakish Heir for more creatures. Splashing red man also get you Faithless Looting or Cathartic Reunion. Card draw is always better than tutoring.

Spirits on Kaalia, the Purifier EDH

2 weeks ago

Hey McKz thanks for the suggestion.

Agreed the meta on this deck is 29 creatures, I actually have nearly the standard compliment of creatures if you ignore my Dark Confidant (Card Advantage), Kiki-Jiki, Mirror Breaker (Instead of Crucible of Worlds/Armageddon), Maralen of the Mornsong (Synergy/Combo), Silverblade Paladin (Trying him out to get 1/2 or 1 turn faster, his proc rate is high), and Stoneforge Mystic (Tutor). 33 - 5 = 28, 1 below the meta. It would be tough to go any lower, on occasion, but not often I still find I have a resolved attacking Kaalia of the Vast and nothing to drop. There is an argument to be made to remove the Stoneforge Mystic or Silverblade Paladin.

The ultimate reason why I've cut the Orzhov Signet is that I'm not casting the angels/dragons/demons ever, and usually my mana is untapped. I'm trying to get Kaalia of the Vast swinging turn 3 or 4 at the latest, and the Orzhov Signet requiring a CMC 3 to net 2 (2 cast, 1 activate) has burnt me so many times. I do have the Talisman of Indulgence in there CMC 2 to net 1 which allows me to continue playing. Too many times those signet have not allowed me to play a Sensei's Divining Top or Serra Ascendant that I gave up on them. I'd love to see another talisman in here, but there are none others in my colors. I have considered Orzhov Signet (primary colors) for another chance at the quicker ramp, but after turn 4 any mana rock is really a dead draw for me, especially one that requires CMC 3 to utilize. It's almost the same theory as lands that enter the battlefield tapped, which I avoid.

I've considered Mox Diamond but losing that land drop also feels wrong in Kaalia of the Vast too.

Mana Vault is a probable solution, but I dislike that you have to commit the during upkeep. if it was I'd have it in there.

Addrum on Thraximudar Pack-a-Punch

1 month ago

I'm more of the Voltron stryle of Thraximundar deck, but if you are taking this way, I'd sugest more ramp. Your deck has a lot of fatties and green deck will just overrun you if you don't go fast. Play all the CMC 2 artifacts: Dimir Signet, Rakdos Signet, Izzet Signet, Talisman of Dominance, Talisman of Indulgence, Mind Stone, Thought Vessel. Take out the Cluestones for them. Also, Rooftop Storm is a must. Cast your commander for free!! (well, aditional commander tax must be paid, but still you are playing your commander for 2, 4, 6...).

Another card that may be of your interest is It That Betrays (dude, that card was $15 and now is almost bulk price).

Your land base may need some work too, but that is when it starts to hurt the wallet.

Animate Dead isn't bad too, to steal creatures from opps graveyard, or to reanimate one of yours. Necromancy adds redundancy to it.

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