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Talisman of Progress
Tap: Add (1) to your mana pool.
Tap: Add (White) or (Blue) to your mana pool. Talisman of Progress deals 1 damage to you.
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Talisman of Progress Discussion
2 weeks ago
Ok so I have a lot of suggestions that would make this deck more competitive because its pretty far off at the moment. I'll go by each section.
First artifacts, you should take out everything you have except for Sol Ring and Sensei's Divining Top. Yes even Chromatic Lantern, especially Chromatic Lantern. Spending 3 mana on a rock that only produces 1 mana is too much of a tempo loss in a competitive game and its effect is unnecessary which I will explain when I talk about lands. Instead add some fast mana acceleration. Cards like Mox Opal, Mox Diamond, Chrome Mox, Mana Crypt, Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Azorius Signet, and Orzhov Signet. You should strive to run as much of that ramp package as you can afford.
Second lands, with a solid land base you should have no need for a card like Chromatic Lantern even in Sen Triplets. Lands like Forbidden Orchard, Exotic Orchard, Mana Confluence, City of Brass, Reflecting Pool, Gemstone Caverns, Gemstone Mine and Command Tower along with Mox Diamond and Mox Opal should be able to provide all the green or red mana you should ever need in a game. You also are running far far too mana lands. With a decent ramp package running anywhere from 29-34 lands should be more than enough.
Third instants, you are running a lot of control style interaction with counterspells and one-off removal which is sort of fine but a lot of it is simply not viable in a competitive setting. Cryptic Command is super versitile but 4 mana as a response is brutal. Needing to leave up 4 mana for an answer will cause you to not be able to play anything in the early game. There are plenty of 1 and 2 mana counterspells that you should run instead. Disallow and Render Silent have the same problem, its just too expensive on turn 2 or 3 when you are trying to play a signet or talisman to ramp you should be able to have mana for an answer as well. Pull from Tomorrow and Flash seem like super weird choices and IDK why you are running Orim's Chant and not Silence.
Fourth sorceries, the only thing here that i notice is that the triple white kind of makes it unplayable most of the time even when you do have the condition met. With all the other creature wipes I would cut it. Also no Toxic Deluge? Unburial Rites is also way expensive when you have reanimation effects like Exhume, Dance of the Dead, and Necromancy.
Fifth creatures, no this one is messy. you have WAY too many reanimation targets, you need to cut some fatties. In competitive re-animator you only need like 1-3 fatties because they should be so powerful that once they are reanimated they just win you the game essentially. You do not want to have one in your hand ever in an ideal world so you really want to limit the number of reanimation targets in the deck. The only ones i see that are worth running are Jin-Gitaxias, Core Augur and Elesh Norn, Grand Cenobite. You could add an eldrazi titan if you wanted as well. The others are simply weak in comparison.
Those are my thoughts on the cards you are currently running. Now for the second awkward part of this deck. The majority of your card advantage I notice is over time. You have a lot of engines like Phyrexian Arena and Rhystic Study and not many 1 off draw spells like Night's Whisper. That is fine in a stacks strategy when you can slow the game down enough to get the value form them but you arn't really running any stacks effects. This deck should probably run cards like Aven Mindcensor, Sphere of Resistance, Torpor Orb, Cursed Totem, Pithing Needle, Aura of Silence, Seal of Cleansing, Nihil Spellbomb, Tormod's Crypt, Phyrexian Revoker, Blind Obedience. The problem is there arn't that many hard stacks cards that don't hurt your gameplan as much as everyone else. The deck needs a lot of cleaning up and some cohesiveness in its strategy to be considered competitive.
2 weeks ago
Hey, fr competitives spiel bist du vieEEEEEEEEEEEEEeeeEEEeeeel zu langsamn.Folgende karten mssen verschwinden..Aqueous Form, Brave the Sands, Counterbalance, Damping Field, Triclopean Sight, Grim Guardian, Underworld Coinsmith, eine von beiden reicht.. du durchsuchst eh deine bib.Rule of Law or Arcane Laboratory, bei der bin ich mir nicht so sicher.Rising Waters?
Folgende Karten sind no brainer.. die musst du einfach spielen :)Dimir Signet, Azorius Signet, Sol Ring, Talisman of Dominance, Talisman of Progress, Swiftfoot Boots, Lightning Greaves, Arcane Denial, Counterspell, Swan Song,
damit dein Deck wirklich gut funktioniert reichts immer noch nicht.. aber so knnte es mal gefhrlich werden am Tisch :)
Hoffe ich konnte etwas helfen, meld dich einfach wenn du noch was wissen mchtest.
3 weeks ago
Hi, seems you got some great tips already. When reading through all the comments I got pretty confident that most things have been said. Still I will advocate the use of more ramp. Cards like Chrome Mox, Fellwar Stone, Mox Diamond, Talisman of Dominance, Talisman of Progress and Talisman of Unity should find a place here.
3 weeks ago
Alright, we can work with that. However, looking through the list, you'll need a lot of changes.
Let's start with the mana base.
I find most of your land choices questionable at best. I like that you started on a few of your shocks, so you're heading in the right direction there. The only other lands you're running I'd keep are Mana Confluence, Command Tower, City of Brass, and the 1x of each basic. You'll want to add the original duals (Tundra, Underground Sea, Tropical Island, Scrubland, Savannah, and Bayou) and all 10 fetchlands. This will bring us to 29 lands, leaving up to 3 slots for meta decision utility lands. I wouldn't go above 32 total, though. I also personally use Maze of Ith in every deck, but that's preference. I won't be counting those three slots in my running card total.
Next is your ramp. I like that you have Sol Ring and Birds of Paradise, but we can do more. You already have Simic Signet, but I suggest getting all the others, especially the blue ones (Dimir Signet, Azorius Signet, Golgari Signet, Orzhov Signet, Selesnya Signet). We can also run Mana Crypt, Mox Opal, Mox Diamond, Chrome Mox, Mana Vault, Talisman of Dominance, Talisman of Progress, and Talisman of Unity. Then, we start looking at fleshing out your mana dorks. Deathrite Shaman, Llanowar Elves, Fyndhorn Elves, Arbor Elf, Elvish Mystic, and Elves of Deep Shadow should all go in. Finally, Carpet of Flowers to get ahead of other blue players.
On to the tutors.
For card advantage:
Current card count: 69.
This is where it gets interesting. I like Cyclonic Rift, Swords to Plowshares, and Winter Orb, but, as before, we can add to those. Abrupt Decay, Mana Drain, Force of Will, Flusterstorm, Counterspell, Mental Misstep, Silence, Negate, Dispel, and Angel's Grace can all find a home here. We can also run Smokestack, tanglewire, Nether Void, The Abyss, Arcane Laboratory, and Notion Thief.
Card total: 87.
I don't see any in your list, so this is a new category. We'll start with the basics. Brainstorm, Ponder, Preordain, and Gitaxian Probe. With the best wincons I can prescribe, you'll also want Gush and Night's Whisper.
Card total: 93
Card total: 96.
Or we can not call it competitive. Usually a cheaper option.
4 weeks ago
Looks like a decent start! If you're going full blown lifegain, I'd say you're missing a few things. Aetherflux Reservoir is a staple for Oloro, and should be here. Karlov of the Ghost Council is a great source of removal and should also probably be here, as with Ivory Tower. I'd also recommend a bit more ramp, like Talisman of Dominance, Talisman of Progress, and Mind Stone. Maybe Chromatic Lantern. Beacon of Immortality, too, perhaps? I'm not really sure where you're going besides lifegain, but I'd suggest Propaganda, Ghostly Prison, and Sphere of Safety. I'll leave a link to my own Oloro for reference, if you want to check it out. Good luck with this! I'll be glad to help out if you need more advice!
1 month ago
Since you can't include fast mana rocks, As Foretold will help a lot and it also combos with Capsize and allows you to develop your board while holding permissions. The three talismans (Talisman of Dominance, Talisman of Progress, Talisman of Unity) are also great. You also need to increase your land count to at least 36 for your cmc.
1 month ago
when playing commander the key is mana fixing, Azorius Signet, Talisman of Progress, Ojutai Monument ect. ect. alongside playing alot of duel lands which are abundant in the UW color scheme also having fetch lands never hurts Flooded Strand, Evolving Wild, Terramorphic Expanse
2 months ago
The deck actually looks really solid at the moment. A few upgrade I'd suggest would be stuff like Port Town, Talisman of Progress, and surprisingly Flooded Strand is pretty cheap. Just some of the major staples to help increase consistency.