Talisman of Progress

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin (MRD) Uncommon

Combos Browse all

Talisman of Progress

Artifact

Tap: Add (1) to your mana pool.

Tap: Add (White) or (Blue) to your mana pool. Talisman of Progress deals 1 damage to you.

Talisman of Progress Discussion

ulticam on Varina Zombos

15 hours ago

Here are some suggestions:

You would probably benefit the most from a better ramp-package. Since you don't want to bother buying expensive lands, I'd recommend signets (which are really good for fixing colors) and talismans: Orzhov Signet , Azorius Signet , Dimir Signet , Talisman of Progress , Talisman of Dominance , Talisman of Hierarchy , & Smothering Tithe has powerful potential as well.

Ponder and Preordain are extremely powerful in helping you fix colors in the early game. They allow you to dig for the right lands. They're also good at any point in a game. Gitaxian Probe is easy to cast (at basically no cost) since you gain life.

Speaking of life-gain, you have some good ways to gain but no payoffs for it. Alhammarret's Archive seems to combo well with your general. Other ones that come to mind are Graveborn Muse , Greed , and Necropotence

I'd cut Crush Dissent and No Escape for cheaper counterspells. Lower CMC instants give you more opportunities to use them. Swan Song is BROKEN. Counterspell is good. Dispel is amazing but only if you feel your meta is threatening you with counter magic of their own. Muddle the Mixture and Narset's Reversal are unreal. Sometimes you'll misplay them though - they require some experience.

I'd cut Spark Harvest for Swords to Plowshares . Exiling is better than killing (avoids indestructibility), and you can even use swords on yourself if you need life in a pinch.

Diabolic Tutor and Long-Term Plans are cheap to buy. Tutors are necessary in control if you want to effectively answer your opponent's threats.

Dig Through Time might be nice for you, but I can't say for sure. And since you told me you were concerned of decking yourself: Elixir of Immortality

Here are some more expensive cards if you ever wanted to upgrade: Rhystic Study , Phyrexian Arena , Watery Grave , Godless Shrine , & Hallowed Fountain

Caerwyn on Life Lost v2

1 week ago

I would add the three talismans for your colours-- Talisman of Progress , Talisman of Dominance , and Talisman of Hierarchy . More ramp can never hurt, particularly since some of your combo pieces are a bit expensive to cast.

Vimozahr also made some good suggestions-- Sanguine Bond is a good redundancy for your combo, and, as an enchantment, is less likely to be removed. However, I do take issue with some of the other suggestions--the discard enchantments are mediocre unless your deck is designed to abuse them (i.e. Nekusar, the Mindrazer ) and they'd likely end up being dead cards most of the time with your build. Aminatou, the Fateshifter and Felidar Guardian is a cute combo, but also requires you to draw into a third combo piece. None of those three cards have great synergy with your deck overall, thus making them rather mediocre draws outside a combo win (whereas your other combo still has decent synergy with other elements of your deck, allowing them to further your victory even if you cannot combo off).

I would cut the following:

  1. Dictate of Kruphix - I find cards like this are quite bad in multiplayer. Sure, they give you an extra card per turn; but they also give each of your opponents an extra card. So, in a four-player game, that means you get one card; your collective opponents get three. As such, you're increasing the chances someone will draw into their way of stopping you more than increasing your chances of winning.

  2. Sphere of Safety - I do not think you have the critical mass of enchantments necessary to really make this worth five mana. If you need another prison, consider Norn's Annex or Ghostly Prison instead.

  3. Faerie Tauntings

triproberts12 on Flash Gordon Historic Tribal

3 weeks ago

The big thing I see missing from this list is mana rocks. In a non-cEDH environment, you want about 45-50 of your cards to produce mana. I like to start with 37-38 lands and 7-8 rocks, then adjust based on what's in the deck. You'll want to max out on 2-mana rocks, since this deck wants to stick its commander early to hold up mana starting on turn 4, which is typically the turn where casual commander games get rolling. I'd start with Arcane Signet , Azorius Signet , Coldsteel Heart (makes snow mana!), Marble Diamond , Sky Diamond , and Talisman of Progress , then, if there's room, look at a couple of colorless utility rocks like MindStone or Thought Vessel . On the high end, I think any deck running Manifold Key should really consider Gilded Lotus .

I'd also run Arcum's Astrolabe , since you're running snow mana and it will give you both early fixing and historic triggers. Speaking of snow, if there was ever a deck for Heidar, Rimewind Master , this is it. You could also sub out Lawmage's Binding for On Thin Ice . Also, Marit Lage's Slumber is perfect for this deck, since it's snow and legendary themed. The final snow card I'd look at is Sunstone . Constant Mists is miserable to face down, and this is the snow equivalent.

Also, you're already running 6 2-mana instants, so I'd go for the Isochron Scepter + Dramatic Reversal package. Scepter is historic, plays nice with the instants you already have, and it's an easy way to include the "this game must end" win con that every deck should have tucked in somewhere to prevent 20-turn games of misery. Muddle the Mixture is the last card I'd finish out that package with, in addition to any other cool 2-mana instants you have in reserve. The other option for winning the game would be Chain Veil combo, but that is not something you want to put in the hands of a newer player.

As for lands, I would take out Evolving Wilds and Terramorphic Expanse. They're pretty bad in a 2-color deck that can get by on its mana rocks for fixing, and shuffling a 99-card deck is pure misery. If you want easy fixing that can be a snow permanent, Vesuva and Thespian's Stage are where it's at, and they're a great way to take advantage of a Cabal Coffers / Urborg, Tomb of Yawgmoth player.

Finally, I'd go poke around on the advanced search option on Scryfall. They've got everything from budget to color identity criteria, so it works well for EDH decks. Also check out the EDHREC page for Raff. Hope that helps!

Hiotoko on Alela, fly like a butterfly sting like a bee

1 month ago

Talisman of Progress ? Tienes más blanco que negro.

Into thin air me parece innecesario. Existe Steel Sabotage

Narset's Reversal parece una buena inclusión (me encanta) tanto para negar/aprovechar recursos oponentes como para copiar, por ejemplo, tu turno extra si es que aún no llegas al punto de que solo tienes esas cartas en la biblioteca.

También, en vez de x2 de cada básica, podías incluir nevadas (1 c/u) para incluir Tainted Pact , puede ser útil para encontrar de una tu turno extra o lo que te sea necesario en caso de urgencias (de a poco me he ido enamorando de esa carta)

Para tener comentarios nomás acabados es importante señalar el meta para el cual se diseña el deck.

Por lo demás, está rebueno el deck con kindred discovery, se ve una buena sinergia ahí. Para robar también jugaría Paradoxical Outcome en vez de Reduce to dreams.

SideBae on Alela, control-aggro

2 months ago

Hey! So I have some suggestions: feel free to ignore any/all of them.

  1. There's a reason Ponder and Preordain are banned in Modern, and it's because they're stupid-good cards. Being able to dig you to what you need and past what you don't for one blue mana is a REALLY powerful effect, even if the cards themselves may not look as powerful as they are. I highly suggest including them. I like that you're already running Brainstorm , though I think running two+ more fetches would be ideal; you don't want to get locked with two dead cards on top of your deck.

  2. I do not think Path to Exile is good in EDH. Ramping your opponent in a format with everyone trying to do busted things is rarely anything short of a bad idea, and is frequently dangerous. (Note that your Ashiok, Dream Render does not stop opponents searching off YOUR spells.) As I see it, you may be better off just running another card-draw spell, which would dig you to more potent removal; I suggest Painful Truths . Three-mana: draw-three is a hard rate to beat, and I've been very impressed with it in my Tasigur, the Golden Fang list.

  3. You have some good artifact ramp, but I think it can be improved. I really like that all your rocks are two or less mana -- three-mana mana-rocks are simply not good enough a lot of the time, especially with a four-mana commander. Unfortunately, a lot of the best ramp in EDH is very expensive: Mana Crypt and Mox Diamond come to mind. I do have some other suggestions though. Consider at least a few of the following: Talisman of Dominance , Talisman of Hierarchy , Talisman of Progress , Fellwar Stone (which is admittedly a worse Arcane Signet , but still good), Mind Stone , Everflowing Chalice and/or Thought Vessel .

  4. Whir of Invention is a card you may wish to consider. It can grab your Bolas's Citadel late-game, but more importantly it acts as a to-battlefield tutor for things like your Cursed Totem or Skullclamp . Also, it's instant speed.

  5. If you want to run things like Elesh Norn, Grand Cenobite or Consecrated Sphinx , I suggest you think about a reanimation package. In general, these duders will be tough to cast, and being able to cheat them into play will give you a competitive advantage. Entomb and Buried Alive are the best ways to bin your targets (though there are others, like Liliana of the Veil or your maybe-board Frantic Search ), and you can then use spells like Animate Dead , Dance of the Dead , Necromancy , Reanimate or Unburial Rites to profit for less mana than usual. Intuition is a fun (if not cheap) card to pair with Unburial Rites and some reanimation targets, thought the precise pile may be tough to determine. Also, due to your colors, you may even consider Dreams of the Dead . The cumulative upkeep can be tough, but if you run something like Jin-Gitaxias, Core Augur then you'll be able to do your damage within a turn-cycle or so, and the upkeep won't matter.

  6. Your mana curve is pretty consistently low. I think you should at least playtest Counterbalance , since you already have the Sensei's Divining Top . Counterbalance does tend to be a high variance card, and it may end up being more of a preference-call than a meta-call. But I like it, so I figured I'd mention it.

  7. I'm not sure how good Hushbringer is, since it stops your Skullclamp from triggering... You may be better off with just a Spirit of the Labyrinth or such.

  8. Depending on how often you get to five mana, Divine Visitation could be a win-condition in itself in this deck. Making a 4/4 every time you cast an artifact or enchantment seems... good.

  9. Mystic Remora is good. In less-experienced metas, it is often an Ancestral Recall ; even if people know that it's better just to wait it out, Mystic Remora will still buy you time to develop your board and make land-drops while opponents try to outlast it. Being one mana was a mistake, but it's here, so what the hell.

Right. That's all I got. Good luck!

SideBae on Corrupt Aristocracy (Ertai)

2 months ago

Hey man! I always like Esper. Here're some suggestions; feel free to ignore any or all of them:

  1. In your description, you say you need help with win conditions. I think it's important to keep in mind, if you don't already, that too many win conditions will actually hinder your deck. This is because with more discrete combos, you raise the number of 'dead' draws in your deck; drawing half of two combos that don't go together makes Jac a sad boi. So while I do agree you could use more win conditions, I think only adding another one or (maybe) to is probably the best route.

  2. In the spirit of (1), you may find that having a powerful reanimation package can be one of the secondary win cons you're looking for. Tidespout Tyrant used to be one of the top reanimation targets in legacy (maybe it still is -- I don't understand that format anymore), and running him will let you draw Animate Dead sans Leonin Relic-Warder and still have a good shot at winning.

  3. To that end, you should run Entomb and Buried Alive . Tutoring to the 'yard not only puts your Leonin Relic-Warder right where you want him, but also your Sheoldred, Whispering One /any other reanimation targets you may want. There're some other reanimation spells to consider, some that work with Leonin Relic-Warder and some that don't. Consider: Reanimate , Exhume (if you wanna get spicy), Dance of the Dead and/or Unburial Rites . Unburial Rites is one of my favorite cards, especially since you can tutor it with Entomb .

  4. I think Path to Exile is strictly worse, in EDH, than Swords to Plowshares . Ramping an opponent in a format where everyone is doing busted stuff is dangerous, but giving them six or more life points may be irrelevant, especially since this seems to be a combo deck.

  5. Your Brainstorm is good, but it'd be better with more shuffle effects in your deck. While Prismatic Vista and the other generic fetches (see Marsh Flats , etc.) can be very expensive, slow fetches like Flood Plain and/or Bad River are fine alternatives.

  6. In addition to your Brainstorm , I cannot recommend Ponder and it's lil' brother Preordain highly enough. These two may not look like much, but being able to dig to what you need and past what you don't for one mana is a pretty great feeling. I run them in all my blue decks, and (with very limited exceptions) always like drawing them.

  7. You've got some pretty good rocks, but there're ways to improve your ramp base. I've been very impressed with the talismans ( Talisman of Dominance , Talisman of Hierarchy and Talisman of Progress ) as slightly-better signets, and it's important not to discount Thought Vessel , Everflowing Chalice or Mind Stone .

  8. You have some very powerful artifacts: Bolas's Citadel , Thornbite Staff , and Lifeline all seem like game-changers in this deck. Consider running Whir of Invention to get them out when you have the mana. Reshape or, if you're rich, Transmute Artifact are also good. Non-to-battlefield tutors, like Demonic Tutor , Enlightened Tutor or Vampiric Tutor are good, but expensive; like with fetch lands, there're other, more accessible options. Consider Diabolic Tutor , Lim-Dul's Vault , Beseech the Queen and/or Dark Petition , which are all fine tutors in themselves.

  9. If you don't have fundamental issues with counter-magic, you should run some -- it'll protect you and your combo. Gold-standard counters ( Force of Will and Mana Drain ) are expensive AF, but you can consider other perfectly powerful options as well. Counterspell is good, and I've been very impressed with Spell Snare (which counters an overload-ed Cyclonic Rift REALLY nicely). If you've got Ad Nauseam players like me in your play ground, Dispel can be a worthy inclusion; Dovin's Veto is another combo-breaker for high-power tables.

  10. You may wish to have access to some more card-draw. Some cards to consider: Dig Through Time , Treasure Cruise , Fact or Fiction , Painful Truths , Phyrexian Arena , etc.

  11. To return to (1-3), you may want Aetherflux Reservoir as another win condition since it combos so nicely with Bolas's Citadel . If you can get a Sensei's Divining Top in the mix, things get nutty pretty quick.

Right. That's all I got. Good luck!

SideBae on

2 months ago

So I'm kinda surprised no one has suggested this (apologies if someone did and I didn't notice while I looked at the other comments), but Skullclamp seems stupid-good with an X/1 token producer in the command zone.

I really like RNR_Gaming's comment. Retract and (especially) Paradoxical Outcome seem really powerful here. He gives good advice.

You may want to revisit your artifact-ramp suite. I see you've included the signets, but I think the talismans ( Talisman of Dominance , Talisman of Progress and Talisman of Hierarchy ) are probably better. You may want to run all three of both -- that's a call playtesting will help a lot with. In general, two-mana mana-rocks are a lot better than three- or four-mana rocks, and that rule is especially true with four-mana generals. (...because landing a rock turn two into a land-drop turn three means you're casting your general a turn early.)

Though it may go without saying, I feel like I should mention that tutors are good cards. If you have access, you should consider running Enlightened Tutor and/or Demonic Tutor . If not (or even if you do have access to the former and just want more tutors), consider Dark Petition , Diabolic Intent , Diabolic Tutor , Beseech the Queen and/or Lim-Dul's Vault . The more tutors you have, the more consistent your deck will be. More importantly (at least in my opinion), you have to have fewer redundant effects, since you'll just tutor a card when necessary. This frees up card slots for more powerful spells.

In a similar vein, I see you're running Cloudstone Curio . I've obviously never played your list, but intuition tells me that that card is pretty busted in this deck. I suggest you try running something like Whir of Invention to tutor it to the battlefield at instant speed. Also worth considering is Reshape or, if you have a few spare kidneys to sell, Transmute Artifact . Granted, this does not get you a cast-trigger for the Cloudstone Curio itself, but I think the effect more than makes up for that fact.

I feel like I suggest these in every blue-deck comment I make, but I really, really think Ponder , Preordain and (if you have fetches/other reliable shuffle effects) Brainstorm belong in every blue deck. They're just that good. Having one of them in your opening seven means that a borderline hand goes from OK to good pretty easily, since they'll dig you to land if that's what you need, or past land if you don't. Your Terramorphic Expanse and Evolving Wilds are good for shuffle, but I'd add two or three more fetch-type lands before I'd add Brainstorm .

I'm unsure of what your meta is like, but I think you may have luck running Ghostly Prison instead of Hissing Miasma . Unless you're facing something like a Splinter Twin combo-kill, I feel like having a second Propaganda -effect is a better deterrent for potential attackers. Worth noting is that if you don't want to run two Propaganda effects, I think Ghostly Prison is better than Propaganda itself since Ghostly Prison does not die to Red Elemental Blast or Pyroblast .

I've always LOVED Tidespout Tyrant . You should consider a reanimation package, in order to turbo that mo' fo' out onto the field. Buried Alive or Entomb are good ways to put him in the graveyard, and running Animate Dead , Necromancy and/or Dance of the Dead will all bring him back while triggering your general.

Depending on how much mana you have access to in a typical game, you might want to think about a Words of Wind loop. ( Words of Wind has, since I first saw it, been one of my favorite cards.) If you pair it with a permanent you can trigger your general with that draws a card on ETB, you can make your opponents return their stuff all while netting faeries. Some such ETBers to consider: Ichor Wellspring , Alchemist's Vial , Baleful Strix and Disinformation Campaign . I especially like Disinformation Campaign .

Idk how many creatures you usually have on the field, but I have a feeling that Slate of Ancestry is worth running if you have 3+ creatures out on a routine basis.

Right. That's all I got. Good luck, man! Looks like a fun deck.

SideBae on Alela, aristocrat trickster *HELP PLEASE*

2 months ago

Ponder and Preordain are good.

Painful Truths is three mana and card-positive... I love it in any three-or-more color deck.

Entomb goes well with your Animate Dead and friends.

You need artifact ramp aside from Sol Ring . Consider Talisman of Dominance , Talisman of Progress , Talisman of Hierarchy , Dimir Signet , Orzhov Signet , Azorius Signet , Fellwar Stone ...

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Talisman of Progress occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

WU (Azorius): 1.62%

WUB (Esper): 0.86%