Talisman of Progress

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
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.

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Talisman of Progress Discussion

cammayhew on Narset (growing in competitiveness)

15 hours ago

If you're looking to make this deck faster/more competitive, the first thing I'd do would be to replace all the lands that enter tapped, especially ones like Transguild Promenade because despite fixing your mana you end up being a turn behind. If shocklands and fetchlands are out of your budget, then even basics and painlands like Shivan Reef and City of Brass would be better, because ultimately the damage won't matter. Another big add would definitely be Brainstorm, not just as a cantrip but because if you end up drawing your big turn spells you can put them on top of your deck in response to a Narset trigger. My final suggestion would be to cut out some of your more expensive mana rocks - Thran Dynamo is great if you flip it off Narset, but spending 3+ mana on a single rock isn't where you want to be in the early game. I'd recommend Mana Vault, which obviously has a downside but it can allow you to get out a super early Narset which is really important for the deck. Obviously cards like Mana Crypt are also really good but they're also expensive. I'd recommend cards like Talisman of Progress.

Milesfuzz on Zur's Enchanted Wonderland

4 days ago

Battle Mastery goes well with your voltron sub theme that you seem to have.

Talisman of Dominance and Talisman of Progress help getting Zur down a turn early along with getting the right colors.

Mistveil Plains is a good way to recur your enchantments with Zur's ability if you ever feel the need for that.

Andar on Oloro Stuff

1 week ago

Outs:
- Chalice of Life  Flip: Isn't the worst card in Oloro, but isn't all that reliable either.
- Darksteel Plate: I've seen you play this card a bunch of times, and most of the time it just sits there, all menacingly. Problem is - your deck doesn't plan to use creatures often, so the plate also won't be used either.
- Dreamstone Hedron: Ramp is great, but expensive ones that produce colorless mana can be iffy since they're often easy targets right after you play them. Gilded Lotus can at least let you cast counterspells after you tap all your lands to play it.
- Orzhov Keyrune: This one is just personal preference from me. I don't like 3 mana artifact ramp most of the time. (Chromatic Lantern and Darksteel Ingot are much better) It's up to you if you wanna take it out or not.
- Sun Droplet: This card is very slow and you could easily replace it with something better.
- Subversion: It may seem like a decent drain effect, but it's not that great since it's 5 mana and makes you wait til your next upkeep before it does anything.
- Thought Reflection: Decent card, but 7 mana is pretty costly. Up to you if you wanna keep it.
- Celestial Force: It's nice to instantly gain life each upkeep, but 8 mana for basically just a vanilla creature otherwise isn't really good.
- Pontiff of Blight: Extort is nice for your deck, but your deck doesn't have many creatures to take advantage of the pontiff. Up to you if you wanna keep this guy if you wanna add more creatures.
- Skirge Familiar: I think this card would be a lot better if your deck was more combo focused.
- Azorius Chancery: These types of lands will flat out screw you over if they get destroyed or Blood Mooned.

Cards you definitely should add (won't cost you a whole lot):
- Crested Sunmare: Easily synergizes with Oloro and provides very solid creatures for defensive/offensive plays.
- Aetherflux Reservoir: The win condition you've been looking for. It's a pretty funny card honestly, but works very well with Oloro once you get him going.
- Alhammarret's Archive: Simply synergizes well with Oloro.
- Felidar Sovereign: Not sure how the others would feel about alternative win conditions, but if everyone' okay with it, this guy can most likely win you some games.
- Karlov of the Ghost Council: An awesome card. Can help control the board or becomes a big body to swing with.
- Delay, Counterspell, Swan Song, Negate: Good, cheap counterspells you should at least be running.
- Sphinx's Revelation: Put that ramping to good use.
- Anguished Unmaking, Cyclonic Rift: Must-have control instants.
- Supreme Verdict, Merciless Eviction, Fumigate: Excellent board wipes to go with Oloro.
- Clever Impersonator: This guy's incredibly flexible and can be useful in just about any situation.
- Mana Confluence: Almost exactly another copy of City of Brass.
- Temple of Enlightenment, Temple of Silence, Temple of Deceit: These will make your mana base a tad bit more consistent while helping you a bit with your next draw as well.
- Diabolic Tutor/Dark Petition/more tutors: Your deck would be more consistent if it had more tutors.
- Brainstorm: Generally a good blue card to manipulate your deck/hand a bit at an instant.

Suggestions (Some are costly, but very worth it for Oloro):
- Grave Titan: Just a powerhouse in general. Just like Crested Sunmare, Grave Titan will give you excellent battlefield presence.
- Whip of Erebos: If you do add more creatures like Grave Titan, this card can be very good for your life gain strategy.
- Sun Titan: One of my favorites. Can grab back some useful stuff, even land.
- Soul Warden, Soul's Attendant, Suture Priest, Auriok Champion: The soul sisters. You shouldn't include all of them at once though. Just keep them in mind since they're good against creature-heavy decks.
- Consecrated Sphinx: Costly, but worth.
- Kambal, Consul of Allocation: Punishes spell-slinging decks, and generally nice if he sticks around.
- Ayli, Eternal Pilgrim: She can be good if you can keep your life total high enough.
- Sanguine Sacrament: Pretty nice for the deck's game plan at instant speed.
- Demonic Tutor: Arguably the best tutor you can find, but the price tag will probably turn you away. But... Greatness, at any cost.. Right?
- Enlightened Tutor, Mystical Tutor, Vampiric Tutor: Excellent tutors, but expensive (although Mystical Tutor is only around $5; not a whole lot compared to Vampiric Tutor).- Austere Command: Another one of my favorites. Very flexible, and doesn't cost a whole lot either.
- Torment of Hailfire: This card will probably make everyone hate you, but it's a fantastic card nonetheless.
- Leyline of Anticipation: One of the best blue enchantments in my opinion. Allows you to intimidate everyone just by playing a land on your turn.
- Crawlspace: Good against creature-heavy decks.
- Talisman of Dominance, Talisman of Progress, Fellwar Stone: Some decent and cheap mana rocks if you want more ramp.
- Decree of Pain: A good tempo swing in your favor if there are a ton of creatures in play. Kinda costly to play though.
- Hallowed Fountain, Godless Shrine, Watery Grave: Shock lands. Excellent at increasing consistency with mana bases. They're even better with the Fetch lands. All of these lands are very costly though.
- Flooded Plains, Marsh Flats, Polluted Delta: Example Fetch lands you could use.
- Ponder, Preordain: Cheap cantrips for a little more consistency.
- Maze of Ith, Kor Haven: Decent control lands.
- Urborg, Tomb of Yawgmoth, Cabal Coffers: Generates a ton of mana if you get them together.
- Expedition Map: Can help getting the above lands or any land you need.
- Crypt Ghast: Synergizes very well with Urborg, Tomb of Yawgmoth, but is overall decent for your deck.



That's all I can think of for now. I can post more for you if I think of anything else.

redace10 on The Last Guardian (Control)

2 weeks ago

For lands I would strongly consider Irrigated Farmland. Dual lands are always useful in EDH. I would swap it out for Seachrome Coast, I don't like that land in EDH because after turn 3 its functionally just a guildgate. I'm a big fan of Myriad Landscape as well, it's ramp in a land, and mana fixes. Those are things UW is poor at doing.

As for rocks, Commander's Sphere is a slam dunk in my book. Produces any color and can be sacrificed in response to any non-split-second removal. I like it and Mind Stone as they are not dead cards late game, since they can replace themselves with another draw. Talisman of Progress is good too. Chromatic Lantern is truly boss with Azor, it has enabled me to win games I otherwise couldn't. UW has cards with demanding color requirements, and it's just hard to accomadate that in a deck without green.

Archaeomancer would be a strict upgrade to Mnemonic Wall.

Keep on spell slinging goodsir. I'll keep tabs on how this deck progresses, and offer more advice/cards as playtesting filters out what works and doesn't for you ;)

rob_shifflett on The Most Temp

1 month ago

Spellslinger Voltron is what I used. Lots of instants to pump, protect and remove.

You could easily run Isochron Scepter and Sunforger. Silver-Inlaid Dagger and Flame Jab are easy cuts.

I would lose the Keyrunes for Talisman of Progress and Mind Stone. 34 lands seems like you are shooting yourself in the foot.

You would probably have better results if your deck was primarily White/Blue;splashing Red. Running fewer Sorceries for more counter spells and utility Instants allows you more flexibility and control.

Kraum, Ludevic's Opus and Bruse Tarl, Boorish Herder are great in this deck.

enpc on Artifact EDH deck

1 month ago

you need more ramp and more lands. Decks that can get away with 28 lands typically have an average CMC of ~1.8 and even still will be running 10-15 ramp cards on top of that.

At a minimum, I would recommend adding Dimir Signet, Orzhov Signet, Azorius Signet, Talisman of Progress and Talisman of Dominance as well as increasing your land count to at least 35 (assuming you cut some of the heavier CMC cards).

The addition of Aetherflux Reservoir in Sydri decks is an easy choice (if you're ok with running infinite combo, some poeple aren't).

multimedia on Suns_Champion

2 months ago

Hey, you asked for my advice on your Zur deck. You've put a lot of time and effort into it and the deck description is easy to read and understand very nice work. I've never seen Zur used with Alarm as a win condition combo. Very creative idea, well done, upvoted. For a first deck with combo you've gone combo crazy!

The idea is great the problem is the combos need to be streamlined, too many combo cards not enough synergy between all cards in the deck and not enough universal good Commander cards. You don't need to jam all the possible combos into a deck it's overkill. Consider trimming Combo #1, Combo #2 and cutting Combo #3? A lot of combo cards you're playing are only good with other combo pieces as part of a combo. These cards are not good by themselves or have synergy with the rest of the cards in the deck other than the combo they go with. Because of all the combo cards I see problems with playing a normal game of Commander.


Show

Your deck is very creative as a first deck with combo, you have a good grasp on the archetype. But you're going combo crazy which in my opinion will hinter gameplay much more than help it. It's more practical to pick a few combos that include cards that have overall good synergy with the entire deck not to use so many cards just because they're part of a combo.

Good luck with your deck.


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