Talisman of Unity
Tap: Add (1) to your mana pool.
Tap: Add (Green) or (White) to your mana pool. Talisman of Unity deals 1 damage to you.
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Talisman of Unity Discussion
1 day ago
I know we spoke some about this earlier, but I want to reiterate:
- Naya Panorama and Bant Panorama are going to be better than Terminal Moraine and Warped Landscape
- Sun Titan and Spirit of the Labyrinth are going to be your most critical deviations from Cats! the musical
- Talisman of Unity >>>>> Selesnya Signet = Mind Stone > Prismatic Lens > Everflowing Chalice > Fractured Powerstone when it comes to two-drop rocks in this list
- Ghostly Prison and Elephant Grass are able to do so much work for you
- Mirri should probably be the commander over Arahbo
1 week 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.
enpc on Box o' Fun
1 week ago
Sorry for the delay getting around to looking at the deck.
From the list, it looks like you're trying to build this as a stax deck. One of the biggest issues with stax builds is that they need exponentially more money sunk into them to make them as effective as combo builds. But working with what we got, a few things:
Stax is good, however you still need ways of closing out the game quickly. Sigarda, Heron's Grace is pretty good (especially in conjuction with Elesh Norn).
Mother of Runes is an awesome card - not only does it protect Sisay but helps you connect damage through blockers.
Illusionist's Bracers is too slow for Sisay. It's a cute casual card, however as yo uget more competitive it becomes weaker and weaker.
Overall, I would recommend having a look at this list: Stop Being Such a Sisay - it's a good example of a top end Sisay Stax deck and might give you a bit more direction.
2 months ago
Nice job. I'd recommend Buried Ruin. Being non-legendary means you can run more in the deck, and despite it sacrificing itself it puts the artifact directly into your hand, so you don't need to wait a turn to draw into it.
Furthermore I feel there's an interesting selection of cards you've yet consider. Talisman of Progress allows you to cast Enduring Renewal a turn earlier if you cast the mana rock on turn 2. My second recommendation for mana rock would be Mind Stone for draw. Artificer's Intuition is a wonderfully reusable card you can use, and if you are running the mana rocks I suggested you can always cash those in for whatever combo piece you need.
If you feel searching for an Enduring Renewal is a bit difficult I recommend splashing green for Commune with the Gods which grabs the enchantment or artifact creature for one less mana. I'd also recommend 2 Walking Ballista and 2 Golem's Heart as back-ups to Hangarback Walker and Altar of the Brood. (Infinite life usually means game-over for a lot of decks.)
Also if your deck has problems against stalling agro I'd recommend running cards like Glint-Nest Crane, Wall of Omens and running the Sword of the Meek + Thopter Foundry combo which adds for nice protection as well as alternate win-condition. Also splashing green for Commune with the Gods does give you access to Bant Charm which is a very flexible removal spell. (You could help splash in green with Talisman of Unity, which is nice since playing either talisman can still leave you with access to white on turn two incase you need to cast Path to exile or Condemn which is also another helpful stall card in case you need more low-cost removal.)
2 months ago
Sweet deck got a couple suggestions though, Archangel of Thune is a great add to the deck kinda jams with the whole life gain thing. Talisman of Unity, Nature's Lore and Skyshroud Claim for some good ramp and maybe a Selfless Spirit of Loxodon Hierarch for some board wipe protection.
3 months ago
Revoker unfortunately has a lot of games where he only is a 2 mana 2/1 and thus is usually a sideboard card.
The trample idea is nice but all of the cheap trample enablers I can think of offhand (Kessig Wolf Run, Archetype of Aggression etc. require red mana or are mono green and have a restriction like having a +1/+1 counter on it.
As for talimsan vs pilgrim, both are decent and I think either could work:
Avacyn's Pilgrim: Can attack and block, only costs 1 mana, and can produce white mana without paying life.
Talisman of Unity: Can produce colorless, or either color of mana, significantly harder to remove as creature removal is common before sideboarding, artifact removal less so (also it's less likely to be brought in against you).
Both are fine options, what it comes down to is which of those qualities you value most. Talisman gives you more flexibility and can be safer for the long game whereas pilgrim allows for a faster start by having accelerant on turn 1. If you want to have a deck that goes off a turn faster, i'd use pilgrim. If you want a safer long term investment i'd go with talisman. I might personally lean slightly towards pilgrim but as it's only a 1 turn difference i'd probably playtest with both and see how it plays.
3 months ago
Now regarding the Noble Hierarch i would really LOVE to have 4 copies of those running 4 and 2 to 3 Birds of Paradise but a copy of noble cost an arm and a leg not to mention 4 copies. I was thinking of puting in Avacyn's Pilgrim as a replacement. What do you think?
Also i think the Talisman of Unity is really good. How about 4 copies of birds then 2 to 3 copies of the taliman rather than the avacyn pilgrim?
I would also like an input in which i can replace my Eerie Interlude. Thanks.
3 months ago
Looks pretty good. Overall idea seems solid, just have a few general things to recommend.
The mana base seems really demanding. Even ignoring the blue and red costs to flip up some of the creatures, 27% of the lands can't produce colored mana. Seeing as how a lot of your spells require colored mana, this can lead to some awkward lands. From the goldfishing i've done, it seems like at present it would be hard to cast a turn 2 Qasali Pridemage. It's possiblei was just getting unlucky hands and I think it's gonna be a bit awkard regardless, but I think the Nephalia Academy should be something else.
Secondly, I think yuor mana curve also needs some work. Turn 1 you only have 4 cards you can play in the form of your birds (not counting using cloudshift on an opponents creature). Even then, you only have a few spells you can play that will affect the board. Turn three is where you start to kick into gear and including morphs have a lot of options. The problem is that if you don't draw your birds in your opening hand, i think you're start will be too slow and your opponents will already have the upper hand. To fix this I think you need to lower your curve a bit and/or include more mana dorks (bant eldrazi (which has similar color needs), for instance runs 5-6 or so mana accelerants. I've seen them include birds of paradise, Noble Hierarch and Talisman of Unity(or other talismans depending on color needs).
Removal: While you do have removal in the form of Dromoka's Command and Selesnya Charm, i think there are better options. I'm not a fan of command as the removal aspect can be a bit situational. To kill a creature you need to both have the command and a creature that you can use to fight. If that creature is too small, you can't kill and if it might even need to trade meaning you have to expend 2 cards to kill one creature. If your opponent has an instant speed removal spell for the creature you are using to fight with the command on the stack, they get to kill your creature, have theirs survive, and have you lose value off the command. Charm is a bit better but it's still awkward as a lot of the cards you need to kill have a lower power. You're going to need removal of some sort as most opponents will be playing things you need to get off the table and fast. I think that as far as removal is concerned, picking up 4 copies of Path to Exile instead is your best bet. Dismember would be my second choice. You are also more likely to be able to kill something with one of these removal spells in the first couple turns of the game too as the restrictions of command and charm mean killing something early is unlikely. This also is a step towards fixing your mana curve issues.
Flickering cards vs cards to flicker. Another thing I noticed in goldfishing is that you have a lot of cards to flicker your creatures. Don't get me wrong that's what you're trying to do in the deck. My worry is that while something like Restoration Angel is good even if you don't have a something good to target (it can flash in during combat and eat an attacking creature) something like Eerie Interlude is a bit more situational. To use interlude effectively, youd probably want to be flickering atleast a couple cards and when you don't have that, it just becomes a worse cloudshift/displacer/anger. I think you have a lot of other ways to flicker and so you can cut the interludes. To put it another way, you have more ways to flicker than you have things that are good to flicker. Statistically speaking hands where you have a bunch of flicker cards with nothing to target for value will occur.
Anways, overall I think it looks pretty good. Those were the only three things that jumped out at me.