|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition (MM2)||Common|
|Tenth Edition (10E)||Uncommon|
|Ravnica: City of Guilds (RAV)||Uncommon|
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Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
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|Have (8)||ironax , , Big-Foot , GeminiSpartanX , maR2307 , xXThormentXx , aeonstoremyliver , philktoken8998|
Telling Time Discussion
4 days ago
Just some 'strictly better' additions (because I run a modern deck using Silumgar as the main win condition). Diabolic Tutor can be replaced by Liliana Vess, who costs more but has way more utility. Expropriate is good with the flavour of the deck.
Last thing, 33 lands not enough in a commander deck with no accelerants. I would suggest cutting some of your expensive mill effects like Sire of Stagnation for some basic lands.
But still, +1 for Silumgar!
5 days ago
Hey, looks good for a first Commander deck.
Talrand can be a nice budget control Commander, but he needs a lot more instants than I see here. Spells that can help you dig for other cards as well as draw. Take more advantage of Talrand's ability to make creatures and play more cheap mana instants and sorceries instead of so many creatures. Creatures like Mnemonic Wall who you've included and my suggestions of Archaeomancer, Docent of Perfection and Curious Homunculus are the kind of abilities you want with creatures because they also go with the control/ Drake making strategy of Talrand. Creatures such as Slither Blade and Storm Fleet Aerialist look out of place because if controlling you don't want aggressive creatures or creatures that benefit from being aggressive.
You're on the right track with including several good cards: Brainstorm, Mystical Confluence, Mana Leak, Negate, Blue Sun's Zenith, Sol Ring, Thought Vessel, Reliquary Tower, Echoing Truth, etc. There's however a lot of cards that can be replaced for better budget options.
Even if you're on a budget there's still a lot of budget blue cards you can include. I'll start with cheap draw, currently there's not enough cheap mana draw. You have Brainstorm which is good, but you need more. Cheap mana draw is good with Talrand you're both drawing a card and gaining board presence with a Drake for a small amount of mana. These cards don't just draw and make Drakes, but they also let you dig for other cards. Specific answers such as a counterspell, bounce even land.
Tide, Snap and Archaeomancer can make an infinite Drake creation combo from casting Snap, making a Drake each time it's cast. Snap lets you untap two Islands which can then produce more mana because of Tide. Snap can continuously bounce Archaeomancer back to your hand letting you play him again and get back Snap from the graveyard. Best thing about these cards are they're all good alone if not using them with the combo.
- Play High Tide, any Island tapped now makes two blue mana.
- Tap two Islands for four blue mana. Play Archaeomancer get back Tide.
- Tap Island for two mana play Tide again, any Island tapped now makes three blue mana.
- Tap the one Island left giving you four total blue mana. Play Snap target Archaeomancer untap two Islands.
- Tap two Islands giving you eight total blue mana. Play Archaeomancer get back Snap.
- Play Snap target Archaeomancer untap two Islands.
- Each iteration now you'll get eight mana and one Drake by playing Archaeomancer and Snap leaving you with two blue mana left each time.
This combo is done on your turn so all the Drakes will not be able to attack until the next turn. It forces one of your opponents to have a board wipe or they all lose. To shut this combo off for the turn make sure you have Archaeomancer in your hand before you end the turn. He's the most vulnerable of this combo since he's a creature; protect him in your hand don't have him in play. He's the best way to start the combo again because he can get back Tide from the graveyard.
The buyback ability on Capsize lets you pay the cost and return Capsize back to your hand. For six mana this is a repeatable spell to create a Drake and bounce any permanent back to opponent's hand, even a land. As a result Capsize is very good with Talrand. It can also bounce a permanent you control this can be good with creatures who give you something when they enter the battlefield such as Archaeomancer.
If you're using a gain control strategy then I suggest these two cards:
Good luck with your deck.
2 weeks ago
It's always nice to see another talrand user. The way Talrand is typically built is by maximizing your instants and sorcerries and minimizing your creature count. With Talrand in play, each instant or sorcery turns into a drake to do your bidding. As such, I would recommend AT MOST 10 creatures that's pushing it.
Your land count is a little low, I would go to at least 36 (if not 38).
I don't know what your budget is, but feel free to take a look at my deck Tisk Tisk Talrand for ideas of instants and sorcerries you could utilize.
Here are some budget options for now
Engulf the Shore is a great reset card. I would trade out your cycling lands for islands regardless as to whether or not you add this.
Twincast is useful utility
Telling Time, replaces itself and sets up your draws
Rewind "free" counterspell (works well with caged sun)
Muddle the Mixture is useful on it's own and can tutor for 12 cards in your card. Add it.
Misdirection make them think twice even if you're tapped out
Isochron Scepter IS A MUST
Speaking of the scepter, add a Memory Lapse to it to ruin's someone's life.
Dismiss - counterspell that replaces itself
Let me know if you have any questions or want more feedback.
2 weeks ago
youre going to want some cheaper ways to scry. Serum Visions and Telling Time are probably the best options. also Grozoth backed up by Inkwell Leviathan and Stormtide Leviathan are probably the two best targets for the quest
3 weeks ago
The card Telling Time only shows up as all black in the decks and on its own page. There is no picture of it...
3 weeks ago
You don't need any creatures in a talrand deck. I personally only run 3-4 very big creatures in my deck (like Scourge of Fleets and Jin-Gitaxias, Core Augur) to abuse Polymorph. Another important part of talrand is low cost draw spells. I reccomend Brainstorm and Telling Time. One if the most important cards to put in any talrand deck is Cyclonic Rift, but this looks like a budget deck, so idk.
1 month ago
As for the Navigator's Ruin, I'm sure you could find more suited cards for the deck, but if you like it, keep it. The usual problem with milling like this, is that your opponent will be dead from being slapped in the face long before they are milled to death. Milling the opponent definitely could annoy them though, but against other decks such as re-animators or delve, you'd just be helping the opponent.
It's up to you whether or not you want to keep some removal, but I would highly recommend running some. A deck without removal is just putting itself in danger, and I'd almost never run a deck without 4 removal spells.
I also really would consider some draw spells, because there's no worse feeling than topdecking and just drawing useless stuff all the time. Blue is the master of draw spells, with stuff like Opt, Serum Visions, Sleight of Hand, Anticipate, Telling Time, Thirst for Knowledge, Distant Melody or Curiosity. For green you can go with Keen Sense or Warriors' Lesson.
I personally like the Cold-Eyed Selkie as it will easily draw you 3-4 cards with some of your buffers in play, but if you can't get that then so be it.
The artifacts I threw in the maybeboard are indeed expensive, but might prove to be lethal in tribal decks. You can look into them at a later point after playtesting with the deck.
Remember that you can always alter your decks, mine are still being altered 2 years after I've made them.
1 month ago
Super cool deck, i love that other people are making budget decks for modern that are fun to play and competitive, also it is very unusual to see Dimir dragons in modern, so not many people are expecting that for sure. There is the non budget cards that you said. But you definitely should add some cheap dual lands like Underground River, maybe even something like Phantasmal Image for some aggro or copying Keiga, the Tide Star for some extra mind control, im not sure if that would work thou lol. Maybe adding some more removal, Fatal Push is not really budget but Go for the Throat and Doom Blade, maybe even Dismember. Other than that maybe going down a few Think Twice and Telling Time, seems a bit excessive to me. Other than that great deck and i hope this help in some way.