Maybeboard


Updated Talrand deck subbing a lot of low tier answers for win-cons/toolbox e.g. a few tutors, a pair of extra turn spells and more cantrips/top deck manipulation.

One of my favorite play lines is to get Proteus Staff out and start turning Talrand drakes into one of the giant blue Timmy creatures in my deck. The creatures in the 99 are a few big bombs because I count on getting them in to play through Proteus Staff, and, can avoid drawing them for the most part with the glut of card selection in the deck. If I don't naturally draw the staff early I can find it from Fabricate or getting Fabricate via Mystical Tutor.

The first build of this was more counterspell heavy but I found it drew a lot of hate and also lacked card draw leaving me with only a few cards in hand after a bunch of 1 for 1s and the ire of the whole table. Whereas I would previously end up stuck with multiple counterspells, which themselves worked against in me in terms of card advantage, this build allows me to draw into whatever I need at the moment while still having some efficient answers for stopping opponent win-cons later in the game.

Add: - Windfall

Maybe:

Chopping Block:

Removed:

  • Aetherize for Aetherspouts. ‘spouts is one more mana but puts the attacking creatures back into the library vs back into their hand which seems worth it to me.

  • High Tide for Gauntlet of Power. Double my mana once vs continuously, seems like a no brainer.

  • Gitaxian Probe and Visions of Beyond for Mind Spring and Rhystic Study. GP - being a sorcery, and VOB - being very conditional to get the draw three, were the worst of the cantrips in the deck...replaced with two cards that have much higher ceiling in terms of card draw and a much higher floor in all but the rarest of circumstances.

  • Kill Switch and Stolen Identity for Chasm Skulker and Psychosis Crawler. With Kill Switch I feel like my mana is better spent on a solid win con like Psychosis Crawler instead of trying to handicap my opponents. Stolen Identity is great if the stars align (I have the mana to cast it, a flyer to cypher it on to that isn’t immediately blown up and good targets for it) but is either a dead card or mana inefficient if I only get one use out of it whereas Chasm Skulker will almost always get good value.

  • Spell Pierce & Muddle the Mixture: these were the two worst out of the 13 counterspells in the deck. Replaced with Sea Gate Restoration   and Finale of Revelation which both draw me tons of cards and get me on track to win vs just holding my opponents back. I don’t think I really need 13 counters, especially with all the card draw in the deck I’m sure to almost always have one in hand. Restoration also doubled as a land which can come in handy in a pinch with a land-light deck, which this is.

  • Removed Dig Through Time and Sleight of Hand as neither of them technically draw cards which is a big theme of the deck. Replaced with Treasure Cruise which does draw cards and AEtherize which is a great defensive spell.

  • Quicken for Clever Impersonator. What taken out for Mirrormade and Clever Impersonator?

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 5 years
Last updated 3 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

27 - 0 Rares

18 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 3.15
Tokens Ape 3/3 G, Bird 2/2 U, Construct X/X C, Drake 2/2 U, Frog Lizard 3/3 G, Manifest 2/2 C, Squid 1/1 U
Votes
Ignored suggestions
Shared with
Based on
Views