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Is this your idea of fun, Mav?

Commander / EDH Mono-Blue Spellslinger Tokens

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Maybeboard


A lot of my decks focus on casting and interacting with creatures, but I do like the idea of instants and sorceries being the focus in a deck. In the multiplayer-heavy format of Commander, instants and sorceries often have to do something significant, like wipe the board or draw tons of cards, to justify their inclusion. With Talrand, Sky Summoner, stapling a 2/2 flyer on each of those spells makes them a lot better, and gives you a free army just for playing blue! So that's the goal of this deck: slap down some spells, load up a drake army, and swing for the fences.

Let's start with how the deck wins, to keep it in mind when viewing subsequent sections. The goal is to get Talrand onto the battlefield as quickly as possible, then generate a token army and card advantage through shooting spells that draw cards, counter spells, interact with permanents, return other spells, and more. These cards help out:

Ramp takes a few forms in this deck. I'm not sure if it's considered "ramp," but reducing costs should be. A permanent that makes spells less to cast is like saying it taps for and then untaps when you cast a spell.

I count counterspells as a form of removal, as they are certainly ways to deal with threats.

  • Counters like Unwind and Overwhelming Denial are solid, but I think Unified Will and Redirect are interesting and worth trying out. There is also Foil, which is that one free counterspell you absolutely need in a pinch, and one I consider to be a budget version of Force of Will.

  • As for dealing with creatures, Rapid Hybridization is solid spot removal. A similar one is Gift of Tusks, which doesn't outright remove the creature, but it's handy in combat, and can cut it down to size for someone else to remove. Curse of the Swine gets rid of multiple problematic creatures, and Inundate gets rid of everything that isn't blue, so you'll be safe. Niblis of Frost can lock down multiple threats, too.

  • To answer any permanent, there's Scour from Existence. Not a sexy card, but it is an instant that can have its cost reduced and give you a Drake token, so frankly it's the best option currently available.


Instants are sorceries are made much better by multiple uses, so a big portion of this deck has ways to bring back spells you need when you need them, all the while increasing your Drake army.

When counterspells aren't handy, hopefully these cards keep Talrand and his army safe.

  • Mizzium Skin deflects spot removal on one or all of your creatures for pretty cheap.

  • Lightning Greaves is a classic equipment for Talrand, but this deck can also utilize Neurok Stealthsuit quite well.

  • One unique card is Veilstone Amulet. As long as you've got instants handy, you can protect your creatures while adding more Drakes.

  • Narset, Parter of Veils is more like oppression than protection, in the sense that it prevents opponents from drawing too quickly. The -2 ability is pretty likely to hit a card, too.

26 Islands because mono-blue. As for other lands...

Just things about the maybeboard or funny things.

  • It's tempting to run Coax from the Blind Eternities just for the lulz. You can cast it, you're not forced to get an Eldrazi card from outside the game (which you normally can't, because Commander doesn't have a sideboard), so you just get a Drake token. That said, if your play group allows you to go get an Eldrazi, then consider Deepfathom Skulker.

  • I thought about including extra turn cards, as many of them are sorceries, but I guess it depends on the competitiveness of your meta. I would imagine casual playgroups aren't so fond of extra turns (and neither is your wallet).

  • How could I forget Isochron Scepter? Shame on me.

  • I'm thinking about trying Kaho, Minamo Historian and Elite Arcanist, these are nice ways to augment instants.

  • Does Spellbinder have a home here? Putting Mystic Confluence, Opportunity, or Scour from Existence on this sounds pretty fun.

  • Call to Mind combos with itself, but since that doesn't really matter in Commander, you could run Deja Vu or Relearn and repeatedly return the spells back and forth to make drakes. That explains why more recent effects that return spells are either on permanents or exile themselves.

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92% Casual

Competitive

Date added 3 years
Last updated 3 years
Exclude colors WBRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

26 - 0 Rares

26 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.29
Tokens Bird Illusion 1/1 U, Boar 2/2 G, Clue, Construct X/X C, Copy Clone, Drake 2/2 U, Frog Lizard 3/3 G, Treasure
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