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I have been tinkering with this deck for a long time. I first built a Counterspell deck that was dominant in 1v1 but really suffered in multiplayer which is what I play most. I switched it to be a cantrip deck and just did not have a good win con to rely on if my drake production got interrupted. I then switched it to a morph deck that relied on Proteus Staff bringing out things like Consecrated Sphinx and Stormtide Leviathan but it was neither fast enough nor consistent enough because the creatures that came out rarely fit the need of the situation.

I then thought, "Why not limit the number of creatures so that I'm guaranteed to get something great? And while I'm at it, just make them combo creatures." Thus, I have arrived at the deck in its present form. To my knowledge, it's the only Talrand deck that uses this type of engine (morphing your whole board into your infinite combo).

If you like what you see, UPVOTE! . If not, let me know what you'd change.

Step 1 = Play Talrand, Sky Summoner

Your playgroup and opposing decks will determine when you can take this step. Take note of the situation you are in. Sometimes tapping out on turn 3 or 4 to get him on the battlefield is okay, sometimes it isn't. You may need to wait until you have a enough mana to protect him or at least get some drake value out of him first.

Step 2 = Cycle/tutor for Synthetic Destiny / Mass Polymorph while creating tokens

Flip through your deck as fast as you can to get one of these 2 cards or something you can use to tutor them.

Step 3 = Play Synthetic Destiny / Mass Polymorph to morph your tokens and get infinite mana

Obviously, the sooner we can do this the better, but people will know this is your primary path to victory after playing you a couple of times. I've included Commandeer , Thwart , Foil and As Foretold for when you tap out.

Archaeomancer + Deadeye Navigator = Recur all spells in your gy

Capsize = Bounce every opponent permanent

Blue Sun's Zenith / Stroke of Genius = Mill opponent or draw yourself a bunch of cards

Talrand, Sky Summoner + Capsize / Mystic Speculation = infinite drakes

Mystic Speculation = Find the perfect card you need as long as you have a draw spell to grab it

Infinite mana on turn 3:

Turn 1 = Land, Sol Ring , any other mana rock

Turn 2 = Land, Talrand, Sky Summoner , any cantrip that costs

Turn 3 = Land, Mass Polymorph / Synthetic Destiny

If you're going cheap:

Switch out Palinchron for Peregrine Drake . You lose additional combo methods but it could still work. You can also replace non-basic lands like Winding Canyons with Islands and go with cheaper cantrip/counterspell packages. You can easily put this together for under $100.

If money is no object:

Beefing up the counterspell package is the most obvious place to upgrade. Things like Force of Will and Pact of Negation are always good.

I love the challenge of building really cheap decks. This is how the majority of my real life decks start out and then I improve them over time.

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