Talrand's Invocation

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Tokens

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Talrand's Invocation

Sorcery

Create two 2/2 blue Drake creatures with flying.

keizerbuns on Sea of Attrition [Physical] [Beta]

1 year ago

This is a very cool concept, however it seems a little scattered. With lifegain, mill, tokens, tap/bounce control, stat manipulation, and creature stealing, it seems like your deck is being pulled in too many different directions without enough focus on any one thing in particular to give it a clear identity. Mill especially is kind of an all or nothing strategy that requires the entire deck to be built around it in order to work. Unless you have a really good mill/graveyard payoff to justify splashing in some mill spells, milling your opponent for just a few cards here and there won’t do anything except take up slots in your deck.

The best advice I think I could give you, and probably the same advice most other people will give you too, is to find your favourite element or two of the deck, and make that the focus. However, if you don’t want to do that, and you do want to keep the deck as a little bit of everything, I do have some suggestions that I think you might like.

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My first suggestion would be to replace Dreadwaters with a lower CMC mill spell, because spending 4 mana to make one opponent mill for what I assume averages to be around 4-6 cards isn't a great rate. For just 2 mana you could use Maddening Cacophony and make each opponent mill 8 cards, and for an extra 4 you could make them mill half of their decks. You could also replace a couple of Islands with a couple copies of Ipnu Rivulet for some added milling consistency, although activating its mill ability would cause you to lose a land.

Talrand's Invocation also suffers from the same issue as Dreadwaters of just being too mana intensive for such a small effect. Paying 4 mana just to get 2 2/2 flyers is a little slow. I think Murmuring Mystic would suit you better as a long term token generator.

Ichthyomorphosis and Time of Ice both kind of get in the way of your plan to steal your opponent's creatures. Ichthyomorphosis turns your opponent's creatures into something not worth stealing and Time of Ice could potentially cause a creature you just stole from your opponent to be sent back to their hand. Instead of using Time of Ice to tap your opponents creatures, you could use an instant or a sorcery such as Downpour, Impede Momentum, Choking Tethers, or Sleep to achieve the same result. And instead of Ichthyomorphosis to permanently turn your opponents creatures into something small, you could use Turn to Frog which you can use to catch your opponents by surprise during the combat stage. Swapping both Ichthyomorphosis and Time of Ice for instants and sorceries would also synergize great with Murmuring Mystic to spam tokens.

You could replace Staff of the Mind Magus with Diamond Mare, which is admittedly a weaker life gain spell since it can't gain life off of your lands entering the battlefield, plus it's more susceptible to removal. However it is a cheaper CMC card and another creature to beat your opponents down with.

I think Niblis of Frost is better than Dragon Turtle at keeping your opponent's creatures tapped if you go with the previously mentioned replacements for Ichthyomorphosis and Time of Ice, plus with the Prowess ability, it can get pretty big with all of the instants and sorceries. And Sower of Temptation is a lower CMC version of Mind Flayer.

I also realized as I was looking back through my suggestions, that if you do end up going with all of them, then that would mean your deck would meet the deck requirements to add Gyruda, Doom of Depths as a companion, which would serve as a pretty good payoff for your mill cards!

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Hopefully this was helpful!

legendofa on $1 Casualty EDH. One US Dollar.

1 year ago

MagicSteve6 Thanks for checking them out! I don't have a developed list for higher budgets for this deck, but it can be broken down into expendable creatures with power 2 or greater (including tokens), controlling instants and sorceries, and creatures that enjoy lots of instants and sorceries. Any of these areas can be pumped as needed. Looking at specific cards for this deck, Moan of the Unhallowed can create up to eight tokens between casualty and flashback, and Talrand's Invocation can create a bunch of flying tokens. There are some options for better attackers, like Spellheart Chimera and Crackling Drake. And, of course, there are many options for the control spells, from Mana Leak to Drag to the Bottom to anything else. I hope this gives you some ideas, and helps you make it your own!

legendofa on Drake Support (Reworked)

1 year ago

For Sky Captain, the difference between "Whenever you create a Drake token, create another one" and "Whenever you create one or more Drake tokens, create another one" can be seen most directly with Talrand's Invocation. With the first wording, you would get a total of four Drakes, 2 (from Invocation) + 1 (first Sky Captain trigger, off first Drake) + 1 (second Captain trigger, off second Drake). With the second wording, you get a total of three Drakes, two from Invocation and one from the trigger.

Kukkakaali on Tuhmeliinit Cube

2 years ago

Version 2.5. No more oyster: - Jaya's Greeting + Young Pyromancer - Chandra's Pyreling + Risk Factor - Chandra's Spitfire + Heartfire Immolator - Spelleater Wolverine + Warlord's Fury

- Aven Eternal + Blink of an Eye - Giant Oyster + Talrand's Invocation - No Escape + Vapor Snag - Witching Well + Mistral Singer - Of One Mind + Peek

Version 2.6. Kaldheim and Strixhaven boosters: - Colossus Hammer + Access Tunnel - Camaraderie + Fall of the Impostor - Cliffhaven Kitesail + Hall of Oracles

- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement

- Parhelion Patrol + Glorious Protector - Oppressive Rays + Doomskar - Pouncing Lynx + Codespell Cleric - Inspiring Captain + Leonin Lightscribe

- Concentrate + Behold the Multiverse - Kasmina, Enigmatic Mentor + Saw It Coming

- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright  Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent

- Inordinate Rage + Infuriate - Heightened Reflexes + Claim the Firstborn - Furious Rise + Tormentor's Helm - Syr Carah, the Bold + Breakneck Berserker - Fire Servant + Rune of Speed

- Ranger's Guile + Snakeskin Veil - Reclaim the Wastes + Big Play - Scute Mob + Dragonsguard Elite - Loathsome Chimera + Regrowth

Ashmed on Talrand and His Minions of Flying Doom

5 years ago

Hi Pixi, the primary use of Quicken is just as cheap and easy card draw as I do not run many sorceries in the deck. Sometimes the opportunities come up and I usually use Quicken to cast Talrand's Invocation, Sleep or Acquire in an opponents end step.

Tyr_W on

6 years ago

I see you changed the deck already. Don't underestimate Ruric Thar, the Unbowed, it really hurts and can attack as well. To take out, I would suggest Talrand's Invocation.

O and I just thought of Basilisk Collar. Great fun.

BabyK on Narset (growing in competitiveness)

6 years ago

The first thing that I would suggest is cutting out the bounce lands. Not only do they put you a land behind, but they also put you a turn behind. That's something narset can't afford. It would be better to replace those lands with basics until you can grab the shocks.

Next, I would take out all equips and replace them with buffing enchantments like Indestructibility and Tricks of the Trade. Steel of the Godhead is also a wonderful include along with Volcanic Strength.

Replace manalith with Darksteel Ingot. Ideally, you don't want 3drop mana rocks, but darksteel is better than manalith until you can grab moxes.

I would replace the creatures with either stax pieces or spells that make tokens, just so you don't fizzle on a narset attack. Rhystic Study, Mystic Remora, Ghostly Prison, Smoke, Raise the Alarm, Talrand's Invocation. The last two aren't great, but they all provide a small amount of protection against attackers. Replace Minds Aglow with Mind Spring for a better effect.

Most of these suggestions are budget friendly, mildly competitive and will get you set in the right direction for less than $100 (with shocks added to the price)

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