Talisman of Conviction

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Talisman of Conviction

Artifact

: Add .

: Add or . Talisman of Conviction deals 1 damage to you.

_AoxomoxoA_ on Veni, Vidi, Vici

1 week ago

10/24/24 Revisions

Why?

A bit of a fast follow-up here, I know. While I liked where the deck was at, I couldn't help but notice that it was still far too slow. Sure, when you get to turn 7 or so, the deck was able to start pumping out, but those first turns were grueling. Essentially having 0 ways to cheat for extra mana put me far behind any deck that is even slightly competitive. So, this change was hard to make, but definitely feeds the machine of progress through the entirety of the game. Reducing the CMC of the deck with the removal of certain high-cost low value cards will ensure a better early game while not damaging the late game potential too much. One of my favorite parts of this deck is how resistant it is to being board wiped, and I think this has improved that, instead of spending an entire turn to play a 6-cost card like Elspeth, only for her to be killed the next turn I can spend my turns playing more combo pieces and not have a large cost card that's dead in hand.

Captain of the Watch: 6 Mana to create 3 tokens, plus vigilance and +1/+1. Personally I think the card is pretty good, but in White it's very slow for a mid payout. In this deck +1/+1 and Vigilance isn't nearly the game changer it would be if it were in a deck that only cares about swinging

Colonel Autumn: While his Exploit ability is pretty good, especially with the amount of legendaries in this deck, it's still not good enough and it's another case of the actual damage done during my attack phase doesn't matter nearly as much as the triggers I get off the phase

Talisman of Conviction: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes

Talisman of Hierarchy: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes

Talisman of Indulgence: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes

Evolving Wilds: Not terrible, but there's better options. Takes 1 turn to be usable.

Myriad Landscape: You get to waste 2 turns AND spend 3 mana to get 2 tapped lands. Not ideal.

Intangible Virtue: Similar to Autumn and Captain of the Watch, at this point I care much less about the damage dealt by the tokens and more about their usability in triggers

Elspeth, Sun's Champion: 6 mana chonker for either 3 tokens, or 1/2 of an Austere Command. If she lives it's great, but she's a pretty big target for elimination. I like her, but once again, too slow and too risky to dump 6 mana into

Keeper of the Accord: I have 4 basic plains in the deck, and I almost never have less creatures than everyone else. If this card needs to come out, I have probably already lost the game and am far behind.

MacCready, Lamplight Mayor: This kind of hurts to remove. MacCready is super interesting in the deck and gets a good amount of damage to sneak through, but at the late game, most of my tokens are too big for his ability to use.

Commander Mustard: He provides WAYYY more value than Captain of the Watch in the form of trample and haste, as well as he costs 1 less than it, is a human soldier and his 2nd ability is very synergystic with the rest of the deck, even for 4 mana. Basically he provides two triggers of impact tremors when I swing out, giving my tokens more value

Priest of Forgotten Gods: This card is actually kind of busted. Forcing enemies to sacrifice creatures gets around indestructable, or big boys, pings their face for 2 damage, free mana, and card draw. All of this for a two cost card and sacrificing 2 creatures. Actually kind of insane to have all of these effects for 2 1/1 tokens.

Jeska's Will: Free mana is exactly what I was looking for. Against a deck that uses thought vessel, or reliquary tower, ad nauseum, ect... just any deck that draws cards easily (90% of decks especially with the One Ring still unbanned), this will work wonders for my X-cost cards, or just getting some of the bigger boys out.

Chrome Mox: Better Talisman IMO

Mox Amber: Almost all of my creatures are legendary, free money. Arcane Signet for 0 mana

Mox Diamond: 0 mana for any color I need every turn

Phyrexian Altar: Essentially just Ashnod's altar

Afterlife Insurance: Amazing protection against boardwipes, or punishing people for blocking me. 2 mana to recover all my tokens

Phyrexian Tower: Exactly what I was looking for, a way to generate more mana than just 1 colored.

Urza's Saga: No brainer, free colorless for 2 turns, then I get a Sol Ring, Mox, Mana Vault. Whatever fits my needs

Prosperous Partnership: 3 mana to generate 2 creature tokens and treasure tokens when I'm not ready to swing with my entire board. Also works well with vigilance!

Crow_Umbra on Allies Bring the Energy

2 months ago

As a new player, I loved the flavor of an adventuring party helping each other out. Lol nice! That's definitely the type of combos my play group used run back them. Ooo nice, best of luck figuring out the swap for Warleader's Call.

I saw your comment on the main feed regarding your mana base. I think generally speaking, your color fixing is good, especially since quite a few of your spells have a heavy single-color investment, or are multi-colored. Speed on mana is great once you can get it, but I think color fixing is the next best thing to focus on.

If you wanted to focus on manabase upgrades first, you're spot on with swapping out some tapped lands, and swapping with options like Clifftop Retreat or Spectator Seating, depending on your budget. A couple more two mana rocks like Talisman of Conviction or Izzet Signet could help too.

I like what you've got going on with your utility lands and the Proliferation tech.

Crow_Umbra on

2 months ago

You've got a pretty solid Isshin deck! Have you had a chance to play this list irl yet? I have a few suggestions, and just kind of "food for thought" comments from looking at your deck:

  • I'll admit, I'm a bit biased, and prefer not to use equipment that aren't Lightning Greaves variants or Skullclamp. On that note, I'd recommend maybe swapping out Diamond Pick-Axe & Sword of the Animist/Bitterthorn with a couple more 2 mana rocks like Talisman of Conviction & others in-color. Pacing wise, I found Sword of the Animist to be kinda slow for Isshin, since it's 4 total mana to cast & equip to a creature. The 2 mana rocks could even swap out with Wayfarer's Bauble and/or Commander's Sphere.

  • Related, but Skullclamp is gas for draw in a deck like this that makes lots of 1/1 tokens. Highly recommend it.

  • Phlage is a great card, but do you think you'd ever cast it for its Escape cost? I pulled a copy, but haven't put it in Isshin yet, mostly because in games where I could play the Escape cost, I'm already far enough behind that it might not help me much.

  • Rottenmouth Viper is an enticing pick that I've definitely gone back and forth on, but have mostly left in consideration for now. It kinda feels like a slower Torment of Hailfire with extra steps, & needs some steep board investment if you cast it for its reduced cost.

  • If you keep a lot of your big beaters, Dragonhawk, Fate's Tempest could be worth looking at. On its own, it's at least a 5/5 flyer that can smack faces, but has that additional impulse draw & group slug stapled to it.

  • I'd highly recommend adding Clever Concealment, Scapegoat, or Fanatical Devotion as additional means of protecting your board, or at least key pieces of it. Isshin is heavily board invested, so protection goes a long way.

Those are just some of my initial thoughts. I'm down to talk shop if you're up for it. Best of luck with your deck; Isshin is a blast

Gbickel on Aurelia, the Warleader

4 months ago

Auerlia is one of my favorite commanders. So glad that you are building her. Boros has historically been terrible with ramp and draw, but there's a lot of things you can to now to shore up those problems in these colors.

I'm not sure your budget, but here are some of my recommendation. Ramp: Fellwar Stone, Oketra's Monument, Pearl Medallion or Ruby Medallion, Talisman of Conviction, Land Tax, $Smothering Tithe, and Curse of Opulence. Curse of Opulence is such a fun card to get gold token and insentivize your opponents to attack someone else.

Draw: Aurelia, the Law Above, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Mask of Memory, Faithless Looting. I love running Palantir of Orthanc. Its fun messing with opponents to get the draw or hitting them for lots of damage. I enjoy running wheel cards, but the Aurelia I play is a reanimator deck. So I have no problems with my creatures in the graveyard.

But a big weakness I see is spot removal. You do have boardwipes. They are okay, but sometimes you need to remove one problem permanent instead of resetting the board. I would encourage adding removal for different types of permanents. This is something that Boros excels in.

EquivocalVision on Barren Glory RWB - EDH

7 months ago

First of all, this deck looks super fun! I love a good Mardu strategy!

How has your mana curve been treating you? I run the original duals and every possible best dual land, but even after that I recently increased my mana rocks to include the talismans just to ensure I can mana fix earlier.

Have you considered including: Talisman of Conviction Talisman of Hierarchy Talisman of Indulgence

If there isn't room in the deck, that's totally legit. I get it. I've got a lot going on in mine as well. Just thought I'd leave the suggestion, but otherwise good job man! This deck again looks really fun to play!

Crow_Umbra on Battle Buddies

8 months ago

Hi there, I saw your comment on the feed and thought I'd offer some suggestions on potential cuts. Some thoughts from looking over your deck:

  • First off, I think it's great that you have something like Insurrection as a top end finisher. Having played against some goad decks in my play groups ( mostly Kardur, Doomscourge), they can have trouble closing out games.

  • Your 4 drop slot seems pretty crowded and I think where you could focus some of your cuts. I think some of the cuts can eventually get turned into a couple more 2cmc rocks to help you ramp. If anything, you could probably swap 2-3 of your land slots for a couple more rocks like Talisman of Conviction, Boros Signet, Mind Stone, and maybe Cursed Mirror to copy a valuable creature.

  • Speaking of lands, I think if you stay heavy on the Enchantments, it'd be worth it to run Hall of Heliod's Generosity and maybe a few other utility lands like War Room, Minas Tirith, Scavenger Grounds, and Volatile Fault. Land destruction beyond Generous Gift/Beast Within isn't super common in most play groups. You could probably swap a few of your basics for some of these.

  • Goblin Diplomats might be more trouble than its worth, since your opponents can still attack you. This could maybe get swapped with Grenzo, Havoc Raiser

  • I think Fumiko can be a potential cut, mostly because she forces your opponents to attack, but not necessarily to attack each other like Goad might.

  • Firemane Commando as a removal option seems kinda clunky. You could maybe swap her for something like Soul Partition, which can be a protective effect or removal.

  • Mangara might be a potential cut, but I think this is more of a meta dependent call. I played him in a really early iteration of my Isshin deck, and oftentimes my opponents would remove him or play around his abilities by sending their 1 biggest and/or most evasive creature at me.

  • You can maybe swap Agitator Ant with Nils, Discipline Enforcer, since you have control over the counter distribution, and he also punishes the utilization of any counters on your opponents' creatures.

  • Assemble the Legion could be a potential cut, as it seems kinda slow for the payoff.

If you're interested, I theory-crafted a Nelly Borca deck that is trying to do what you want to do with this deck. I doubt I'll ever put it together, but it could be helpful to compare notes with. We definitely have some core similarities, but I think I lean a bit more into aggro elements for the deck to fall back to as a finisher, or if the Goad options aren't online. Check out The Slander Commander if you'd like.

Crow_Umbra on Director Isshin's Cut

8 months ago

So in taking another look at your deck, and the upgrades mentioned:

  • I'd swap Agrus Kos for Nelly Borca, especially if you're trying to get more draw in the deck. I've tried her a bit, especially after seeing her in different gameplay videos around YouTube. She can be pretty impactful. This Spike Feeders video was one of the ones that I thought show-cased her best. Agrus needs Haste to potentially remove a creature the same turn he drops, whereas Nelly can at least sit there & people can start swinging at each other to draw.

  • I think you could swap out Moraug for either Breena, Firemane Commando, or Skyhunter Strike Force (in that order, prioritizing draw). I think that since you only have a handful of means of playing multiple lands in 1 turn (Fabled Passage & co), Moraug might not be as good here without the Green land shenanigans. With all the other extra combat effects you have, I think you can afford to leave Moraug out & put a little more value in your 3-4 cmc range.

  • Personally, I've moved on from some of the pillow effects like Revenge of Ravens & Kazuul, mostly because they weren't big deterrents in my meta. I prefer more proactive effects, or ones that "reward" opponents to attack each other, rather than more openly discourage attacking me. These could be meta-dependent swaps. If you swap out either of these, it could be another landing spot for some of the draw effects mentioned in your upgrade.

  • Although it's not one of your mentioned upgrades, I'd recommend swapping Shiny Impetus with a 2cmc rock like Talisman of Conviction, or any of the others in Mardu colors. I played it in early versions of my Isshin deck, & it felt bad to have a ramp source removed when the creature enchanted by Impetus eventually ate removal.

  • If you want to run Hanweir Battlements & Garrison, I'd recommend swapping 1 Basic land & Phyrexian Dragon Engine. Hanweir Garrison is a generally better fit than Dragon Engine, & the meld requirement for Mishra is a bit trickier than the one for the Hanweir duo. Mostly suggesting this because Isshin doesn't do much with the graveyard, so Discard based draw is kinda awkward.

Just my quick thoughts, hope they're to your liking. My primary meta leans more aggro, so some of the recent changes I've made are pretty similar to the changes you're contemplating, in terms of the draw effects you're looking to incorporate. My meta likes drawing from stuff like Breena, & isn't bothered too much by Goad effects. I think those kind of effects that reward attacking around, rather than just discouraging attacks at you can be a bit more fun for everyone. People like carrots more than sticks lol

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