Talisman of Creativity

Talisman of Creativity


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Talisman of Creativity Discussion

Lord_Grimm on Mizzix

2 weeks ago

OK! Now we are getting focused!! Last thoughts are as follows: Prismatic Lens to either Talisman of Creativity or Coldsteel Heart - same cost but better color versatility Fiery Emancipation - does not benefit from the experience counter discounts, really only boosts your 6 direct damage spells (not including creatures). Was thinking something different like Kozilek, Butcher of Truth in that slot. Since you will be drawing a ton of cards, any mill strategy will only speed up your demise. Having Kozi as a beater that insulates you from getting decked might be solid tech. Solemn Simulacrum - I know, this card was an auto-include staple forever, but in 2 color it feels too slow. No way to really return it or abuse it, and a 2/2 for 4, when you really want to cast your CMDR at 4 feels off tempo and slow. Maybe consider adding whichever rock you didn't choose before when swapping Lens. Now lands... Arch of Orazca is obviously good. My concern is that since you aren't playing a whole lot of permanents getting to 10 to use the draw ability will be arduous and mostly rely on lands to get there. Also, running 18 basics is a healthy number. However, can trim that a bit (I run between 9-12 basics on average, depending on the deck). Adding Karn's Bastion, Castle Vantress, Riverglide Pathway  Flip and even Temple of Epiphany would help smooth out utility and color fixing and keep basics accessible.

Last_Laugh on NaRsEt TuRnTaKeR

3 weeks ago

Narset wants LOTS of ramp. Stick to 2 drop or less though (3 if it adds more than 1 mana). Azorius Signet, Boros Signet, Izzet Signet, Talisman of Progress, Talisman of Conviction, Talisman of Creativity, Pentad Prism, Coalition Relic, Worn Powerstone, Basalt Monolith, and Crystal Vein.

A few pillowfort cards will go a long way also. Smoke is amazing here.

Feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Narset, American Beauty

Peoyogon on My First Deck

3 months ago

I saw your update and I think your list looks much more streamlined!

Let me try to go over why mana rocks tend to be super important in Commander. Mana Rocks are a term folks use to talk about artifacts that produce mana on their own. They are usually considered a form of 'Ramp' which just means that they are cards that help you make more mana than you would normally have if you only played one land a turn. Ramp is named after the card Rampant Growth which is a fantastic card since it allows you to get an entire extra land out. At any rate, the idea for ramp is that, by investing in some cards early on, you will gain access to more mana in later turns than you would if you were only playing one land a turn. So for example, if you play Commander's Sphere on turn 3, next turn you would theoretically have 5 mana to use on turn 4 (if you played a land), 6 mana on turn 5, 7 mana on turn 6, etc. Though it seems kind of bad spending mana on a card that doesn't do anything right away, that Commander Sphere will give you value throughout the whole game (or until it gets removed). That being said, not all ramp is considered equal. You are right on about Sol Ring being much better than Commander's Sphere. Ideally, you want the most mana per cost that you can find; Sol Ring is so good because it essentially pays for itself plus some! Finding mana rocks as good as Sol Ring is difficult and expensive (things like Mana Vault, for example) so players are always on the hunt for the next most efficient ramp pieces.

Each color is also not equal in its access to ramp. Green has a ton of cards that allow it to just grab extra lands but most other colors have a much harder time. Mana rocks are really nice for Red and Blue especially since they really have a hard time finding meaningful ramp in their colors.

Ramp is also especially good if you can chain them together. Playing Sol Ring on your first turn and then using Ring's mana to also cast Talisman of Creativity is a huge advantage. After playing a land on your second turn, you would have 5 mana to spend; that means on turn 2, you are now able to cast cards you normally would have had to wait until your 5th turn to start playing!

Hopefully some of that makes sense! Feel free to let us know if you have any questions about it to!

Focus_Jim on My First Deck

3 months ago

First off, I wanted to say welcome to magic! As a new player, I know budget may be a concern so I’ll keep any suggestions under $3 (even lower if able) a card. Before I add some suggestions, I want to say I like the unique commander choice. Now onto the suggestions.

The first general thing I would say is you may want to accelerate the speed of your deck. In general, cards that produce mana are crucial to allow the player to cast spells. I see that you added a few of these cards such Fire Diamond. I would suggest adding some more of these cards so you have around 10 in the deck. A few suggestions are the following: Sol Ring, Talisman of Creativity, Fellwar Stone, Mind Stone, Commander's Sphere. Cards like these allow you to play your big splashy spells more often ;).

My last suggestion would be to ask yourself, what do you want your deck to do? I noticed there are two sub themes of the deck of drawing effects and take opponents stuff effects. While not a bad thing, focusing on one theme may help.

That was a lot so I’m not going to ramble more but if you need help with taking specific cards out for the mana producers or want me to clarify more, please let me know! Enjoy the game and welcome!

Mortlocke on The Queen's Egg

3 months ago

Hi Tobuts,

Listing your budget range would help me make more precise recommendations, but I like going on tangents sometimes so i'll give some suggestions and thoughts on some cards.

  • Bond Lands. They aren't typed, but they don't come into play tapped if you are playing in a group. Best of all, this cycle has been long complete and has been recently reprinted, so the costs are nice and cheap.
  • Battle Lands from Zendikar are always going to come into play tapped due to this deck not using basics. But at least the lands are typed. Unfortunately, this cycle only has Allied colors.
  • Bicycle Lands from Amokhet are always going to ETB tapped - but you have the added functionality of cycling. So...yay?
  • Tricycle Lands from Ikoria. These are basically the better Bicycle lands lol. They do everything the bicycles do, but better. But alas, this cycle is not complete - and only has Wedge color combinations.

That's it for my suggestions, what do you think? Do you plan on constructing your own Sliver deck using my suggestions?

Last_Laugh on Scourge of the Seas

5 months ago

Metallic Mimic will allow you to immediately protect your creatures and abuse any etb/death trigger on everyone's turn with a sac outlet instead of once per round.

Chaos Warp deserves a spot also. It's 1 of only 2 reasonable answers to problematic enchantments in Grixis... don't let enchantments like Solemnity or Rest in Peace wreck your day.

Talisman of Indulgence , Talisman of Creativity , and Talisman of Dominance all deserve spots as well. Getting Marchesa out on t3 is a big difference maker.

Feel free to check out my list for ideas. It's not tribal but it's very optimized for etb/death trigger abuse at this point. Upvotes on any of my decks are appreciated. Got 99 Upvotes And A Bitch Ain't One - Marchesa

VeryUnqualifiedDeckbuilder_ on A Thousand Vials

6 months ago

Some non competetive rocks to consider: Dimir Signet , Rakdos Signet , Izzet Signet , Talisman of Dominance , Talisman of Indulgence , Talisman of Creativity

Extremely good rocks (some players might get salty about these): Mana Crypt , Mana Vault (requires some synergy), Mox Opal , Mox Amber , Chrome Mox , Mox Diamond

Also, Chromatic Orrery and Skyclave Relic are two fun rocks that I enjoy, although they aren't for every deck and have pretty high cmc.

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