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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 |
| Freeform | 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 Curiosity
Artifact
: Add .
: Add or . This deals 1 damage to you.
MadlyTexas on
The Amazing Spider-man
2 weeks ago
Some potential upgrades that aren't cripplingly expensive:
Ramp:
Commander's Sphere,
Rampant Growth,
Farseek,
Nature's Lore,
Three Visits,
Kodama's Reach,
Thirsting Roots,
Bushwhack,
Mind Stone,
Herald's Horn
,
Selesnya Signet,
Simic Signet,
Azorius Signet,
Talisman of Unity,
Talisman of Curiosity,
Talisman of Progress,
Patchwork Banner
Card Advantage: Harmonize, Elemental Bond, Revitalize, Healing Hands, Crystal Skull, Isu Spyglass
Removal: Swords to Plowshares, Beast Within, Return to Nature, Naturalize, Fumigate, Generous Gift
Cloudy2024 on
Succumb to the Titans
3 weeks ago
how do I mana ramp?. definitely run Talisman of Impulse or Talisman of Curiosity
CommanderNeyo on
That is not dead which can eternal lie
3 months ago
Since Arixthemes is 4 mana, I highly recommend 2-mana ramp spells - that way, you can play it on turn 3 instead of turn 2, starting your gameplan a whole turn early. Some I recommend are: Three Visits, Farseek, Nature's Lore, Rampant Growth, Sakura-Tribe Elder, and Into the North (if you decide to put a few snow lands in there). Some artifact ramp would include Arcane Signet, Sol Ring, Simic Signet, and Talisman of Curiosity.
There is also limited card draw in the deck, if someone finds an answer to your threats you could be in serious trouble. A fun with with such large creatures is Greater Good, since you can use it in response to removal to draw a boatload of cards (pun intended). Also works well with your commander, turning him into card draw once you no longer need the ramp.
Mortlocke on
Commander Sliver Deck
8 months ago
Okay Twinships, lets start with the most important thing you must know about Slivers - and repeat after me: "Slivers are a sometimes food.". While they are amazing, and the more show up the more ridiculous the boardstate - you don't need all of them. There are times when you absolutely need room for other things like interaction, engines, you know...an actual deck. First things first - Who is your commander? To designate a Commander for the list on TappedOut you need to tag the card with CMDR when editing your deck list. Depending on the Commander, choices and recommendations will vary.
As of now, your deck has no engines, interaction, or resiliency - all of which are needed as you seem to be suffering from the classic Sliver problem of poor table politics. So, lets start looking at some card recommendations:
- Lurking Predators: You need an engine, and this is as good as any. It also plays into table politics as it disincentivizes other decks from popping off at best, at worst it gets your opponents focusing on it instead of your creatures.
-
Intruder Alarm: You need an engine, this one in particular is one of the usual suspects for slivers that help close out games. When Heart Sliver (or any other haste enabler) and Manaweft Sliver (or any other dork) are on the field you can at worst play your whole hand, and at best play your whole deck and close the game on the same turn. Just make sure you only play this when you can effectively end the game as it is an effect that benefits your opponents as well.
-
Worldly Tutor: You need tutors.
- Sylvan Tutor: You need tutors.
- Demonic Tutor: You need tutors.
- Grim Tutor: You need tutors.
- Guardian Project: You need card draw.
- Dormant Sliver: This is an optional card draw suggestion as you need a reliable sac outlet to remove the Defender ability from your Sliver
- Counterspell: You need interaction.
- Mana Drain: You need interaction.
- Strix Serenade: You need interaction.
- Swan Song: You need interaction.
- Kindred Dominance: You need mass removal to slow down faster players.
- Blasphemous Act: You need mass removal to slow down faster players. This also combos very well with Spiteful Sliver as well.
- Cyclonic Rift: You need mass removal to slow down faster players and have answers.
- Consider the Talisman cycle: Talisman of Curiosity, Talisman of Dominance etc. You need more rocks and means of fixing your manabase.
- Kodama's Reach: The Sister to Cultivate - you need as many options as possible to fix your manabase in this deck as you are running all 5 colors. 5 Color decks tend to run slow and inefficient if you don't invest heavily in the manabase and/or in many different options for color fixing. On that same note, consider Skyshroud Claim as it is also very similar in nature as long as you have lands with multiple subtypes e.g. Stomping Ground
or Breeding Pool
which are both Forests but also are other land types. Also on that note - get shocklands. All of them. If you can also afford it get the Kahns of Tarkir/Onslaught/Zendikar Fetchlands as well. An okay cheaper substitute for the previously mentioned would be the Mirage Fetchlands - but they're an incomplete cycle. Sorry for the tangent here.
Now, these are just a start to some suggestions and ideas for your deck. But we can't get started until you designate your commander. Then we can start cutting to make room. Are there any pet cards or ideas you have? Please share.
doc_frank_18 on
Nah Dude
1 year ago
Otherworldly Gaze OUT ---- Heroic Intervention IN...... Conduit of Worlds OUT ----- Negate IN..... Crucible of Worlds OUT ----- Counterspell IN..... Decanter of Endless Water OUT ----- Thought Vessel IN..... Aesi, Tyrant of Gyre Strait OUT ----- Arcane Signet IN..... Ramunap Excavator OUT ----- Talisman of Curiosity IN..... Life from the Loam OUT ----- Fabricate IN!!!!..... Scapeshift OUT ----- Sway of Illusion IN!!!!.....
ThassaUpYo@ssa on
Kros
1 year ago
For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.
Here are some suggestions by color that you might want to consider adding to your mainboard:
:
Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.
:
Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.
:
Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.
I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).
For your land base, I'd work the following lands in to help with your color wheel:
Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath
Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion
Pathways Lands: Barkchannel Pathway Flip, Branchloft Pathway Flip, Hengegate Pathway Flip
Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden
Tri-Cycle Land: Spara's Headquarters
True Duals: Savannah, Tropical Island, Tundra
For mana rocks, I prefer the talismans over the signets:
Talisman of Curiosity, Talisman of Progress, Talisman of Unity
I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.
legendofa on Improve my Magus Lucea Kane …
1 year ago
Welcome to the club, euqinU
Building your deck on here will give everyone an in-depth view of where it is and what might help it grow. Simply saying you need more mana production is good, but there's not much we can do beyond listing the basic stuff that your friends have already probably mentioned: Rattleclaw Mystic, Talisman of Curiosity, Gruul Signet, and so on.
Is this for a 60-card format or a 100 card format? That basic land base is okay for a fast, aggressive 60 card deck, which would include formats like Standard or Pioneer, but is a little short for slower 60-card decks, and it's very low for 100-card formats like Commander, which tend to be in the 34-38 land range. I assume you're starting off pretty casual, but if you want a quick overview of some of the major formats, just ask.
tindolos on
Paradox Power - Upgrade
1 year ago
Initial Changes
Out
- Lunar Hatchling
- Frost Fair Lure Fish
- Karvanista, Loyal Lupari
- The Fugitive Doctor
- Jenny Flint
- Madame Vastra
- Graham O'Brien
- Bill Potts
- Start the TARDIS
- Flatline
- Truth or Consequences
- River Song
- Heaven Sent
- Psychic Paper
- Fugitive of the Judoon
- Become the Pilot
- Twice Upon a Time
- Thijarian Witness
- Dan Lewis
- Strax, Sontaran Nurse
- Confession Dial
- Ponder
- Preordain
- Talisman of Curiosity
- Talisman of Impulse
- Cursed Mirror
- Sonic Screwdriver
- Temple of Abandon
- Temple of Mystery
- Temple of Epiphany
- Gallifrey Council Chamber
- Temple of the False God
In
- Laelia, the Blade Reforged
- Caves of Chaos Adventurer
- Kami of Celebration
- Urabrask, Heretic Praetor
- Plargg and Nassari
- Etali, Primal Storm
- Jacob Hauken, Inspector Flip
- Durnan of the Yawning Portal
- Ignite the Future
- Valakut Exploration
- Chandra, Torch of Defiance
- Maelstrom Wanderer
- Ravenform
- Delayed Blast Fireball
- Tlincalli Hunter
- You Find Some Prisoners
- The Parting of the Ways
- Wild-Magic Sorcerer
- Faldorn, Dread Wolf Herald
- Nalfeshnee
- Kami of Whispered Hopes
- Incubation Druid
- Gyre Sage
- Three Visits
- Nature's Lore
- Rampant Growth
- Kodama's Reach
- Wooded Ridgeline
- Tangled Islet
- Highland Forest
- Hinterland Harbor
- Sulfur Falls







