Talisman of Curiosity

Talisman of Curiosity


: Gain .

: Gain or . Talisman of Curiosity deals 1 damage to you.

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Set Rarity
Modern Horizons (MH1) Uncommon

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Format Legality
Modern Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
Penny Dreadful Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Talisman of Curiosity Discussion

smilodex on Ladee Danger's Ezuri | Extra Turns #04

1 month ago

Yes cool to see an Ezuri in action! I also like the Elf subtheme, but why no Priest of Titania instead of Maraleaf Pixie (or Immaculate Magistrate)?? This deck needs more turn 2 ramp. If you play a 4 mana commander, you don't want to ramp for 3 mana you want to ramp on turn 2, because after that you can play your captain on turn 3. Farseek, Rampant Growth, Nature's Lore, Simic Signet & Talisman of Curiosity. Another card which I love in my Ezuri is Mystic Snake, because the Snake triggers Ezuri and to counter something important is always good.

Tylord2894 on The Deck that Death Forgot

2 months ago

Ok, let's start with ramp. I think running 33 lands is good, but you need plenty of early ramp, luckily, there are lots of why to ramp in .

All told, that's 10-11 cards of pure value, most of which are less than a dollar. Next is card draw. Blue and Black have some fantastic card draw. While I prefer cantrip because they are better for finding combos, the door is wide open. I'll list some go-tos below from cheapest to more expensive.

Now, let's talk about interaction and removal.

I'm not going to talk about the mana base for now. This is where the bill will quickly add up. I'd be more than happen to talk about it, though. Solid mana bases for EDH are a passion of mine. Once you buy the pieces for a good mana base in a color combo, you don't really need to do it again (unless you play a lot of these colors).

I that's a lot, but I hope it helps!!

EldraziOfRavnica on PAKO SMASH, (with haldan for support)

2 months ago

I'm just saying that your deck has an abundance of creature based ramp, and while you do have some artifact and sorcery ramp, there doesn't seem to be a downside to swapping some of the dorks for the Talisman cycle(Talisman of Impulse, Talisman of Curiosity, Talisman of Creativity), Nature's Lore, Skyshroud Claim, Wild Growth, and other fast ramp cards that aren't creatures.

GregariousG on Kalamax EDH

2 months ago



Your average converted mana cost is low enough to go to 33 or 34 if you had mana dorks.


    Rashmi, Eternities Crafter: Rashmi is incremental advantage. You and both know that you are going to play cards on other people’s turns, so why not get free stuff for doing so? Wavebreak Hippocamp does the same thing if you want more of this effect.
    Spellseeker: Spellseeker grabs most of the instants and sorceries in your deck and more food for Prime Speaker
    Thing in the Ice  Flip: I noticed that you don’t have ways to protect yourself. If played earlier, you can flip Thing in the Ice and reset that battlefield. It was dumb in other formats, it’s dumb in EDH as well.

Instants and Sorceries

    Swan Song: Another good counter spell, but you have that covered pretty well. Once again, no one cares about one 2/2 bird….no one…
    Nature's Lore: This is only and grabs any forest onto the battlefield. Most of the time, you are going to tutor for Forest, so why not grab Breeding Pool instead?



    Raging Ravine: Ok, it has your colors. Are you ever going to activate this man-land? Also, it comes in tapped. Gross….
    Arch of Orazca: I think Arch is better in decks that lack access to card draw. You’re in . Drawing cards, most of the time, is not going to be a problem for you.
    Frilled Mystic and Mystic Snake: I’ve fallen for this trap too. I don’t want to pay for a counterspell on a weak 2/2 body. Compare these two cards to other mana spells like Cryptic Command. This cards counters, protects, and draws cards. I prefer utility creatures with more flexibility.

The_Fallen_Duke on Apex of Nature

2 months ago

I think the biggest challenge you are facing is the mana base, as pretty much all of your lands enter the battlefield tapped. Even if the teck is build to have fun in casual games by playing big fancy spells, you will end up being always a turn behind the rest of the table. Sure, there is some ramp with Grow from the Ashes, Sylvan Scrying and Migration Path, but I am not sure it is enough to make up for all the ETBT lands.

Good lands are expensive though, so if you want to keep the budget in check I would suggest to try to get a couple of "painlands" (e.g. Yavimaya Coast, Karplusan Forest), which are versatile and not as expensive as for instance the shocklands, also I would consider playing more basic lands. If you have more basic lands in the deck, maybe also a couple of "checklands" (e.g. Sunpetal Grove) could become viable.

Taking out a couple of creatures to get some cheap rocks producing coloured mana (e.g. Simic Signet, Golgari Signet, Talisman of Curiosity, etc.) I believe could be helpful to cast your big powerful guys not too late in the game.

Tylord2894 on Sultai Ground Seal graveyard

3 months ago

The Emergent Ultimatum pile is Thassa's Oracle, Demonic Consultation, and Tainted Pact. It's a little convoluted, but if you don't get to keep your Oracle, you use the Pact to find Oracle (which you probably won't), and then you cast it. You then cast Consultation to exile your library and win. The Oracle and Consultation combo is a common high-power wincon. Alternatively, you can find Shared Summons, Tooth and Nail, and Nyxbloom Ancient. You probably won't get to keep your Tooth and Nail, so you cast Summons to find two creatures that will create infinite mana (usually Deadeye Navigator and Peregrine Drake). The Ancient helps make sure you have the mana available to cast both of the creatures. Then, you just win through Tasigur.

Enough about my deck though. There are a couple things that stuck out to me in what you said. Firstly, there are always cards that you want to get rid of. A better way to think about Tasigur's ability is that he gives you back the worst card in your graveyard (except for lands). You can use delve spells to get rid of the card that you don't want/don't need to win. This improves the quality of the cards that you get from Tasigur. Most of the time, you're going to be spending four mana to get a card, so you want that card to be worth the mana. Secondly, once you have infinite mana, you don't need a wincon other than Tasigur. In my experience, explaining your wincon in as few words as possible greatly helps you. "Active Tasigur until I have put every card from my deck into my graveyard and then into my hand. Cast X and win. Game?"

Lastly, I have a couple of generalized suggestions. First, Frantic Search is a great card, especially here. Tasigur can use a lot of mana. A great place to start is with signets (like Golgari Signet) and talismans (like Talisman of Curiosity).

Hope this helps!

Tylord2894 on Clone Edh Help

3 months ago


Before I start helping with the main portion of the deck, I want to start with the base of the deck. I know that this is not the most exciting part of your deck, but a well-built base will help you to have a lot more fun with the deck.

To start, the average CMC of the deck is a little over 4. This is fairly high which means you need a decent amount of ramp to effectively play. A great place to start is with signets and talismans. I greatly prefer these over most three-mana mana rocks because they come down fast and help you just as much. Since you're in three colors, you have three of each.

Now for ramp spells, I only see two, Kodama's Reach and Tempt with Discovery. Tempt is usually not a good card, unless you can really take advantage of it. In most playgroups, people won't take the offer because it puts you way ahead. This means that you spent four mana to get one land. Cards like Wood Elves and Migration Path will help you more reliably get lands onto the field.

Lastly, I want to talk about card draw and card advantage. More so than in other formats, card draw and advantage are super important to a well-running deck. While your commander gives you pretty good card draw, she will be a target, and you can't rely on always having her out. I recommend running several cantrips like Ponder, Preordain, and Frantic Search. They don't seem like much, but they are a massive help. In the early game, they can ensure that you have cards to play. In the mid to late game, they can help you dig for the cards you need. I also recommend a couple of sources of card draw that stay on the field and continue to help you (like Rhystic Study) or scale with the game. Things like Necropotence and Pull from Tomorrow.

I hope this helps. I'd love to help you on the main part of your deck too, but let's start with the basics. If you have any questions, just ask!!

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