Talisman of Progress
: Gain .
: Gain or . Talisman of progress deals 1 damage to you.
|Have (2)||metalmagic , PostContact|
|Want (6)||bond2578 , octagone , Tsal , adam1floyd3 , ButteryLLAMA , Zondraxor|
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|Commander / EDH||Legal|
Talisman of Progress occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
WU (Azorius): 1.62%
WUB (Esper): 0.86%
Talisman of Progress Discussion
4 days ago
Hey man -- I have a few suggestions. Feel free to ignore any/all of them, as you see fit.
The easiest way to improve the deck, as I see it, is to improve your artifact mana. Mana Crypt and Sol Ring are two of the best, so it's good you're already running them. However, Talisman of Dominance is almost strictly better than Dimir Signet and Talisman of Progress better than Azorius Signet, so I suggest upgrading. Same for Talisman of Hierarchy and Orzhov Signet. I've also never been a fan of three-mana rocks (like Chromatic Lantern), since they compete with your general and they are generally slower than alternatives. Arcane Signet seems better.
Freed from the Real and Pemmin's Aura allow you to untap your general in response to the activation and steal more than one creature at a time. Aphetto Alchemist is similar but also untaps rocks. If you want to go deep, Norritt.
Drawing cards is also at a premium in EDH. Things like Dig Through Time and Treasure Cruise work, as do more permanent effects like Phyrexian Arena. Mystic Remora is a widely unplayed card that is really good for this.
I think Lightning Greaves is worth serious consideration, and I think it is better than the Swiftfoot Boots in your MB. Being able to go turn two greaves into turn three general with haste plus whatever she steals with haste seems pretty good.
Hope this helps!
1 week ago
The main area that will improve this deck the most is your mana ramp. I'll try to keep my suggestions budget friendly and I can also help suggest some cuts if you'd like.
Talisman of Conviction, Talisman of Creativity, Talisman of Progress, Fellwar Stone, Pentad Prism (only cost rock that ramps 2 different colored mana in one turn), Worn Powerstone, Coalition Relic, and Basalt Monolith are all great mana rocks here. Crystal Vein and Generator Servant are great options too. I literally ran all of these plus what you already run.
Feel free to check out my list for ideas. It's extra turns Narset and it's pretty optimized. Upvotes on any of my decks are appreciated. Narset, American Beauty
1 week ago
What are the chances that the five allied-colored talismans (Talisman of Progress, Talisman of Unity, and so forth) will be reprinted in this set, with artwork and flavor text that makes them consistent with the enemy-colored talismans from Modern Horizons?
1 week ago
My recommendations :
I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.
MANA COST TOO HIGH
I would first add better ramp, better draw, potential Stax, tutors and then other win cons.
Verity Circle (good against dorks)
Plunge into Darkness (a good Impulse)
CONSULT COMBO Demonic Consultation
AD NAUSEAM COMBO Angel's Grace
Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose
Heliod Walking Ballista
Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander
Didn't look at landbase
1 month ago
My advice would be save up for upgrades that're slightly more expensive and just upgrade less often. I'll keep things reasonable, categorized in order of importance, and mostly in your budget but I'm stepping outside of it a bit for a few key upgrades.
Extra Turns/Combat - This area needs a lot more cards to be consistent with Narset and should currently be your priority. Fury of the Horde, Relentless Assault, Seize the Day, Temporal Trespass, Walk the Aeons, and Waves of Aggression.
Ramp: Work on dropping all your mana rocks that cost or more (unless it costs but adds like Worn Powerstone). Talisman of Progress, Fellwar Stone, Pentad Prism, Crystal Vein, Generator Servant, Basalt Monolith, and Coalition Relic are all good options I personally ran.
Pillow Fort: Smoke, Propaganda, and Ghostly Prison are all excellent options while the decks power lever is built up. You'll eventually drop these if you start to get some of the more expensive extra turn cards in here.
Feel free to check out my list for inspiration. It's not budget friendly as a whole but there's options there that're reasonable. Upvotes on any of my decks are appreciated. Narset, American Beauty
2 months ago
Hey dude, couple of recommends & questions, at 2 mana both Arcane Signet and Talisman of Progress are better than Azorius Signet, and also Frozen AEther is another Kismet effect, but blue so it has upsides if you keep on improving the deck.
How good has Thassa's Intervention been for you? I'm interested in trying it but it seems somewhat high mana for only a slightly good effect.
And how often does Castle Vantress get to activate?
2 months ago
Yo DanTheBear, have you ever consider using these cards?
- Aven Mimeomancer
- Celestial Gatekeeper
- Crookclaw Elder
- Commander Eesha
- Metallic Mimic
- Unsettled Mariner
- Dovin's Veto
- Vanquisher's Banner
- Herald's Horn
- Contagion Clasp
- Contagion Engine
- Sword of Truth and Justice
- Mystic Remora
- Rhystic Study
- Smothering Tithe
- Kindred Discovery
- Coastal Piracy
- Bident of Thassa
Aside from that direct straight upgrades for the rocks will definitely help Kangee out, as he is pretty mana hungry. So the fast acceleration rocks like Fellwar Stone, Talisman of Progress, Azorius Signet, Arcane Signet, and Coalition Relic really helps to bring him out faster with the feather counters. Hope that helps!
2 months ago
Your rock suite could use work. I've never found 3-mana rocks (i.e. Chromatic Lantern, Mana Geode, the cluestones) to be very good at all: a two mana rock on turn two means you can land your general turn three (assuming you make a land drop), but three mana rocks rarely speed you up by a whole turn. Consider running some of the following instead: Talisman of Progress, Talisman of Dominance, Azorius Signet, Dimir Signet, Orzhov Signet, Sky Diamond, Coldsteel Heart, Mind Stone, Thought Vessel... In general, I've found categorically replacing 3-mana rocks for 2-mana rocks is a good way to improve a deck.
I'm not a fan of the anthems route, since it means Skullclamp isn't a viable card-draw engine. That said, if you want to go after the anthems, I suggest Favorable Winds in addition to your other effects.
I don't know how many creatures you usually have out, but if you have 4+ pretty consistently you may want to run Slate of Ancestry. It's a highly underrated card in token-based decks. Also Distant Melody and Windfall. And Thirst for Knowledge/Thirst for Meaning.
Ponder and Preordain belong in any blue deck. One-drop cantrips that provide card selection don't look like much, and a lot of people write them off as not effective enough, but there's a reason these are both banned in modern and overplayed in legacy. I do think you should run Brainstorm, but if you do you should run at least two more fetches to make sure you don't get locked under the cards you put back.
One combo I think is pretty cool is Counterbalance + Sensei's Divining Top. Both these cards trigger your general, and you can flip top to recast it if you need to squeeze out extra triggers. Paired, they produce a pretty tough counter-wall for your opponents to fight through, which notably does not cost you cards.
Right. That's all I got.