Talrand, Sky Summoner
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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal

Talrand, Sky Summoner

Legendary Creature — Merfolk Wizard

Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.

Crow-Umbra on Anhelo, Devil of the Fine Arts

5 days ago

That's kind of an interesting pick for a swap martinant365. I think Marchesa, the Black Rose is cool and am considering her as a potential deck transition for Anhelo, but I don't think she fits all that well in the 99 for Anhelo.

Marchesa wants to play more aggressively, and swing with creatures each combat. Anhelo tends to lean more spellslinger, and utilizes a smaller creature base and token producers to create fodder for Casualty 2.

I noticed your deck is missing some token creators that can be really helpful for an Anhelo deck. Some helpful ones are:

I would also generally recommend swapping some of your sorcery speed removal and interaction for more instant speed stuff. Instant speed removal combined with consistent token generation can help you remove multiple permanents per removal spell, which is really what Anhelo's specialty is.

dragonstryke58 on Isochron & Twinning Staff

1 month ago

@Sora825

Isochron Scepter will trigger Guttersnipe and Talrand, Sky Summoner. Isochron Scepter casts the copied card from exile. Guttersnipe and Talrand, Sky Summoner will only trigger when an instant or sorcery is cast.

Sora825 on Isochron & Twinning Staff

1 month ago

So does this mean that Isochron Scepter also would not trigger Guttersnipe or Talrand, Sky Summoner?

9-lives on HELL MILL

5 months ago

I would say that you could cipher a card onto Slither Blade, to make it doubly useful, but I can't seem to find anything that is as good as Sword of Body and Mind. What would you like to use to defend yourself with? Generating tokens are prohibitive considering that Dimir only has a few options, like Murmuring Mystic, Talrand, Sky Summoner, or Whispering Wizard which are expensive MV wise.

DawnsRayofLight on Target Acquired

6 months ago

One, maybe it would be funny to call the list Hinata-Kun XD

Control

Render Silent, Counterflux, Disallow for a bit more counter magic

Hullbreaker Horror: I have been really loving this card lately, it is expensive (CMC) but helps to keep control of the board

Opposition: works with Willbreaker and other cards I will suggest

Reality Shift, Fateful Absence, Generous Gift : spot removal

Malevolent Hermit  Flip: counterspell and protection

Teferi, Time Raveler, Teferi, Mage of Zhalfir, and Grand Abolisher protect your shennaigans

Drannith Magistrate: stop you oppnenets from casting their commanders

You could run Orbs with Urza and Opposition

Baral's Expertise

Supreme Verdict, Winds of Abandon, Wrath of God: Wipes

Blinkers

Brago, King Eternal

Deadeye Navigator

Eldrazi Displacer

Thassa, Deep-Dwelling: slow, but consistent

Blink Targets

Skyclave Apparition

Venser, Shaper Savant

Dockside Extortionist

Spellseeker: search your X spells

Cyberdrive Awakener: if you want to win off your rocks and treasure tokens

Draw

Whirlwind of Thought

Esper Sentinel

Sea Gate Restoration  Flip: may as well if you're playing blue

Shorikai, Genesis Engine: fun card, can be a win con between being an 8/8 beater and some combos involving Intruder Alarm

X spells

Distorting Wake

Mass Manipulation

Disorder in the Court: this can help for draw, protection, and "Blinking"

Smoke Spirits' Aid: I don't know if it fits, but could be spicy

Comet Storm

Call the Coppercoats

Combos

Deadeye Navigator/Eldrazi Displacer + Peregrine Drake = Infinite mana

Elsha, the Infinite/The Reality Chip + Sensei's Divining Top + Thassa's Oracle/AetherFlux

Hullbreaker Horror + Mana Crypt, Sol Ring, Mana Vault: Infinite bounce only need 2 rocks

Dockside Extortionist + Deadeye Navigator: can generate infinite mana

Grand Architect + Pili-Pala: Infinite color mana, only need a Blue to initiate, I would have at least 2 infinite mana combos with all the X spells

Synod Artificer (I wish Hinata worked for abilities + Swift Reconfiguration + Gilded Lotus = infinite mana

win cons (Outside of combos)

Metallurgic Summonings: you make big tokens and gives recursion.

Guttersnipe: ouch

Monastery Mentor: tokens

Shark Typhoon: tokens

Jin-Gitaxias, Progress Tyrant is made for this list

Urza, Lord High Artificer: can make use of a lot of artifact tokens that can be created in this list and can be an outlet for infinite mana to cast your deck

Elesh Norn, Grand Cenobite: probably good if you run a lot of token producing cards like Saheeli, Sublime Artificer, Monastery Mentor, Shark Typhoon, Metallurgic Summonings, Manaform Hellkite, Talrand, Sky Summoner, Kykar, Wind's Fury

Other

Primal Amulet  Flip

Kykar, Wind's Fury

plakjekaas on Who are the Commanders you …

6 months ago

TypicalTimmy it's a different axis of interaction. Would you say that a deck with 12 boardwipes would be fun to play against? How about Talrand, Sky Summoner with 25 counterspells? Or maybe Tergrid, God of Fright  Flip who will take your hand and your board away from you and under their control. Overdoing anything will make a game boring, especially if you focus on deconstructing other people's game plans.

The first commander deck I played, had the critical mistake of focusing way too much on the commander. Noyan Dar, Roil Shaper had a lot of carddraw and interaction, but I needed the awakened lands to make a board presence and not die. After three fun games, my commander got removed or countered immediately for the first 3 times I brought him out. Sitting there, in need of paying 13 mana for your commander, and then more for it to actually do something, while the rest of the table is doing the 20+ mana silly stuff, and you're trying to join in and get bullied on your biggest weakness every time...

That's how stax players are made I guess, finding the weak spots of the strategies others enjoy, and preemptively punish them for trying. I personally find it hilarious when someone's Dockside Extortionist is about to make 13 treasures, and I can Chord of Calling for Collector Ouphe before the Etb resolves. You don't need many counterspells when you have a Rule of Law, you don't need a Wrath of God when Ensnaring Bridge keeps your health total safe.

I understand when you call yourself Typical Timmy it's going to be hard to see the fun in your wins being disabled by freaking 2-3 mana artifacts and enchantments, but if you're usually losing to 60 mana, 20 spells cast Storm turns in EDH, a Rule of Law, Winter Orb and a Stony Silence are a breath of fresh air to try and give yourself time to do other cool stuff that lies in the possibilities of magic cards. I still want to make a deck that wins with Stern Judge+Urborg, Tomb of Yawgmoth that would be an excellent wincon for that sort of playstyle. It probably wouldn't work in just a ramp deck.

Personally, even if I'm building a stax deck, I try to leave the lands alone, and only play hate for acceleration (mana rocks, treasures, mana dorks, etc) because I know the helpless feeling of playing a game of "not playing the game" all too well. Still, if your plan is to win with combat damage, make sure you can do it through Meekstone+Blind Obedience, or be challenged to win in unconventional ways (which for me, the stax player, is really interesting to see the creativity of what happens when they do).

That's where I think the fun in stax is. It might take a broken player to start, but your opponents WILL notice you on their way to victory. Of course, your mileage may vary.

VensersJournalist on Who are the Commanders you …

6 months ago

I’m always excited to play against the political shenanigans of a Phelddagrif or Zedruu the Greathearted deck. But honestly, any EDH game is fun to me if the decks at the table have unique twists to them or are built around less obvious combos/mechanics (like a zombie deck that’s not loaded with reanimation spells or a deck focused on turning enchantments into creatures).

As far as commanders I actively dislike: those are few and far between but I do get annoyed with Negan, The Cold-Blooded or Talrand, Sky Summoner builds that are just 60 counterspells and some lands.

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