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|Commander / EDH||Legal|
|Commander: Rule 0||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.
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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:
- Ghoulish Procession
- Jadar, Ghoulcaller of Nephalia
- Black Market Connections - Another pricey upgrade, but worth it in a deck like this.
- Curse of the Restless Dead
- Poppet Stitcher Flip
- Cryptic Pursuit
- Faerie Artisans - A pricey upgrade, but a personal favorite of mine for stealing Enter the Battlefield triggers
- Talrand, Sky Summoner
- Deekah, Fractal Theorist
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.
1 week ago
1 month ago
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.
1 month ago
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.
6 months ago
One, maybe it would be funny to call the list Hinata-Kun XD
Hullbreaker Horror: I have been really loving this card lately, it is expensive (CMC) but helps to keep control of the board
Drannith Magistrate: stop you oppnenets from casting their commanders
You could run Orbs with Urza and Opposition
Thassa, Deep-Dwelling: slow, but consistent
Spellseeker: search your X spells
Cyberdrive Awakener: if you want to win off your rocks and treasure tokens
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
win cons (Outside of combos)
Metallurgic Summonings: you make big tokens and gives recursion.
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
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.
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).