I've wanted to do a mono blue EDH deck for a while but didn't want the typical build/general. When Talrand, Sky Summoner was spoiled I thought it was the perfect opportunity to explore mono blue. Card draw and disruption are the main theme, while benefiting from the free fliers Talrand provides.
Since draw is a theme I added a couple of possible bombs in Psychosis Crawler and Soramaro, First to Dream. If the game goes long I could use Blue Sun's Zenith or Braingeyser to effectively end the game. Anywho, here's the list.
General:
Talrand, Sky Summoner
Other dudes:
Adaptive Automaton (lord)
Grand Architect (lord)
Snapcaster Mage (flashback)
Stormtide Leviathan (well, my guys can attack, how about yours?)
Echo Mage (copy copy copy)
Soramaro, First to Dream (hand should be pretty full)
Psychosis Crawler (dito)
Consecrated Sphinx (draw)
Archaeomancer (reclaim some ammunition)
Talrand's Invocation (3 2/2 fliers for 4 mana? sure)
Boost/Ramp:
Caged Sun
Gauntlet of Power
Coat of Arms (only going to lay this down for a final attack)
Favorable Winds
Sol Ring
High Tide
Protection for Talrand:
Darksteel Plate
Neurok Stealthsuit
Lightning Greaves
Utility:
Isochron Scepter
Call to Mind
Fabricate
Mystical Tutor
Walk the Aeons
Time Warp
Spellweaver Volute
Bosium Strip
Spellbook
Deck tags are awesome. I think you may have one to many lands or something. Did I number wrong?
Anyway, I've made the deck, in a similar budgety fashion. It's a lot of fun and a faster way of playing non-combo blue. I've found that if I can just protect Talrand with a couple of counterspells he by himself and a couple of instants and sorceries are more then enough to close out games. That being said I do not disagree on your choice of lords, just wanna state that the mana doublers and Favorable Winds are probably more then enough power up for your drakes.
Now suggestions:
1. Instead of, or in addition to Inundate, I suggest Wash Out. Cheap 4 mana sorcery that hits all non-land permanents of a chosen color. Though it seems creatures are super relevant in your meta given the high number of creature-only counterspells.
2. I've personally had problems with Turn Aside, and would recommend Dispel in it's place. It'll usually hit the same kind of things and can hit a few other things as well.
3. You seem to lack non-creature permanent bounce,with the exception of Capsize I would recommend Echoing Truth. It hits non-lands and can wipe token armies, all for 2 mana at instant speed.
4. Peel from Reality is pretty cool, and can reset your ETBs or save your general all of which seems pretty useful. Also hits an opponent's dude which is a nice bonus!
5. Redirect is hilarious and a great way to turn the tables on your opponents.
Since draw is a theme I added a couple of possible bombs in Psychosis Crawler and Soramaro, First to Dream. If the game goes long I could use Blue Sun's Zenith or Braingeyser to effectively end the game. Anywho, here's the list.
General:
Talrand, Sky Summoner
Other dudes:
Adaptive Automaton (lord)
Grand Architect (lord)
Snapcaster Mage (flashback)
Stormtide Leviathan (well, my guys can attack, how about yours?)
Echo Mage (copy copy copy)
Soramaro, First to Dream (hand should be pretty full)
Psychosis Crawler (dito)
Consecrated Sphinx (draw)
Archaeomancer (reclaim some ammunition)
Talrand's Invocation (3 2/2 fliers for 4 mana? sure)
Boost/Ramp:
Caged Sun
Gauntlet of Power
Coat of Arms (only going to lay this down for a final attack)
Favorable Winds
Sol Ring
High Tide
Protection for Talrand:
Darksteel Plate
Neurok Stealthsuit
Lightning Greaves
Utility:
Isochron Scepter
Call to Mind
Fabricate
Mystical Tutor
Walk the Aeons
Time Warp
Spellweaver Volute
Bosium Strip
Spellbook
Disruption:
Turn Aside
Geist Snatch
Psychic Barrier
Cancel
Stoic Rebuttal
Mana Leak
Remand
Negate
Deprive
Essence Scatter
Disrupt
Spell Pierce
Arcane Denial
Spell Crumple
Hinder
Spin into Myth
Pongify
Capsize
Inundate
Snap
Remove Soul
Daze
Counterspell
Draw/Library Manipulation:
Mystic Speculation
Divination
Ancestral Vision
Brainstorm
See Beyond
Preordain
Ponder
Perilous Research
Think Twice
Foresee
Braingeyser (alternate win condition)
Blue Sun's Zenith (ditto)
Land:
31 Islands
Reliquary Tower
Halimar Depths
Mystifying Maze
Tectonic Edge
Strip Mine
Boseiju, Who Shelters All
1 Talrand, Sky Summoner
Other dudes:
2 Adaptive Automaton (lord)
3 Grand Architect (lord)
4 Snapcaster Mage (flashback)
5 Stormtide Leviathan (well, my guys can attack, how about yours?)
6 Echo Mage (copy copy copy)
7 Soramaro, First to Dream (hand should be pretty full)
8 Psychosis Crawler (dito)
9 Consecrated Sphinx (draw)
10 Archaeomancer (reclaim some ammunition)
11 Talrand's Invocation (3 2/2 fliers for 4 mana? sure)
Boost/Ramp:
12 Caged Sun
13 Gauntlet of Power
14 Coat of Arms (only going to lay this down for a final attack)
15 Favorable Winds
16 Sol Ring
17 High Tide
Protection for Talrand:
18 Darksteel Plate
19 Neurok Stealthsuit
20 Lightning Greaves
Utility:
21 Isochron Scepter
22 Call to Mind
24 Mystical Tutor
25 Walk the Aeons
26 Time Warp
27 Spellweaver Volute
28 Bosium Strip
29 Spellbook
30 Turn Aside
31 Geist Snatch
32 Psychic Barrier
33 Cancel
34 Stoic Rebuttal
35 Mana Leak
36 Remand
37 Negate
38 Deprive
39 Essence Scatter
40 Disrupt
41 Spell Pierce
42 Arcane Denial
43 Spell Crumple
44 Hinder
45 Spin into Myth
46 Pongify
47 Capsize
48 Inundate
49 Snap
50 Remove Soul
51 Daze
52 Counterspell
53 Mystic Speculation
54 Divination
55 Ancestral Vision
56 Brainstorm
57 See Beyond
58 Preordain
59 Ponder
60 Perilous Research
61 Think Twice
62 Foresee
63 Braingeyser (alternate win condition)
64 Blue Sun's Zenith (ditto)
Land:
65 Islands (31, 65-95???)
96 Reliquary Tower
97 Halimar Depths
98 Mystifying Maze
99 Tectonic Edge
100 Strip Mine
101 Boseiju, Who Shelters All
Deck tags are awesome. I think you may have one to many lands or something. Did I number wrong?
Anyway, I've made the deck, in a similar budgety fashion. It's a lot of fun and a faster way of playing non-combo blue. I've found that if I can just protect Talrand with a couple of counterspells he by himself and a couple of instants and sorceries are more then enough to close out games. That being said I do not disagree on your choice of lords, just wanna state that the mana doublers and Favorable Winds are probably more then enough power up for your drakes.
Now suggestions:
1. Instead of, or in addition to Inundate, I suggest Wash Out. Cheap 4 mana sorcery that hits all non-land permanents of a chosen color. Though it seems creatures are super relevant in your meta given the high number of creature-only counterspells.
2. I've personally had problems with Turn Aside, and would recommend Dispel in it's place. It'll usually hit the same kind of things and can hit a few other things as well.
3. You seem to lack non-creature permanent bounce,with the exception of Capsize I would recommend Echoing Truth. It hits non-lands and can wipe token armies, all for 2 mana at instant speed.
4. Peel from Reality is pretty cool, and can reset your ETBs or save your general all of which seems pretty useful. Also hits an opponent's dude which is a nice bonus!
5. Redirect is hilarious and a great way to turn the tables on your opponents.