I'd recommend Terrain Generator, with as much card draw as you have you will be able to get an extra land into play pretty frequently. It allows you to keep counterspell mana up, too!
I'd also recommend Sapphire Medallion, as it reduces the cost of most of the spells in your deck and opens you up for a turn 3 general play.
Have you considered Coastal Piracy? Its been an all star in my deck.
It's still in My considering pile. At the moment I'm trying to get the instant/sorcery balance and numbers right then I'm going to look at the other aspects of the deck.
Quote from Lord Yod »
I'd recommend Terrain Generator, with as much card draw as you have you will be able to get an extra land into play pretty frequently. It allows you to keep counterspell mana up, too!
I'd also recommend Sapphire Medallion, as it reduces the cost of most of the spells in your deck and opens you up for a turn 3 general play.
Both of these are definite considerations. I need to get some more games in with the deck before I can really tell if it needs it.
Have you tried Time Warp effects? Some people or metagames might find them annoying but in Talrand you don't really spend 20 minutes setting up combos. They normally just equate to extra combat steps, extra drakes, and card advantage.
Have you tried Time Warp effects? Some people or metagames might find them annoying but in Talrand you don't really spend 20 minutes setting up combos. They normally just equate to extra combat steps, extra drakes, and card advantage.
I haven't tried them yet. At the moment on focusing on cheap, efficient mostly instant spells and trying to spam as many drakes as I can at the end of the turn before mine
After some more testing tonight Opposition is out and Rhystic Study is back in. The way the deck was running tonight it was feeling like 36 land is too many. I hope that by putting Rhystic Study back in I'll be able to draw My way out of situations like that
How has lunar mystic been working for you?
Am curious about the minor anthems as well, they're definitely cheap but seem unexciting. 7 drakes + coat of arms is a scary thing. 7 drakes + favorable winds isn't a bad thing, I've just noticed that blowouts are much better than incremental damage in this format. Arcane Melee & Dream halls are both huge for being able to play a ton of spells, especially when most of your spells draw you a card or two. It doesn't matter that your opponents can use them, they're too crazy not to run. Turnabout also gets pretty nuts with cost reduction, high tide, or caged sun / gauntlet of power.
Finally, have you tried Mind's Desire? While it's not quite on theme with playing a ton of instants at someone's EOT, it will certainly get you a lot of drakes.
I think all of my suggestions kind've fall in line more with just having blowout turns where you just win. It seems like you're more focused on just having Talrand in play and doing stuff at the end of someone elses turn to attack with a few drakes. Either way would work, but I've had much more success with blowout strategies. Albeit it makes people not want to leave your general on the field for long, which is ultimately why you need alternate win conditions.
How has lunar mystic been working for you?
Am curious about the minor anthems as well, they're definitely cheap but seem unexciting. 7 drakes + coat of arms is a scary thing. 7 drakes + favorable winds isn't a bad thing, I've just noticed that blowouts are much better than incremental damage in this format. Arcane Melee & Dream halls are both huge for being able to play a ton of spells, especially when most of your spells draw you a card or two. It doesn't matter that your opponents can use them, they're too crazy not to run. Turnabout also gets pretty nuts with cost reduction, high tide, or caged sun / gauntlet of power.
Finally, have you tried Mind's Desire? While it's not quite on theme with playing a ton of instants at someone's EOT, it will certainly get you a lot of drakes.
I think all of my suggestions kind've fall in line more with just having blowout turns where you just win. It seems like you're more focused on just having Talrand in play and doing stuff at the end of someone elses turn to attack with a few drakes. Either way would work, but I've had much more success with blowout strategies. Albeit it makes people not want to leave your general on the field for long, which is ultimately why you need alternate win conditions.
Lunar Mystic has been pretty good so far. The later in the game it comes up the better it is. The minor anthems aren't bad either. I can't really go with stuff like Coat of Arms or I'm just going to get flattened the 1st time somebody borrows My Krenko deck.
I get where You're coming from with the blow out strategy ideas. You're right about them being better than the incremental thing this deck does. This deck was built for the purpose of being a bit more casual though, that's why I've taken that path. We're currently in the process of building a new play group from the ground up and until they're at a competitive level I wanted something fun and unusual to play so I built this
I run something very similar to this. I think the difference is that mine plays a bit more as Mono-Blue-Control, rather than Drake-SPAM. But something that I found worked really well are: Coastal Piracy - It's nuts. If you get ahead, it keeps you ahead. Opposition - Also nuts. If you get ahead, it keeps them behind. I see you took it out, but I reckon it's worth a spot. At worst you can use your general to tap down their threat. Lone Revenant - In a creature light deck it can function as a second general. Because when he's on the field he generates card advantage, and puts pressure on the other guy. Oblivion Stone and Nevinyarrl's Disc are both good because it give you an out against things that hit the board and stay on the board. Also lets you sit back and play control more.
Beyond those the rest of the deck seems quite similar. I took Lunar Mystic out of mine, as I found that I was generating enough card advantage already and that he died pretty often. Magus of the Future and Future Sight are both huge for me too. I don't run Counterspell, mainly because in EDH I tend to want a bit more something out of my Counters. (Forbid buyback's, Hinder & Spell Crumple Tuck etc....)
I run something very similar to this. I think the difference is that mine plays a bit more as Mono-Blue-Control, rather than Drake-SPAM. But something that I found worked really well are: Coastal Piracy - It's nuts. If you get ahead, it keeps you ahead. Opposition - Also nuts. If you get ahead, it keeps them behind. I see you took it out, but I reckon it's worth a spot. At worst you can use your general to tap down their threat. Lone Revenant - In a creature light deck it can function as a second general. Because when he's on the field he generates card advantage, and puts pressure on the other guy. Oblivion Stone and Nevinyarrl's Disc are both good because it give you an out against things that hit the board and stay on the board. Also lets you sit back and play control more.
Beyond those the rest of the deck seems quite similar. I took Lunar Mystic out of mine, as I found that I was generating enough card advantage already and that he died pretty often. Magus of the Future and Future Sight are both huge for me too. I don't run Counterspell, mainly because in EDH I tend to want a bit more something out of my Counters. (Forbid buyback's, Hinder & Spell Crumple Tuck etc....)
I can see from the stuff You're suggesting how You ended up playing more of a control build. You've summed My build up pretty nicely as drake spam too. I mostly use My control to defend Talrand himself.
Coastal Piracy - This is still on my to test list Opposition - I had this in the deck but found when it was useful I could just drake spam somebody to death Lone Revenant - In a drake spam buid like mine this won't work
O stone & Nev's Disk - Null Rod is waay too powerful at My table and i"d have to cut it for these
I can see how the few little differences You're talking about make the way the deck plays different. I'm quite happy doing what I'm doing with this build for now.
I can see from the stuff You're suggesting how You ended up playing more of a control build. You've summed My build up pretty nicely as drake spam too. I mostly use My control to defend Talrand himself.
Coastal Piracy - This is still on my to test list Opposition - I had this in the deck but found when it was useful I could just drake spam somebody to death Lone Revenant - In a drake spam buid like mine this won't work
O stone & Nev's Disk - Null Rod is waay too powerful at My table and i"d have to cut it for these
I can see how the few little differences You're talking about make the way the deck plays different. I'm quite happy doing what I'm doing with this build for now.
That's cool, I've used the Drake-SPAM plan a few times, and it's a nice plan. Thespian's stage seems sick, let me know how it goes.
P.S. It's Timmy.
I didn't know You were on here Timmy. Thespian's Stage has been pretty good so far. I'm finding I mostly use it as legendary land destruction for stuff like Gaea's Cradle but doing things like copy Cabal Coffers when somebody has urborg out is pretty spicy too
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1 Talrand, Sky Summoner
LAND
27 Snow-Covered Island
1 Boseiju, Who Shelters All
1 Cephalid Coliseum
1 Tolaria West
1 Thespian's Stage
1 Riptide Laboratory
1 Halimar Depths
1 Reliquary Tower
1 Scrying Sheets
DUDES
1 Kira, Great Glass-Spinner
1 Sakashima the Impostor
1 Erayo, Soratami Ascendant
1 Archaeomancer
1 Scrivener
1 Mnemonic Wall
1 Snapcaster Mage
1 Lunar Mystic
SORCERIES
1 Ponder
1 Gitaxian Probe
1 Serum Visions
1 Sleight of Hand
1 Preordain
1 Mystic Speculation
1 Deep Analysis
1 Personal Tutor
1 Merchant Scroll
1 Time Spiral
1 Call to Mind
1 Relearn
1 Wash Out
1 Devastation Tide
1 Sol Ring
1 Mana Crypt
1 Sapphire Medallion
1 Caged Sun
1 Sensei's Divining Top
1 Lightning Greaves
1 Oblivion Stone
PLANESWALKERS
1 Tamiyo, the Moon Sage
1 Jace, the Mind Sculptor
INSTANTS
1 Mystical Tutor
1 Long-Term Plans
1 Intuition
1 Cyclonic Rift
1 Capsize
1 Wipe Away
1 Submerge
1 Mind Games
1 High Tide
1 Turnabout
1 Misdirection
1 Counterspell
1 Force of Will
1 Cryptic Command
1 Pact of Negation
1 Hinder
1 Spell Crumple
1 Forbid
1 Stifle
1 Foil
1 Thwart
1 Brainstorm
1 Visions of Beyond
1 Whispers of the Muse
1 Think Twice
1 Impulse
1 Peer Through Depths
1 Oona's Grace
1 Fact or Fiction
1 Gush
1 Favorable Winds
1 Gravitational Shift
1 Rhystic Study
+ 1 Bribery
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I'd also recommend Sapphire Medallion, as it reduces the cost of most of the spells in your deck and opens you up for a turn 3 general play.
It's still in My considering pile. At the moment I'm trying to get the instant/sorcery balance and numbers right then I'm going to look at the other aspects of the deck.
Both of these are definite considerations. I need to get some more games in with the deck before I can really tell if it needs it.
- 1 Rhystic Study
+ 1 Faerie Trickery
+ 1 Reach Through Mists
+ 1 Fact or Fiction
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I haven't tried them yet. At the moment on focusing on cheap, efficient mostly instant spells and trying to spam as many drakes as I can at the end of the turn before mine
+ 1` Jace, the Mind Sculptor
+ 1 Reset
Also, I won a 1 on 1 tournament with this deck today
- 1 Reset
+ 1 Boseiju, Who Shelters All
+ 1 Sapphire Medallion
Am curious about the minor anthems as well, they're definitely cheap but seem unexciting. 7 drakes + coat of arms is a scary thing. 7 drakes + favorable winds isn't a bad thing, I've just noticed that blowouts are much better than incremental damage in this format.
Arcane Melee & Dream halls are both huge for being able to play a ton of spells, especially when most of your spells draw you a card or two. It doesn't matter that your opponents can use them, they're too crazy not to run.
Turnabout also gets pretty nuts with cost reduction, high tide, or caged sun / gauntlet of power.
Finally, have you tried Mind's Desire? While it's not quite on theme with playing a ton of instants at someone's EOT, it will certainly get you a lot of drakes.
I think all of my suggestions kind've fall in line more with just having blowout turns where you just win. It seems like you're more focused on just having Talrand in play and doing stuff at the end of someone elses turn to attack with a few drakes. Either way would work, but I've had much more success with blowout strategies. Albeit it makes people not want to leave your general on the field for long, which is ultimately why you need alternate win conditions.
Lunar Mystic has been pretty good so far. The later in the game it comes up the better it is. The minor anthems aren't bad either. I can't really go with stuff like Coat of Arms or I'm just going to get flattened the 1st time somebody borrows My Krenko deck.
I get where You're coming from with the blow out strategy ideas. You're right about them being better than the incremental thing this deck does. This deck was built for the purpose of being a bit more casual though, that's why I've taken that path. We're currently in the process of building a new play group from the ground up and until they're at a competitive level I wanted something fun and unusual to play so I built this
- 1 Faerie Trickery
- 1 Dissipate
+ 1 Snow-Covered Island
+ 1 Thwart
+ 1 Mindbreak Trap
I run something very similar to this. I think the difference is that mine plays a bit more as Mono-Blue-Control, rather than Drake-SPAM. But something that I found worked really well are:
Coastal Piracy - It's nuts. If you get ahead, it keeps you ahead.
Opposition - Also nuts. If you get ahead, it keeps them behind. I see you took it out, but I reckon it's worth a spot. At worst you can use your general to tap down their threat.
Lone Revenant - In a creature light deck it can function as a second general. Because when he's on the field he generates card advantage, and puts pressure on the other guy.
Oblivion Stone and Nevinyarrl's Disc are both good because it give you an out against things that hit the board and stay on the board. Also lets you sit back and play control more.
Beyond those the rest of the deck seems quite similar. I took Lunar Mystic out of mine, as I found that I was generating enough card advantage already and that he died pretty often. Magus of the Future and Future Sight are both huge for me too. I don't run Counterspell, mainly because in EDH I tend to want a bit more something out of my Counters. (Forbid buyback's, Hinder & Spell Crumple Tuck etc....)
I can see from the stuff You're suggesting how You ended up playing more of a control build. You've summed My build up pretty nicely as drake spam too. I mostly use My control to defend Talrand himself.
Coastal Piracy - This is still on my to test list
Opposition - I had this in the deck but found when it was useful I could just drake spam somebody to death
Lone Revenant - In a drake spam buid like mine this won't work
O stone & Nev's Disk - Null Rod is waay too powerful at My table and i"d have to cut it for these
I can see how the few little differences You're talking about make the way the deck plays different. I'm quite happy doing what I'm doing with this build for now.
Also, -1 Snow-Covered Island + 1 Thespian's Stage
That's cool, I've used the Drake-SPAM plan a few times, and it's a nice plan. Thespian's stage seems sick, let me know how it goes.
P.S. It's Timmy.
I didn't know You were on here Timmy. Thespian's Stage has been pretty good so far. I'm finding I mostly use it as legendary land destruction for stuff like Gaea's Cradle but doing things like copy Cabal Coffers when somebody has urborg out is pretty spicy too