I have been playing commander for a few years now. I try to catch multiplayer games at my LGS between FNM rounds but that never really works out. I really enjoy deckbuilding and I appreciate the finesse required to build a competitive 1v1 commander deck. Sadly, I lack this skill, partly from a magic career steeped in Limited and 60x4 Legacy.
Heedless of my lack of experience building 'heads-up' commander decks, I threw together this brew.
So far the few matches I've played with this list have yielded a clunky mess vaguely reminiscent of a bad tap-out control deck.
What is the proper countermagic density? What creatures should I cut/run? How and with what cards should I expect to win reliably?
Help making this deck more streamlined, consistent and above all, competitive falls on welcome ears.
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I once met a man from Seattle
When posting he never did prattle
He was quite a nice bloke
Always quick with a joke
With Magic Cards, he always did battle.
I only play 3 non-land cards in my Talrand list that don't give me a drake when I play them: Augur of Bolas, Snapcaster Mage, and Jace, the Mind Sculptor. I think this is the best approach for Talrand. 20-30 counters, some bounce, some draw, and lands.
This is an intriguing idea. Is there a way to work in a combo kill? Mind over matter? What about ways to protect drakes, as they seem to be the deck's sole axis of victory? Are there ways to interact beyond combat and the stack? In the event of a resolved board wipe, how does the deck win?
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I once met a man from Seattle
When posting he never did prattle
He was quite a nice bloke
Always quick with a joke
With Magic Cards, he always did battle.
No combo's needed--not even sure what you'd be doing with MoM anyways. The deck's strength is its simplicity and straight-forwardness. It's doing anything cute--just countering/bouncing relevant targets, dropping a Talrand with counter-backup, and beating down with drakes.
As for interacting with resolved threats, bounce spells are usually an all-purpose tool. For shroud/hexproof/uncounterable threats (Geist of Saint Traft, Sigarda, Host of Herons, and Thrun, the Last Troll come to mind), you can usually just chump them with drakes. Just make sure you counter the Umezawa's Jitte, or the Sword of X and Y that will make said threat actually theatening.
For boardwipes, just save your counters for game-breakers and/or things that affect your game-plan. For cards like Supreme Verdict and Volcanic Fallout, save a bounce spell or Talrand or leave mana up for Riptide Laboratory. Sudden Shock and Sudden Death are problems--but usually you'll only see the latter. And not even that often.
You don't need to counter every spell, just the ones that matter.
No combo's needed--not even sure what you'd be doing with MoM anyways. The deck's strength is its simplicity and straight-forwardness. It's doing anything cute--just countering/bouncing relevant targets, dropping a Talrand with counter-backup, and beating down with drakes.
As for interacting with resolved threats, bounce spells are usually an all-purpose tool. For shroud/hexproof/uncounterable threats (Geist of Saint Traft, Sigarda, Host of Herons, and Thrun, the Last Troll come to mind), you can usually just chump them with drakes. Just make sure you counter the Umezawa's Jitte, or the Sword of X and Y that will make said threat actually theatening.
For boardwipes, just save your counters for game-breakers and/or things that affect your game-plan. For cards like Supreme Verdict and Volcanic Fallout, save a bounce spell or Talrand or leave mana up for Riptide Laboratory. Sudden Shock and Sudden Death are problems--but usually you'll only see the latter. And not even that often.
You don't need to counter every spell, just the ones that matter.
Thanks for the gameplay advice. My main concern is towards the deck's style of play, it seems restricted to a singular plan. Is this simply the way competitive commander decks are built (focused on a singular axis of play) or is there a deck that is highly competitive and skill testing while still being flexible. I would be open to a commander swap in favor of a broader, yet still blue-based and reactionary, archetype.
That being said, I will still make an effort to perfect this deck, as the idea piques my interest. I would also welcome any different yet similar archetype recommendations.
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I once met a man from Seattle
When posting he never did prattle
He was quite a nice bloke
Always quick with a joke
With Magic Cards, he always did battle.
Thanks for the gameplay advice. My main concern is towards the deck's style of play, it seems restricted to a singular plan. Is this simply the way competitive commander decks are built (focused on a singular axis of play) or is there a deck that is highly competitive and skill testing while still being flexible. I would be open to a commander swap in favor of a broader, yet still blue-based and reactionary, archetype.
That being said, I will still make an effort to perfect this deck, as the idea piques my interest. I would also welcome any different yet similar archetype recommendations.
That is a flexible style of play. It's not inflexible to use just one style of play if that style of play can respond to many different threats while posing a threat itself.
And, yes, any good 1v1 deck will have a singular strategy that it sticks with. There are decks that have a few different wincons (Talrand is a little unusual in having just one). But that's usually for flexibility in a deck that is built on resilience, like Captain Sisay (which is probably the competitive deck closest to what you're looking for). Most decks just stick with a single goal. Zur just wants to swing with Zur, Griselbrand just wants to cast Griselbrand and draw a ton of cards, Oath of Druids decks just want to stick Oath for a turn and then smash face with an Eldrazi, Geist just wants to counter/remove obstacles while swinging with Geist, Ezuri just wants to generate a ton of mana to pump up his elves, Karador just wants to perform graveyard tricks and lock you out with Yosei, etc.
Talrand is by far the best mono-blue general in 1v1. The only other playable mono-blue general is Azami, Lady of Scrolls, but she's generally outclassed in 1v1 (and also doesn't lend herself to a flexible archetype). Arcum Dagsson sees some play, too, but he's also not flexible.
Thanks for the gameplay advice. My main concern is towards the deck's style of play, it seems restricted to a singular plan. Is this simply the way competitive commander decks are built (focused on a singular axis of play) or is there a deck that is highly competitive and skill testing while still being flexible. I would be open to a commander swap in favor of a broader, yet still blue-based and reactionary, archetype.
That being said, I will still make an effort to perfect this deck, as the idea piques my interest. I would also welcome any different yet similar archetype recommendations.
Generally speaking, the fewer colours the fewer gameplans a deck will have. The competitive mono blue commanders all revolve around dropping the general and protecting it with counters.
I am really on the fence about this build. It feels so comboey and it has a hard time beating good stuff interactive decks like doran or wydwen that do something relevant every turn and threaten removal. I've been testing consecrated sphinx and Arcanis the omnipotent as cards that can win the game with a single free counter spell backup and they've been pretty solid. You can bait removal with talrand and stick either of these two engines and its a quick game from there
Jace, the Mind Sculptor fulfills that role in my build, which I think is leagues better than the sphinx or arcanis. He's cheaper, does more, and does it immediately.
I actually haven't played the Wydwen match-up at all, but good-stuff decks are really only a problem when they've ramped enough to start threatening multiple game-enders a turn. It's not really that hard to contain them. And even when/if they kill Talrand, you should still have 2-5 drakes that continue to threaten them. Few generals can stabilize like Talrand can. Killing Talrand is often not enough.
Jace, the Mind Sculptor fulfills that role in my build, which I think is leagues better than the sphinx or arcanis. He's cheaper, does more, and does it immediately.
I actually haven't played the Wydwen match-up at all, but good-stuff decks are really only a problem when they've ramped enough to start threatening multiple game-enders a turn. It's not really that hard to contain them. And even when/if they kill Talrand, you should still have 2-5 drakes that continue to threaten them. Few generals can stabilize like Talrand can. Killing Talrand is often not enough.
From the testing I have dont I find this to be true. Talrand is able to create at least 10 power within two turns of being on the battlefield. The stabilization power of the deck is pretty handy.
Goodstuff has not been a problem because I have been albe to keep them off their ramp with my countermagic very consistently, all while applying pressure with drakes.
How good is Tamiyo, the Moon Sage as a support card? I have found that it's usually a better to bounce a guy/leave responsive mana open instead of casting her and using my turn an leaving me vulnerable with tapped lands.
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Rollback Post to RevisionRollBack
I once met a man from Seattle
When posting he never did prattle
He was quite a nice bloke
Always quick with a joke
With Magic Cards, he always did battle.
From the testing I have dont I find this to be true. Talrand is able to create at least 10 power within two turns of being on the battlefield. The stabilization power of the deck is pretty handy.
Goodstuff has not been a problem because I have been albe to keep them off their ramp with my countermagic very consistently, all while applying pressure with drakes.
How good is Tamiyo, the Moon Sage as a support card? I have found that it's usually a better to bounce a guy/leave responsive mana open instead of casting her and using my turn an leaving me vulnerable with tapped lands.
Usually, Tamiyo is just there to reload your hand after you attack with a bunch of drakes, she's minimum of when she drops netting you 4 cards, minimum.
So more often then not, her +1 isn't as useful, unless you already have the game state on a solid lockdown.
I have been playing commander for a few years now. I try to catch multiplayer games at my LGS between FNM rounds but that never really works out. I really enjoy deckbuilding and I appreciate the finesse required to build a competitive 1v1 commander deck. Sadly, I lack this skill, partly from a magic career steeped in Limited and 60x4 Legacy.
Heedless of my lack of experience building 'heads-up' commander decks, I threw together this brew.
1 Talrand, Sky Summoner
1 Clone
1 Lorthos, the Tidemaker
1 Phantasmal Image
1 Dungeon Geists
1 Kira, Great Glass-Spinner
1 Snapcaster Mage
1 Sphinx of Uthuun
1 Fog Bank
1 Spellskite
1 Trinket Mage
1 Elgaud Shieldmate
1 Sphinx of Magosi
1 Deadeye Navigator
1 Phyrexian Metamorph
1 Guard Gomazoa
1 Consecrated Sphinx
1 Remove Soul
1 Think Twice
1 Evacuation
1 Desertion
1 Mindbreak Trap
1 Negate
1 Fact or Fiction
1 Brainstorm
1 Capsize
1 Counterspell
1 Spell Crumple
1 Flusterstorm
1 Blue Sun's Zenith
1 Condescend
1 Temporal Mastery
1 Forsee
1 Time Stretch
1 Telemin Performance
1 Knowledge Exploitation
1 Rite of Replication
1 Ponder
1 Bribery
1 Deep Analysis
1 Blatant Thievery
1 Preordain
1 Ancestral Visions
1 Distant Melody
1 Rhystic Study
1 Leyline of Anticipation
1 Propaganda
1 Dissipation Field
1 Mind Unbound
1 Gravitational Shift
1 Cast Through Time
1 Sol Ring
1 Darksteel Ingot
1 Champion's Helm
1 Sensei's Divining Top
1 Staff of Nin
1 Runechanter's Pike
1 Grafdigger's Cage
1 Rings of Brighthearth
1 Karn Liberated
1 Jace Beleren
1 Tamiyo, the Moon Sage
31 Island
1 Reliquary Tower
1 Mystifying Maze
1 Lonely Sandbar
1 Halimar Depths
1 Maze of Ith
So far the few matches I've played with this list have yielded a clunky mess vaguely reminiscent of a bad tap-out control deck.
What is the proper countermagic density? What creatures should I cut/run? How and with what cards should I expect to win reliably?
Help making this deck more streamlined, consistent and above all, competitive falls on welcome ears.
When posting he never did prattle
He was quite a nice bloke
Always quick with a joke
With Magic Cards, he always did battle.
Riptide Laboratory is a key card you're missing, along with Merchant Scroll.
I do run a Time Warp in my list, but I'm not sure it's optimal. I would definitely suggest running both Mystical Tutor and Temporal Mastery.
My cube thread!
When posting he never did prattle
He was quite a nice bloke
Always quick with a joke
With Magic Cards, he always did battle.
As for interacting with resolved threats, bounce spells are usually an all-purpose tool. For shroud/hexproof/uncounterable threats (Geist of Saint Traft, Sigarda, Host of Herons, and Thrun, the Last Troll come to mind), you can usually just chump them with drakes. Just make sure you counter the Umezawa's Jitte, or the Sword of X and Y that will make said threat actually theatening.
For boardwipes, just save your counters for game-breakers and/or things that affect your game-plan. For cards like Supreme Verdict and Volcanic Fallout, save a bounce spell or Talrand or leave mana up for Riptide Laboratory. Sudden Shock and Sudden Death are problems--but usually you'll only see the latter. And not even that often.
You don't need to counter every spell, just the ones that matter.
My cube thread!
Thanks for the gameplay advice. My main concern is towards the deck's style of play, it seems restricted to a singular plan. Is this simply the way competitive commander decks are built (focused on a singular axis of play) or is there a deck that is highly competitive and skill testing while still being flexible. I would be open to a commander swap in favor of a broader, yet still blue-based and reactionary, archetype.
That being said, I will still make an effort to perfect this deck, as the idea piques my interest. I would also welcome any different yet similar archetype recommendations.
When posting he never did prattle
He was quite a nice bloke
Always quick with a joke
With Magic Cards, he always did battle.
That is a flexible style of play. It's not inflexible to use just one style of play if that style of play can respond to many different threats while posing a threat itself.
And, yes, any good 1v1 deck will have a singular strategy that it sticks with. There are decks that have a few different wincons (Talrand is a little unusual in having just one). But that's usually for flexibility in a deck that is built on resilience, like Captain Sisay (which is probably the competitive deck closest to what you're looking for). Most decks just stick with a single goal. Zur just wants to swing with Zur, Griselbrand just wants to cast Griselbrand and draw a ton of cards, Oath of Druids decks just want to stick Oath for a turn and then smash face with an Eldrazi, Geist just wants to counter/remove obstacles while swinging with Geist, Ezuri just wants to generate a ton of mana to pump up his elves, Karador just wants to perform graveyard tricks and lock you out with Yosei, etc.
Talrand is by far the best mono-blue general in 1v1. The only other playable mono-blue general is Azami, Lady of Scrolls, but she's generally outclassed in 1v1 (and also doesn't lend herself to a flexible archetype). Arcum Dagsson sees some play, too, but he's also not flexible.
Generally speaking, the fewer colours the fewer gameplans a deck will have. The competitive mono blue commanders all revolve around dropping the general and protecting it with counters.
I actually haven't played the Wydwen match-up at all, but good-stuff decks are really only a problem when they've ramped enough to start threatening multiple game-enders a turn. It's not really that hard to contain them. And even when/if they kill Talrand, you should still have 2-5 drakes that continue to threaten them. Few generals can stabilize like Talrand can. Killing Talrand is often not enough.
My cube thread!
From the testing I have dont I find this to be true. Talrand is able to create at least 10 power within two turns of being on the battlefield. The stabilization power of the deck is pretty handy.
Goodstuff has not been a problem because I have been albe to keep them off their ramp with my countermagic very consistently, all while applying pressure with drakes.
How good is Tamiyo, the Moon Sage as a support card? I have found that it's usually a better to bounce a guy/leave responsive mana open instead of casting her and using my turn an leaving me vulnerable with tapped lands.
When posting he never did prattle
He was quite a nice bloke
Always quick with a joke
With Magic Cards, he always did battle.
Usually, Tamiyo is just there to reload your hand after you attack with a bunch of drakes, she's minimum of when she drops netting you 4 cards, minimum.
So more often then not, her +1 isn't as useful, unless you already have the game state on a solid lockdown.
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