Cards that are just 1cmc draw a card with no other relevant things kind of stink. There are far too many good 1cmc draw spells, let alone 2cmc spells, to run things like that. Typically, most 1cmc draw spells should at least give you information along with your card draw, even if the info is just knowing what card is on the bottom of your library. Cards that give a -x/-0 or twiddle and a draw should really be avoided.
EDIT: I do love me some quicken though and I feel that it's effect is good enough to run if your sorcery count is high enough. I'd say if you're running half as many sorceries as you are instants, then quicken could be really useful.
I actually like Visions of Beyond in talrand. You yourself speeds through cantrips and there's often atleast one graveyard-centric deck.
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Tbh the only 1-mana draw spell that's typically worth playing in EDH is Mystic Remora; unfortunately, that doesn't help Talrand. If you do want some, I'd go with those that have significant EDH utility - Quicken comes to mind, as does Peek if you want to check for/protect a combo. Lower-impact stuff like Serum Visions or even Ponder would seem to be stretches.
I don't know why I shouldn't play those "low impact" 1 mana spells in talrand. They let me play 33 islands in a talrand deck. They are not a stretch as I wouldn't be wasting my mana durdling until turn 2 or 3, when I could play my talrand. And late game they're 2/2 drakes cheap. Without losing a card.
Yeah, but late game you should have access to things that are more easily repeated, like capsize. Tack on any of the scry enablers like Prescient Chimera of Jace's Sanctum and you should be good to go.
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I don't know why I shouldn't play those "low impact" 1 mana spells in talrand. They let me play 33 islands in a talrand deck. They are not a stretch as I wouldn't be wasting my mana durdling until turn 2 or 3, when I could play my talrand. And late game they're 2/2 drakes cheap. Without losing a card.
It's a matter of there already being so many good cards to run that you really shouldn't even have the room for cards like Fleeting Distraction and Reach Through Mists that don't actually do anything. You can't guarantee that Talrand will be out all the time and running bad draw spells for the sake of believing the opposite will give you issues.
I ran talrand at one point and the main thing that I noticed was that 1 card for 1 card draw spells really weren't enough. Cards like Brainstorm that draw you new cards while using old ones to set up draws aren't bad, but the more cards like Visions of Beyond and Treasure Cruise that net you extra cards the better.
I would suggest looking into some buyback cards, capsize is a great card to begin with. Now that it also makes a 2/2 flyer at instant speed, it's outstanding. The others can be used just as well.
On it's own Peer might be worth it though because it allows you to dig 5 deep for an instant or sorcery so you have a lower chance of wiffing on your chain.
Tbh the only 1-mana draw spell that's typically worth playing in EDH is Mystic Remora; unfortunately, that doesn't help Talrand. If you do want some, I'd go with those that have significant EDH utility - Quicken comes to mind, as does Peek if you want to check for/protect a combo. Lower-impact stuff like Serum Visions or even Ponder would seem to be stretches.
This is so brutally inaccurate. Many if not most high level blue decks run a fair amount of the one mana cantrips that manipulate the deck. They are extremely efficient cards that help make 100 card decks a lot more consistent. In Talrand these spells become even better because they also produce drakes in addition to filtering through your deck for the cards you need.
AzureShadow pretty much hit the nail on the head as to which spells should be considered not only for Talrand but for any blue deck seeking consistency.
I forgot about Mystic Speculation, I played that too. Doesn't actually draw, but it sets you up nicely and churns out tons of cheap drakes in the mid-lategame.
I assume you play all available mana doublers, yes? Those are great in Talrand or really any mono-color list.
I like Mystic Speculation. It doesn't draw, but you'll find buyback in general very useful with Talrand.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
With the idea of all the draw I can recommend alhammarrets archive, ancestral vision, trade routes, (because after awhile, you aren't going to need lands).
IMO, the drakes in Talrand decks should be an incidental benefit, not necessarily the goal of the deck. This is to say, don’t necessarily run spells just to trigger Talrand.
Also, 1CMC cantrips are very relevant in decks that take advantage of them, like Arjun, Mizzix, or Niv Mizzet. Talrand does take advantage of them slightly, but the reality is that a 2/2 body has a relatively low impact in a 40 life, Multiplayer format. Reach through Mists honestly doesn’t dig deep into the deck, compared to Serum Vision or Brainstorm, the latter being reprinted many times over in the past few years.
Ultimately, what I’m saying is all of your cards need to make an impact on the board and a 2/2 flying that replaces itself isn’t impactful enough. Run more recursion, big spells that win the game, and repeatable effects, instead of 2/2 bodies that disappear when the board gets wiped. Like I said, 1CMC cantrips can be good, but keep in mind what you are getting when you decide to run them in your deck.
I think quicken is borderline playable just as a "draw a card" effect. Reach is just a strictly worse version of quicken. Fleeting Distraction is bad. You can't always cast it.
I'm currently building a Talrand, Sky Summoner deck. Naturally, I'm interested in draw spells, and the more efficient the better.
What do you think of spells like Reach Through Mists? Is it worth running? Or should I cut it in favour of cards like Quicken, or Fleeting Distraction?
EDIT: I do love me some quicken though and I feel that it's effect is good enough to run if your sorcery count is high enough. I'd say if you're running half as many sorceries as you are instants, then quicken could be really useful.
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In addition: Serum Visions, Preordain, Opt and Peek
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
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Reach Through Mists is so astronomically far from making the cut it's ridiculous.
It's a matter of there already being so many good cards to run that you really shouldn't even have the room for cards like Fleeting Distraction and Reach Through Mists that don't actually do anything. You can't guarantee that Talrand will be out all the time and running bad draw spells for the sake of believing the opposite will give you issues.
I ran talrand at one point and the main thing that I noticed was that 1 card for 1 card draw spells really weren't enough. Cards like Brainstorm that draw you new cards while using old ones to set up draws aren't bad, but the more cards like Visions of Beyond and Treasure Cruise that net you extra cards the better.
WBG Karador, Ghost Chieftain
B Toshiro Umezawa
BG Pharika, God of Affliction - Necromancy and Politics
WWW The Church of Heliod
WBR Zurgo, Helmsmasher
RG Wort, the Raidmother
UBR Jeleva, Nephalia's Scourge
UG Vorel of the Hull Clade
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On it's own Peer might be worth it though because it allows you to dig 5 deep for an instant or sorcery so you have a lower chance of wiffing on your chain.
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This is so brutally inaccurate. Many if not most high level blue decks run a fair amount of the one mana cantrips that manipulate the deck. They are extremely efficient cards that help make 100 card decks a lot more consistent. In Talrand these spells become even better because they also produce drakes in addition to filtering through your deck for the cards you need.
AzureShadow pretty much hit the nail on the head as to which spells should be considered not only for Talrand but for any blue deck seeking consistency.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
I assume you play all available mana doublers, yes? Those are great in Talrand or really any mono-color list.
I like Mystic Speculation. It doesn't draw, but you'll find buyback in general very useful with Talrand.
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Also, 1CMC cantrips are very relevant in decks that take advantage of them, like Arjun, Mizzix, or Niv Mizzet. Talrand does take advantage of them slightly, but the reality is that a 2/2 body has a relatively low impact in a 40 life, Multiplayer format. Reach through Mists honestly doesn’t dig deep into the deck, compared to Serum Vision or Brainstorm, the latter being reprinted many times over in the past few years.
Ultimately, what I’m saying is all of your cards need to make an impact on the board and a 2/2 flying that replaces itself isn’t impactful enough. Run more recursion, big spells that win the game, and repeatable effects, instead of 2/2 bodies that disappear when the board gets wiped. Like I said, 1CMC cantrips can be good, but keep in mind what you are getting when you decide to run them in your deck.
I think quicken is borderline playable just as a "draw a card" effect. Reach is just a strictly worse version of quicken. Fleeting Distraction is bad. You can't always cast it.
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