This is my first post on here, and hopefully i dont do such a bad job, some of my card choices maybe off the rocker, but i do i have an interesting play style than most ppl. now lets get into it shall we?
Changes on 8-24-12
- Mikokoro, Center of the Sea
- Mouth of Ronom
- Leering Emblem
+ Mana Short
+ Riptide Laboratory
+ Venarian Glimmer
Changes on 9-06-12
-Intuition
-Venser, Shaper Savant
-Clairvoyance
+Annul
+Rushing River
+Withdraw
Some cards im thinking/ want to play:
1. more cheap counters: cards like Memory Lapse, Rune Snag and Delay, even though they are good cheap counters, i didn't work them in because, they are not as good as other 2 cc counters like Leak, and while it seems, I'm more scared of spells than creatures, so the utility of Spell Pierce and Flusterstorm helps on things like sweepers and counter wars. (as of 7-16-12, decided to not go the Counter route, just play the deck as a Tempo and smash faces with 8-10 tokens)
2. Draw Counters/Bounces: Exclude, Repulse, Dismiss, i play these cards in my Clique Deck, and i love them to death, 1 for 2, but being a cc of 3 and having to many 3+ cc cards in a 31 land deck, seems iffy =/ (as of 7-16-12, cards like these are too exspensive not worth playing i would rather draw cards which = tokens)
3. Grave Recurrsion: One of the problems of the decks, is that when the deck loses gas or momentum. There are times when great draws from Perilious Research into Snap into Gush into Foil and Force of Will etc. and there are times when u run into lands or run into a stream of 1 for 1s. So i was thinking of trying to squeeze cards like Time Reversal and Reminisce, but I just chosen not to. Because of cards like Recurring Nightmare returning to the format, graveyard decks like Karador,Ghost Chieftan and The Mimeoplasm have been seeing much more play, and it seems i run into so much grave yard hate now adays like Nihil Spellbomb, Relic of Projenitus, Scavenging Ooze, Bojuka Bog (especially being Crop Rotation into played), Tormod's Crypt, and Scrabbling Claws.
This Deck has shown some pretty good promise (1v1 play testing, sadly no tournament play yet =/ )...
Against Control:
1. Vendilion Clique (4-1) - This deck has shown high promises against Clique, while allowing my friend to use my Clique deck, seems choosing what cards to counter is difficult in a situation where most the spells in Talrand Deck are free and are basiclly 2 for 1, when a 2/2 token comes in everytime you play a spell, and usually, you will have some sort of free counter spell to ensure Talrand hits, turns 3 or 4. Some key things i noticed is that with at least 3-5 tokens adds alot of pressure to Clique.
Against Voltron:
2. Isamaru, Hound of Konda (2-2) - It seems like, luck of the draw or something man. I either win when i have some counter on turn one, which stops the doggie in his tracks, or the momentum helps supply enough blockers and attackers. But cards like Caverns of Souls, a resoved Sword of Fire and Ice, or a random Cho-Manno's Blessing justs gets him in there for that 21 commander damage
Against Red:
3. Ruhan of the Fomori (0-3), Akroma, Angel of Fury (1-3) - O man i did like Really bad against Ruhan. Sweepers hurt! especially ones i cant counter like Volcanic Fallout, and random appearances from Bonfire of the Damned on endstep. and Akroma was pretty bad too, the massive mana ramp of artifacts and LD killed any chances of winning, and to top it all off, that Angel have to be pro blue and un counterable out of all things.
Out of all the EDH Decks i have, Talrand Deck, is currently my newest and fun deck atm, hope you all enjoy my first deck post, and hopefully I can do better posting my other more Competitve decks in the Future
I'm thinking of playing a couple of these cards in my own Talrand deck. However, the deck is designed for multiplayer at teh moment, but they might still be up for consideration, right?
Opposition: Since you'll be casting so many spells in one turn you should get a bunch of drakes. In that case, you can use your excess drakes to lock them out.
Coastal Piracy: Extra draw is good, but I don't think you would need this.
Sapphire Medallion, Helm of Awakening, Arcane Melee: These are intended so that I can still cast a few cantrips on my turn and still have mana for those counters I'll be needing during their turn. Doubt arcane melee will be very good in french though.
"Some of the other guys dared me to go out, but I knew it weren't no ordinary giant giga-blasting blaze of unending flames that would scorch the whole world."
—Norin the Wary
Yeah, some equipments seem like good additions.
I originally was running Umezawa's Jitte and Sword of Feast and Famine, but ultimately took them out, because it seemed that instead of playing equipments i would rather play more spells on my opponent's endstep to set up an earlier winning hit on the next turn.
But with some more play testing, it seems i might need to put Jitte and Sword of Feast and Famine back in for those games that drag out a bit longer.
And Thanks about Runechanter's Pike, totally forgot about this, seems very interesting, and these Equipments would serve good turn 2-3 plays since when Talrand hits turn 4
i know Miscalculation is better than rune snag (my fault for using bad example ne ways =P), i was just giving examples of just 2 cc counters, but thanks for the reminder. =]
Just did more changes, seems to run alot smoother. Added man lands, put back in cards like gigadrowse and turnabout to help with race situations, and added more 1 cc cards, and took out the flash back package, and aswell took out the thirst for knowledge package.
still trying to find cards to help deal with cards like Volcanic Fallout and cheap sweepers
thinking of favorable winds, but seems slow.
@ Maurice , Most of the cards you have listed are too slow, i think you might be missing the point of the deck, even though im running counterspells, this is not a control deck, its more like a tempo. the counters are there,to make sure that Talrand hits and stays on turns 4/5.
the game should be set around turns 5-6, or when you hit 5-7 lands. The significance of the "subpar" cards are that they delve into the deck for the cheapest mana cost possible, it may look wierd but it works, Vapor Snag, and Unsummon, and great removal for blockers, and saving Talrand, exchanging Unsummon for a vindicate and recieving a 2/2 drake is incredible.
Twisted Image, cantrip and KILLS DORAN! and birds i love this card tomuch!
for cards like Thirst for Knowledge and Pulse of the Gridis that they cost too much, in a recent build where i was runnning an artifact package of mana rocks and lands, it felt like i was getting no benefit for casting the artifacts or drawing into them.
For the counters i see u have selected, in my opinion, if they arent free, no point to run them, having to hold three mana is a waste of time (Complicate, Cryptic Command), when u can just respond to spells with a chain of cantrips and other cards to gain board control. you want board control. (Turnabout, is more amazing than cryptic command in this deck cuz it makes sure you connect to finish, or it resets your mana to get more tokens =]
i Ultimately cutted 2 cc counters because i felt like, if i wasnt gonna run the complete package it would be a waste of space, thats y in a recent change i just cutted mana leak
Some of the lands you have suggested dont have a real value, some seems just wasteland targets, and i dont want to miss a land drop from turn 1-5, even though the draw power helps alot. Man-lands help alot in this Deck for random finishing situations, reason why i cut Faerie Conclave is it came into play tapped and wasnt worth it to play. i dont think i need cards like Maze of Ith, and Mystifying Maze, im always the one on the offensive.
i plan to add stifle and intuition, just need the get them first =/
@ maurice:
Even if they play alot of removal, on turns 1-3 im still going through my deck, with draws and tutors, by turns 4-5 the deck will have 2-3 even sumtimes 4 free good counters to protect talrand like daze, foil, thwart, force, misdirection, etc, and make sure he sticks for those turns. you can even play him a turn late, on turn 5, and have even more protection with your 1 cc spells along with the free ones.
just uncounterable sweepers are giving me trouble a bit, but not every deck is perfect =[
Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
Ok.
My problem with all "Do Nothing, Cantrip" cards is that you often end with a hand full of lands...
This is mostly solved by the fact that cheap cantrips allow you to cheat on lands. If you normally play 40 lands out of 100, 50 cards that cycles for free would let you run 20 lands. Now of course there isn't that many cyclers, and you often want to keep some them until after you play Talrand, but 32 mana sources would normally be very little for a deck with these casting costs.
Still, to help the issue I would probably add 4 fetch lands in place of Islands to slim the deck. I know this normally isn't worth it, but because of the high amount of cantrips it might be, and it also helps with Ponder, Halimar Depths and Jace (which you should definitely run).
the land issue isnt as bad as it looks, say in a 60 card deck the land count is 22-24 lands, which is roughly 40% which ensures consistant land draws/ drops. with the deck being 32 lands, and the fact that u can muligan ur hand to keep 2-3 lands, running into massive land hands and games are rare for the deck.
as for fetchs i tried playing them in the very early stages of the deck, since the land draw is kinda low from what i said earlier, drawing into fetches when having cards like Foil.
on other note, updated list, but im still trying to find a spot for good ol JMS! =]
Leering Emblem - Seems like a win more card. If you already have a Talrand in play and are playing a bunch of spells, more power on the board isn't what you need. Could be useful against something like Volcanic Fallout but only if they let you equip it, which they won't.
Treasure Hunt - Doesn't seem great in a 31-land deck.
Careful Study - You don't have any interactions with the graveyard and no way to make up for the lost card.
Turnabout and Gigadrowse - For racing situations I'm pretty sure Cryptic Command and Into the Roil are both better and more versatile. You don't really have any way at all to handle problematic permanents like Grim Lavamancer or Cursed Scroll once they are in play.
Turnabout and Gigadrowse in a deck like this is more versitile than Cryptic Command.
Turnabout - hits all permanants, taps out even thier mana, artifacts and etc for a end game connect. or i can resets my lands and play more spells
Gigadrowse - kinda same as turnabout, i can choose what i want to tap, instead to being limited to creatures.
For cards like Grim Lavamancer and Cursed Scroll, i only need to tap them out for a turn or so on T4-5, i can unsummon creatures, and for artifacts and such i should have Force Spike like cards on Turns 1-3, Stifle also works here.
mutavault/mishra's factory, why? blinkmoth nexus and inkmoth nexus carry the pike better than vault or factory. if you are facing an uphill battle against tribal/sliver decks i can see mutavault sticking around.
scrying sheets? a mana sink that can take a land off the top. i don't think this is doing anything for your deck. you are drawing/milling/discarding like mad and there are only 32 lands in the deck anyways. no reason to waste a land slot on scrying sheets.
mouth of ronom. i get it. still seems really slow.
mikokoro. again, you are already drawing fast no need to help your opponent in the process.
vesuva. what lands are you copying everytime this shows up?
halimar depths. this deck probably draws three cards the same turn this is played outside of turn 1
Changes made, added Venarian Glimmer and Mana Short to help deal threats like sweapers, and mana short to help connect or stop red decks from casting sweapers and etc.
Riptide Laboratory - realized the wizard synergy actualy is ok in the deck, its not gonna be amazing like in Azami or Mormir but its pretty good in Talrand.
Cards like Greaves and Cloak arent needed, talrand doenst need haste, i understand the protection aspect, but there are so many counters and tappers like gigadrowse and mana short to drain thier mana to ensure talrands survival
Teferi has little valuse being a five drop, even though i understand he is there to slow your opponent down and help talrand, but the fact is 50 cards in the deck are instants, doesnt seem he would make a big impact on the deck.
Creatures (2)
01 Snapcaster Mage
01 Vendilion Clique
Counterspells (27)
01 Annul
01 Dispel
01 Disrupt
01 Divert
01 Force Spike
01 Mental Misstep
01 Spell Snare
01 Spell Pierce
01 Stifle
01 Swan Song
01 Counterspell
01 Daze
01 Essence Scatter
01 Delay
01 Mana Leak
01 Memory Lapse
01 Miscalculation
01 Negate
01 Nullify
01 Preemptive Strike
01 Remand
01 Remove Soul
01 Foil
01 Thwart
01 Force of Will
01 Misdirection
01 Commandeer
01 Pongify
01 Rapid Hybridzation
01 Unsummon
01 Vapor Snag
01 Boomerang
01 Cyclonic Rift
01 Into the Roil
01 Repulse
01 Snap
01 Snapback
01 Withdraw
01 Psionic Blast
Draw (20)
01 Ancestral Vision
01 Brainstorm
01 Gitaxian Probe
01 Mystical Tutor
01 Opt
01 Peek
01 Ponder
01 Preordain
01 Serum Visions
01 Sleight of Hand
01 Flash of Insight
01 Impulse
01 Merchant Scroll
01 Peer Through Depths
01 Telling Time
01 Think Twice
01 Words of Wisdom
01 Oona's Grace
01 Deep Analysis
01 Gush
01 Temporal Mastery
Land (37)
01 Cavern of Souls
01 Cephalid Coliseum
01 City of Traitors
01 Crystal Vein
01 Dust Bowl
01 Riptide Laboratory
01 Rishadan Port
01 Saprazzan Skerry
01 Svyelunite Temple
01 Tower of the Magistrate
01 Vesuva
01 Wasteland
25 Snow-Covered Island
Changes on 07-06-12
- Mox Opal
- Chrome Mox
- Coldsteel Heart
- Darksteel Ignot
- Jeweled Amulet
- Mox Diamond
- Mystic Remora
- Rhystic Study
- Compulsive Research
- Ray of Erasure
- Capsize
- Mind Spring
- Blue Sun's Zenith
+ Thwart
+ Snapcaster Mage
+ Venser, Shaper Savant
+ Umezawa's Jitte
+ Sword of Feast and Famine
+ Deep Analysis
+ Runechanter's Pike
+ Quiet Speculation
+ Ancestral Vision
+ Sapphire Medallion
+ Temporal Mastery
+ Predict
+ Flash of Insight
Changes on 7-16-12
- Terrain Generator
- Darksteel Citadel
- Seat of the Synod
- Flash of Insight
- Umezawa's Jitte
- Soothsaying
- Mana Leak
- Deep Analysis
- Thirst for Knowledge
- Into the Roil
- Island
+ Scrying Sheets
+ Spell Snare
+ Gigadrowse
+ Telling Time
+ Turn About
+ Vendilion Clique
+ Leering Emblem
+ Vesuva
+ Mishra's Factory
+ Mouth of Ronom
+ Reliquary Tower
Changes on 7-26-12
- Boomerang
- Reliquary Tower
+ Stifle
+ Intuition
Changes on 8-24-12
- Mikokoro, Center of the Sea
- Mouth of Ronom
- Leering Emblem
+ Mana Short
+ Riptide Laboratory
+ Venarian Glimmer
Changes on 9-06-12
-Intuition
-Venser, Shaper Savant
-Clairvoyance
+Annul
+Rushing River
+Withdraw
Some cards im thinking/ want to play:
1. more cheap counters: cards like Memory Lapse, Rune Snag and Delay, even though they are good cheap counters, i didn't work them in because, they are not as good as other 2 cc counters like Leak, and while it seems, I'm more scared of spells than creatures, so the utility of Spell Pierce and Flusterstorm helps on things like sweepers and counter wars. (as of 7-16-12, decided to not go the Counter route, just play the deck as a Tempo and smash faces with 8-10 tokens)
2. Draw Counters/Bounces: Exclude, Repulse, Dismiss, i play these cards in my Clique Deck, and i love them to death, 1 for 2, but being a cc of 3 and having to many 3+ cc cards in a 31 land deck, seems iffy =/ (as of 7-16-12, cards like these are too exspensive not worth playing i would rather draw cards which = tokens)
3. Grave Recurrsion: One of the problems of the decks, is that when the deck loses gas or momentum. There are times when great draws from Perilious Research into Snap into Gush into Foil and Force of Will etc. and there are times when u run into lands or run into a stream of 1 for 1s. So i was thinking of trying to squeeze cards like Time Reversal and Reminisce, but I just chosen not to. Because of cards like Recurring Nightmare returning to the format, graveyard decks like Karador,Ghost Chieftan and The Mimeoplasm have been seeing much more play, and it seems i run into so much grave yard hate now adays like Nihil Spellbomb, Relic of Projenitus, Scavenging Ooze, Bojuka Bog (especially being Crop Rotation into played), Tormod's Crypt, and Scrabbling Claws.
This Deck has shown some pretty good promise (1v1 play testing, sadly no tournament play yet =/ )...
Against Control:
1. Vendilion Clique (4-1) - This deck has shown high promises against Clique, while allowing my friend to use my Clique deck, seems choosing what cards to counter is difficult in a situation where most the spells in Talrand Deck are free and are basiclly 2 for 1, when a 2/2 token comes in everytime you play a spell, and usually, you will have some sort of free counter spell to ensure Talrand hits, turns 3 or 4. Some key things i noticed is that with at least 3-5 tokens adds alot of pressure to Clique.
Against Voltron:
2. Isamaru, Hound of Konda (2-2) - It seems like, luck of the draw or something man. I either win when i have some counter on turn one, which stops the doggie in his tracks, or the momentum helps supply enough blockers and attackers. But cards like Caverns of Souls, a resoved Sword of Fire and Ice, or a random Cho-Manno's Blessing justs gets him in there for that 21 commander damage
Against Red:
3. Ruhan of the Fomori (0-3), Akroma, Angel of Fury (1-3) - O man i did like Really bad against Ruhan. Sweepers hurt! especially ones i cant counter like Volcanic Fallout, and random appearances from Bonfire of the Damned on endstep. and Akroma was pretty bad too, the massive mana ramp of artifacts and LD killed any chances of winning, and to top it all off, that Angel have to be pro blue and un counterable out of all things.
I still want to test this deck against kinds of decks, like Edric, Spymaster of Trest, The Mimeoplasm, Karador, Ghost Chieftain.
Out of all the EDH Decks i have, Talrand Deck, is currently my newest and fun deck atm, hope you all enjoy my first deck post, and hopefully I can do better posting my other more Competitve decks in the Future
Talrand, Sky Summoner - Link (Mono Blue Tempo)
Isamaru, Hound of Konda - Link (Mono White Voltron)
Ezuri, Renegade Leader - Link (Aggro/ Combo)
Lyzolda, the Blood Witch - Link (Aggro)
Sliver Queen - Link (Combo)
Multiplayer EDH:
Grand Arbiter Augustin IV - Link (Tax/ Stax/ Lock/ Control)
Opposition: Since you'll be casting so many spells in one turn you should get a bunch of drakes. In that case, you can use your excess drakes to lock them out.
Coastal Piracy: Extra draw is good, but I don't think you would need this.
Sword of Feast and Famine, Sword of Fire and Ice: Mainly to increase my playability and make the drakes hit harder.
Umezawa's Jitte: Staple for any kind of aggro deck.
Leering Emblem and Runechanter's Pike: They play so well with your strategy, both can give significant boost.
Sapphire Medallion, Helm of Awakening, Arcane Melee: These are intended so that I can still cast a few cantrips on my turn and still have mana for those counters I'll be needing during their turn. Doubt arcane melee will be very good in french though.
Miscalculate is strictly better than Rune Snag in edh.
Cockatrice Username: seriph0
I originally was running Umezawa's Jitte and Sword of Feast and Famine, but ultimately took them out, because it seemed that instead of playing equipments i would rather play more spells on my opponent's endstep to set up an earlier winning hit on the next turn.
But with some more play testing, it seems i might need to put Jitte and Sword of Feast and Famine back in for those games that drag out a bit longer.
And Thanks about Runechanter's Pike, totally forgot about this, seems very interesting, and these Equipments would serve good turn 2-3 plays since when Talrand hits turn 4
i know Miscalculation is better than rune snag (my fault for using bad example ne ways =P), i was just giving examples of just 2 cc counters, but thanks for the reminder. =]
Talrand, Sky Summoner - Link (Mono Blue Tempo)
Isamaru, Hound of Konda - Link (Mono White Voltron)
Ezuri, Renegade Leader - Link (Aggro/ Combo)
Lyzolda, the Blood Witch - Link (Aggro)
Sliver Queen - Link (Combo)
Multiplayer EDH:
Grand Arbiter Augustin IV - Link (Tax/ Stax/ Lock/ Control)
still trying to find cards to help deal with cards like Volcanic Fallout and cheap sweepers
thinking of favorable winds, but seems slow.
Talrand, Sky Summoner - Link (Mono Blue Tempo)
Isamaru, Hound of Konda - Link (Mono White Voltron)
Ezuri, Renegade Leader - Link (Aggro/ Combo)
Lyzolda, the Blood Witch - Link (Aggro)
Sliver Queen - Link (Combo)
Multiplayer EDH:
Grand Arbiter Augustin IV - Link (Tax/ Stax/ Lock/ Control)
the game should be set around turns 5-6, or when you hit 5-7 lands. The significance of the "subpar" cards are that they delve into the deck for the cheapest mana cost possible, it may look wierd but it works, Vapor Snag, and Unsummon, and great removal for blockers, and saving Talrand, exchanging Unsummon for a vindicate and recieving a 2/2 drake is incredible.
Strategic Planning, Visions of Beyond, Perilous Research, Thought Scour, Predict package is been surprisingly shown amazing promise! =] most times you get to draw 3 from Visions of the beyond, and these also help set up for Runechanter's Pike.
Twisted Image, cantrip and KILLS DORAN! and birds i love this card tomuch!
for cards like Thirst for Knowledge and Pulse of the Gridis that they cost too much, in a recent build where i was runnning an artifact package of mana rocks and lands, it felt like i was getting no benefit for casting the artifacts or drawing into them.
For the counters i see u have selected, in my opinion, if they arent free, no point to run them, having to hold three mana is a waste of time (Complicate, Cryptic Command), when u can just respond to spells with a chain of cantrips and other cards to gain board control. you want board control. (Turnabout, is more amazing than cryptic command in this deck cuz it makes sure you connect to finish, or it resets your mana to get more tokens =]
Same for Capsize, and Wipe Away like cards(3 cc).
i Ultimately cutted 2 cc counters because i felt like, if i wasnt gonna run the complete package it would be a waste of space, thats y in a recent change i just cutted mana leak
Some of the lands you have suggested dont have a real value, some seems just wasteland targets, and i dont want to miss a land drop from turn 1-5, even though the draw power helps alot. Man-lands help alot in this Deck for random finishing situations, reason why i cut Faerie Conclave is it came into play tapped and wasnt worth it to play. i dont think i need cards like Maze of Ith, and Mystifying Maze, im always the one on the offensive.
i plan to add stifle and intuition, just need the get them first =/
Talrand, Sky Summoner - Link (Mono Blue Tempo)
Isamaru, Hound of Konda - Link (Mono White Voltron)
Ezuri, Renegade Leader - Link (Aggro/ Combo)
Lyzolda, the Blood Witch - Link (Aggro)
Sliver Queen - Link (Combo)
Multiplayer EDH:
Grand Arbiter Augustin IV - Link (Tax/ Stax/ Lock/ Control)
Even if they play alot of removal, on turns 1-3 im still going through my deck, with draws and tutors, by turns 4-5 the deck will have 2-3 even sumtimes 4 free good counters to protect talrand like daze, foil, thwart, force, misdirection, etc, and make sure he sticks for those turns. you can even play him a turn late, on turn 5, and have even more protection with your 1 cc spells along with the free ones.
just uncounterable sweepers are giving me trouble a bit, but not every deck is perfect =[
Talrand, Sky Summoner - Link (Mono Blue Tempo)
Isamaru, Hound of Konda - Link (Mono White Voltron)
Ezuri, Renegade Leader - Link (Aggro/ Combo)
Lyzolda, the Blood Witch - Link (Aggro)
Sliver Queen - Link (Combo)
Multiplayer EDH:
Grand Arbiter Augustin IV - Link (Tax/ Stax/ Lock/ Control)
Could run Oona's Grace!
This is mostly solved by the fact that cheap cantrips allow you to cheat on lands. If you normally play 40 lands out of 100, 50 cards that cycles for free would let you run 20 lands. Now of course there isn't that many cyclers, and you often want to keep some them until after you play Talrand, but 32 mana sources would normally be very little for a deck with these casting costs.
Still, to help the issue I would probably add 4 fetch lands in place of Islands to slim the deck. I know this normally isn't worth it, but because of the high amount of cantrips it might be, and it also helps with Ponder, Halimar Depths and Jace (which you should definitely run).
as for fetchs i tried playing them in the very early stages of the deck, since the land draw is kinda low from what i said earlier, drawing into fetches when having cards like Foil.
on other note, updated list, but im still trying to find a spot for good ol JMS! =]
Talrand, Sky Summoner - Link (Mono Blue Tempo)
Isamaru, Hound of Konda - Link (Mono White Voltron)
Ezuri, Renegade Leader - Link (Aggro/ Combo)
Lyzolda, the Blood Witch - Link (Aggro)
Sliver Queen - Link (Combo)
Multiplayer EDH:
Grand Arbiter Augustin IV - Link (Tax/ Stax/ Lock/ Control)
Leering Emblem - Seems like a win more card. If you already have a Talrand in play and are playing a bunch of spells, more power on the board isn't what you need. Could be useful against something like Volcanic Fallout but only if they let you equip it, which they won't.
Treasure Hunt - Doesn't seem great in a 31-land deck.
Careful Study - You don't have any interactions with the graveyard and no way to make up for the lost card.
Turnabout and Gigadrowse - For racing situations I'm pretty sure Cryptic Command and Into the Roil are both better and more versatile. You don't really have any way at all to handle problematic permanents like Grim Lavamancer or Cursed Scroll once they are in play.
Careful Study - Doesnt matter that you lose 2 cards, the point is that you are drawing two, for one
Careful Study, Mental Note, Predict, Strategic Planning, Visions of Beyond, Thought Scour, Runechanter's Pike package works very well.
Turnabout and Gigadrowse in a deck like this is more versitile than Cryptic Command.
Turnabout - hits all permanants, taps out even thier mana, artifacts and etc for a end game connect. or i can resets my lands and play more spells
Gigadrowse - kinda same as turnabout, i can choose what i want to tap, instead to being limited to creatures.
For cards like Grim Lavamancer and Cursed Scroll, i only need to tap them out for a turn or so on T4-5, i can unsummon creatures, and for artifacts and such i should have Force Spike like cards on Turns 1-3, Stifle also works here.
Talrand, Sky Summoner - Link (Mono Blue Tempo)
Isamaru, Hound of Konda - Link (Mono White Voltron)
Ezuri, Renegade Leader - Link (Aggro/ Combo)
Lyzolda, the Blood Witch - Link (Aggro)
Sliver Queen - Link (Combo)
Multiplayer EDH:
Grand Arbiter Augustin IV - Link (Tax/ Stax/ Lock/ Control)
you lands seem out of whack to me.
mutavault/mishra's factory, why? blinkmoth nexus and inkmoth nexus carry the pike better than vault or factory. if you are facing an uphill battle against tribal/sliver decks i can see mutavault sticking around.
scrying sheets? a mana sink that can take a land off the top. i don't think this is doing anything for your deck. you are drawing/milling/discarding like mad and there are only 32 lands in the deck anyways. no reason to waste a land slot on scrying sheets.
mouth of ronom. i get it. still seems really slow.
mikokoro. again, you are already drawing fast no need to help your opponent in the process.
vesuva. what lands are you copying everytime this shows up?
halimar depths. this deck probably draws three cards the same turn this is played outside of turn 1
consider:
cavern of souls
ghost quarter
maze of ith
mystifying maze
Tectonic Edge
brittle effigy -bye pro blue!
high tide
all i got for now
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
Talrand, Sky Summoner - Link (Mono Blue Tempo)
Isamaru, Hound of Konda - Link (Mono White Voltron)
Ezuri, Renegade Leader - Link (Aggro/ Combo)
Lyzolda, the Blood Witch - Link (Aggro)
Sliver Queen - Link (Combo)
Multiplayer EDH:
Grand Arbiter Augustin IV - Link (Tax/ Stax/ Lock/ Control)
edit: you could probably even get away with Teferi, Mage of Zhalfir
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
Riptide Laboratory - realized the wizard synergy actualy is ok in the deck, its not gonna be amazing like in Azami or Mormir but its pretty good in Talrand.
Cards like Greaves and Cloak arent needed, talrand doenst need haste, i understand the protection aspect, but there are so many counters and tappers like gigadrowse and mana short to drain thier mana to ensure talrands survival
Teferi has little valuse being a five drop, even though i understand he is there to slow your opponent down and help talrand, but the fact is 50 cards in the deck are instants, doesnt seem he would make a big impact on the deck.
Talrand, Sky Summoner - Link (Mono Blue Tempo)
Isamaru, Hound of Konda - Link (Mono White Voltron)
Ezuri, Renegade Leader - Link (Aggro/ Combo)
Lyzolda, the Blood Witch - Link (Aggro)
Sliver Queen - Link (Combo)
Multiplayer EDH:
Grand Arbiter Augustin IV - Link (Tax/ Stax/ Lock/ Control)
i was looking through cards and thought i would mention Distant Melody.
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)