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COMMANDER(S)
Talrand, Sky Summoner
QR Code
U
- Mono Blue
Created by  lorisg
Bracket
6.0 - 6.5
Bracket 3
Average CMC Average CMC
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ANALYSIS

Overview:

This mono-blue deck helmed by Talrand, Sky Summoner focuses on casting instants/sorceries to flood the board with 2/2 Drake tokens while controlling the game. The commander is critical to the strategy, as every noncreature spell fuels the win condition. Secondary themes include card advantage engines (Archmage Emeritus, Kindred Discovery), alternate win cons (Triskaidekaphile, Laboratory Maniac), and tempo tools like Cyclonic Rift/Hullbreaker Horror. The deck leans heavily on counterspells (14+ counter effects) to protect its game plan and disrupt opponents.

Primer:

Core Strategy Execution:

  1. Early Game (T1-3): Deploy mana rocks (Sol Ring, Arcane Signet) and cantrips (Opt, Brainstorm) to trigger Talrand. Use Leyline of Anticipation to cast spells at instant speed. Prioritize protecting Talrand with cheap counters like Abjure.
  2. Mid Game (T4-6): Chain draw spells (Fact or Fiction, Quick Study) to generate Drakes and find key pieces. Deploy value engines like Bident of Thassa or Curiosity Crafter. Counter critical threats while building an aerial army.
  3. Win Conditions:
    • Combat: Overrun with Drakes enhanced by Coat of Arms or Kindred Discovery (Wizard tribal).
    • Alternate Wins: Triskaidekaphile hand size victory or Laboratory Maniac with deck-out via Blue Sun's Zenith.
    • Lockdown: Pair Hullbreaker Horror with cheap instants to bounce all opposing permanents.

Mulligan Priorities:

  • Keep hands with 2-3 lands and at least 1 early play (cantrip, mana rock, or protection spell).
  • Prioritize hands containing Talrand + protection (Fierce Guardianship, Mana Drain).
  • Avoid hands lacking blue sources or with only high-CMC spells.

Key Tips:

  • Use Riptide Laboratory to save Talrand from removal and retrigger ETB effects on Archaeomancer.
  • Imprint Brainstorm or Counterspell on Isochron Scepter for repeatable value.
  • High Tide + Frantic Search enables explosive turns to cast multiple spells/Drake triggers.
  • The Reality Chip ensures land drops and spell access while maintaining board presence.

Weaknesses:

Critical

  • Heavy reliance on Talrand: Repeated removal (3+ times) cripples token generation.
  • Minimal permanent-based threats: Board wipes like Farewell reset progress entirely.
  • Struggles against hexproof/shroud commanders (no forced sacrifice effects).

Moderate

  • Limited artifact/enchantment removal: Cursed Totem/Torpor Orb shut down key engines.
  • Vulnerable to hand disruption: Thoughtseize effects can strip critical countermagic.

Minor

  • Mediocre ramp: Only 5 mana rocks may delay high-CMC plays like Hullbreaker Horror.
  • Token overcommitment risks: Aetherspouts/Settle the Wreckage punish wide boards.

Most Important Cards:

  • Talrand, Sky Summoner (Token generator, deck engine)
  • Cyclonic Rift (Board reset + win enabler)
  • Hullbreaker Horror (Recurring bounce + soft lock)
  • Coat of Arms (Primary combat finisher)
  • Archmage Emeritus (Card advantage engine)
  • Mana Drain (Premium counter + mana acceleration)
  • Leyline of Anticipation (Flash enables reactive plays)
  • Kindred Discovery (Draw engine with Wizard synergy)
  • Isochron Scepter (Value repeater)
  • Mystical Tutor (Finds key instants/sorceries)

Attribute Ratings:

Speed: 5/10

  • Can establish a threatening board by T5-6 but lacks fast combo kills. Relies on incremental token pressure.

Resilience: 6/10

  • Strong counterspell suite protects key pieces, but token armies are vulnerable to wipes. Recursion (Archaeomancer, Flood of Recollection) provides some recovery.

Consistency: 7/10

  • 30+ instant/sorcery spells reliably trigger Talrand. Tutors (Mystical Tutor, Muddle the Mixture) find critical answers.

Interaction: 8/10

  • 14+ counterspells, 6 bounce spells, and stax elements (Hullbreaker Horror) provide robust disruption.

Rating Justification:

This deck operates at a Focused power level (T7-8 wins) through efficient counterspells and synergistic token generation but lacks the speed/redundancy of top-tier combos. While resilient against spot removal, it falters against repeated wraths or commander-focused hate.

Power level: 6.0 - 6.5

DECK LIST
Talrand, Sky Summoner
Creature: 12
($27.51)
1
Archaeomancer
2 U U
1
Archmage Emeritus
2 U U
1
Archmage of Runes
3 U U
1
Curiosity Crafter
3 U
1
Hullbreaker Horror
5 U U
1
Laboratory Maniac
2 U
1
Lier, Disciple of the Drowned
3 U U
1
Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time
2 U U
1
Ornithopter of Paradise
2
1
Snapcaster Mage
1 U
1
The Reality Chip
1 U
1
Triskaidekaphile
1 U
Artifact: 11
($47.4)
1
Arcane Signet
2
1
Bident of Thassa
2 U U
1
Coat of Arms
5
1
Fellwar Stone
2
1
Isochron Scepter
2
1
Midnight Clock
2 U
1
Mind Stone
2
1
Misleading Signpost
2 U
1
Patchwork Banner
3
1
Sapphire Medallion
2
1
Sol Ring
1
Enchantment: 5
($12.41)
1
Kindred Discovery
3 U U
1
Leyline of Anticipation
2 U U
1
Shark Typhoon
5 U
1
Unstoppable Plan
2 U
1
Wizard Class
U
Instant: 35
($148.15)
1
Abjure
U
1
Aetherize
3 U
1
Arcane Denial
1 U
1
Archmage's Charm
U U U
1
Blink of an Eye
1 U
1
Blue Sun's Zenith
X U U U
1
Brainstorm
U
1
Brainsurge
2 U
1
Counterspell
U U
1
Cyclonic Rift
1 U
1
Deliberate
1 U
1
Disdainful Stroke
1 U
1
Essence Scatter
1 U
1
Fact or Fiction
3 U
1
Fierce Guardianship
2 U
1
Flow of Knowledge
4 U
1
Frantic Search
2 U
1
High Tide
U
1
Impulse
1 U
1
Into the Roil
1 U
1
Mana Drain
U U
1
Muddle the Mixture
U U
1
Mystical Tutor
U
1
Opt
U
1
Pongify
U
1
Quick Study
2 U
1
Rapid Hybridization
U
1
Reality Shift
1 U
1
Resculpt
1 U
1
Rewind
2 U U
1
Silundi Vision // Silundi Isle
2 U
1
Sink into Stupor // Soporific Springs
1 U U
1
Snap
1 U
1
Sublime Epiphany
4 U U
1
Think Twice
1 U
Sorcery: 3
($33.36)
1
Curse of the Swine
X U U
1
Flood of Recollection
U U
1
Sea Gate Restoration // Sea Gate, Reborn
4 U U U
Land: 33
($25.24)
1
Castle Vantress
27
Island
1
Mystic Sanctuary
1
Otawara, Soaring City
1
Reliquary Tower
1
Riptide Laboratory
1
War Room

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