I created this deck to counter an annoying mill deck in my group, but it turned into something much greater

The main theme of this deck is deciding who can do what, and when they can do it, with over a third of the deck being instants that either counter or bounce creatures.

Just remember one thing whilst playing this deck: They can't do anything unless you say they can.

The main idea of this deck is to shape the direction of the game, whether your opponents like it or not. Over a third of the deck is instants, with around 23 counter spells, and the rest either contributing to draw power, or bouncing creatures. This, along with Talrand's Passive makes for quite the deadly combo. Bouncing their creatures while simultaneously creating your own to swing through openly is really the bread and butter of Talrand control decks. Category Breakdown

Sorceries:The sorceries are fewer in number, but are just as useful. Most are either dedicated to pure draw power, token creation, or gravepurging your sorceries and instants. I am also fortunate my two favorite cards in blue are cheap enough to include in a budget deck such as this. Traumatize Which will dissuade almost anybody from taking an actions against you, and Startled Awake  , a repeatable 13 card mill that has, at least to me, some of the most interesting mechanics in the game. Both make for a very psychological and political game, the kind I find the most fun.

Creatures: The creature list in this deck is mainly composed of Wizards, to further aid the draw power, whether it becard:Arcanis, the omnipresent, or Azami, Lady of Scrolls (which, when paired with Docent of Perfection, gives you major draw power, almost guaranteeing your hand will never be empty.) Or cards such as Guile, which offer a very nasty synergization with all of the instants and sorceries in this deck.

Enchantments:Enchantments in this deck are more of a splash card type, usually having some pretty minimalist affects, that will affect gameplay if left to go unattended.

Instants: Save the best for last as they always say. Instants in this deck are what gives you the "Arbitor" Title (Or whichever title you want, since no one can stop you from taking it.) Some where in the ballpark of 23 counter spells are included in this beautiful ball buster of a deck, the other give or take 13 are bounce cards or draw advantage, so save some mana for your opponents turns ;)

Commander:Talrand, Sky Summoner is really the only logical choice in a deck comprised of 8 creatures, with the rest being instants and sorceries. Jace, Vryn's Prodigy   would probably be the next best bet, if you could get Card: Jace, Telepath Unbound's ultimate off, the pairing with Startled Awake   and Traumatize would most likely be a thing of beauty.

Thanks! And Enjoy!

(Suggestions are very welcome, I will read all comments!)

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Updates Add

I removed Mnemoic Wall and Stormtide Levithan to add Azanami, Lady of Scrolls, and Metallurgic Summonings for an all around smoother play, with less top decking.

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Date added 7 years
Last updated 7 years
Exclude colors WBRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

25 - 0 Rares

19 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 3.48
Tokens Bird 2/2 U, Boar 2/2 G, Clue, Construct X/X C, Drake 2/2 U, Frog Lizard 3/3 G, Human Wizard 1/1 U, Manifest 2/2 C, Zombie 2/2 B
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