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I have been tinkering with this deck for a long time. I first built a
Counterspell
deck that was dominant in 1v1 but really suffered in multiplayer which is what I play most. I switched it to be a cantrip deck and just did not have a good win con to rely on if my drake production got interrupted. I then switched it to a morph deck that relied on
Proteus Staff
bringing out things like
Consecrated Sphinx
and
Stormtide Leviathan
but it was neither fast enough nor consistent enough because the creatures that came out rarely fit the need of the situation.
I then thought, "Why not limit the number of creatures so that I'm guaranteed to get something great? And while I'm at it, just make them combo creatures." Thus, I have arrived at the deck in its present form. To my knowledge, it's the only Talrand deck that uses this type of engine (morphing your whole board into your infinite combo).
If you like what you see, UPVOTE! . If not, let me know what you'd change.
Your playgroup and opposing decks will determine when you can take this step. Take note of the situation you are in. Sometimes tapping out on turn 3 or 4 to get him on the battlefield is okay, sometimes it isn't. You may need to wait until you have a enough mana to protect him or at least get some drake value out of him first.
Obviously, the sooner we can do this the better, but people will know this is your primary path to victory after playing you a couple of times. I've included
Commandeer
,
Thwart
,
Foil
and
As Foretold
for when you tap out.
Switch out
Palinchron
for
Peregrine Drake
. You lose additional combo methods but it could still work. You can also replace non-basic lands like
Winding Canyons
with Islands and go with cheaper cantrip/counterspell packages. You can easily put this together for under $100.
If money is no object:
Beefing up the counterspell package is the most obvious place to upgrade. Things like
Force of Will
and
Pact of Negation
are always good.
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