Type: Deck Idea
Format (legal 👍) vinVintage
Approx. Value:
$685.48

0 Likes 1 Comments
Avg. CMC 2.8
Card Color Breakdown
Card Type Breakdown

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Main Deck - 100 cards, 75 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (5)
1 Archaeomancer
$0.25 Creature - Human Wizard
1 Deadeye Navigator
$6.92 Creature - Spirit
1 Peregrine Drake
$0.36 Creature - Drake
1 Snapcaster Mage
$14.63 Creature - Human Wizard
1 Talrand, Sky Summoner
$0.29 Legendary Creature - Merfolk Wizard
Instant (30)
1 Archmage's Charm
$3.78 Instant
1 Brainstorm
$1.05 Instant
1 Counterspell
$1.16 Instant
1 Cryptic Command
$7.50 Instant
1 Cyclonic Rift
$30.56 Instant
1 Deprive
$0.35 Instant
1 Disallow
$3.30 Instant
1 Dissipate
$0.12 Instant
1 Faerie Trickery
$0.53 Tribal Instant - Faerie
1 Force of Negation
$40.59 Instant
1 Force of Will
$68.74 Instant
1 Frantic Search
$0.25 Instant
1 Gush
$1.28 Instant
1 High Tide
$0.74 Instant
1 Logic Knot
$0.24 Instant
1 Muddle the Mixture
$1.27 Instant
1 Mystical Tutor
$9.36 Instant
1 Narset's Reversal
$9.22 Instant
1 Oona's Grace
$0.05 Instant
1 Opt
$0.08 Instant
1 Overwhelming Denial
$0.15 Instant
1 Pongify
$6.06 Instant
1 Rapid Hybridization
$2.50 Instant
1 Reality Shift
$0.31 Instant
1 Snap
$0.91 Instant
1 Spell Syphon
$0.23 Instant
1 Swan Song
$11.50 Instant
1 Think Twice
$0.07 Instant
1 Trickbind
$28.49 Instant
1 Wizard's Retort
$0.14 Instant
Sorcery (19)
1 Ancestral Vision
$5.22 Sorcery
1 Bond of Insight
$0.15 Sorcery
1 Deep Analysis
$0.07 Sorcery
1 Devastation Tide
$0.45 Sorcery
1 Distant Melody
$0.59 Sorcery
1 Finale of Revelation
$2.16 Sorcery
1 Gitaxian Probe
$5.03 Sorcery
1 Karn's Temporal Sundering
$1.90 Legendary Sorcery
1 Mass Polymorph
$0.40 Sorcery
1 Personal Tutor
$16.65 Sorcery
1 Ponder
$2.66 Sorcery
1 Preordain
$0.88 Sorcery
1 Retraced Image
$3.21 Sorcery
1 Serum Visions
$0.66 Sorcery
1 Shimmer of Possibility
$0.07 Sorcery
1 Temporal Mastery
$5.76 Sorcery
1 Time Spiral
$114.37 Sorcery
1 Time Warp
$13.56 Sorcery
1 Treasure Cruise
$0.34 Sorcery
Artifact (6)
1 Extraplanar Lens
$6.88 Artifact
1 Isochron Scepter
$14.13 Artifact
1 Lotus Bloom
$2.95 Artifact
1 Midnight Clock
$0.43 Artifact
1 Sensei's Divining Top
$24.73 Artifact
1 Sol Ring
$1.29 Artifact
Enchantment (3)
1 As Foretold
$1.07 Enchantment
1 Opposition
$1.89 Enchantment
1 Search for Azcanta // Azcanta, the Sunken Ruin
$3.21 Legendary Enchantment // Legendary Land
Planeswalker (1)
1 Narset, Parter of Veils
$0.95 Legendary Planeswalker - Narset
Land (36)
1 Boseiju, Who Shelters All
$10.39 Legendary Land
1 Cavern of Souls
$40.14 Land
1 Flooded Strand
$24.15 Land
1 Misty Rainforest
$19.53 Land
1 Moonring Island
$0.40 Land - Island
1 Mystic Sanctuary
$1.01 Land - Island
1 Polluted Delta
$29.20 Land
1 Reliquary Tower
$2.47 Land
1 Scalding Tarn
$19.00 Land
1 Scrying Sheets
$6.71 Snow Land
26 Snow-Covered Island
$1.84 Basic Snow Land - Island
Sideboard - 0 cards, 0 distinct
No cards here. :(

Comments
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  • Valentin Roman (22-Oct-2019 13:05)

    By only having four creatures we guarantee that as long as we have Talrand and two Drakes on the battlefield we will get this combo off. So here is how it works.

    First we have Talrand and our two Drake tokens. We should only do this combo if the coast seems clear—a tapped out opponent or a quick Gitaxian Probe will do the trick. We cast Mass Polymorph which triggers Talrand putting a third Drake onto the battlefield before Mass Polymorph resolves. When it resolves we exile our tokens and send Talrand back to the command zone.

    Now we reveal cards from the top of the deck until we reveal four creatures. There are only four in the deck so in a casual game, to save time, you can just let your opponents look through the deck after you grab your creatures. The four creatures you just grabbed are Deadeye NavigatorPeregrine DrakeArchaeomancer and Snapcaster Mage. If you want to make this combo function perfectly with only Talrand and one Drake then you can take Snapcaster out of the deck. But Snapcaster is just so good in this deck that I feel it is worth losing a touch of consistency to keep it in.

    Anyway, at this point you probably see where I'm going, but I'll walk through it just to be sure we're all on the same page.

    You can stack your triggers however you want at this point; 99% of the time, it won't matter. For the sake of this demonstration I'll have Peregrine Drake enter first untapping five lands. Next Deadeye Navigator comes in and soulbonds to Peregrine Drake, and then Archaeomancer comes in grabbing an instant or sorcery out of your graveyard. You now can tap the five lands and use two of them to flicker Peregrine Drake which untaps all the lands again. This nets you three mana each time and is essentially infinite mana but we'll be respectful and tell our opponents it's 3000 blue mana. It doesn't matter. You can then flicker Deadeye Navigator and soulbond him to Archaeomancer and then return any number of instants and sorceries you want to your hand. This is where it gets fun.

    Play your Talrand again and start casting cantrips until you have all the Drakes you could want, cast an extra turn spell, and attack your opponents before they get a chance to do anything about it.