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Talrand, Sky Summoner
UBlueLegendary Creature — Merfolk Wizard

Talrand, Sky Summoner

Mana value4Rank#736
BuildCard details

The Commander

Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.

Guide

Gameplan

Talrand turns every instant and sorcery you cast into a 2/2 flying Drake, building an aerial army while you control the board with counterspells and bounce. You spend the early game ramping and protecting Talrand, then chain cheap spells to flood the sky and beat down with evasive tokens.

Strengths

  • Each spell produces a body, giving card-like value from cantrips and removal
  • Strong evasive clock once Drakes accumulate
  • Deep mono-blue toolbox of counters, card draw, and protection
  • Cheap to recast and easy to rebuild around

Weaknesses

  • Mono-blue means almost no enchantment or artifact removal
  • Board wipes erase the whole Drake army in one card
  • Talrand does nothing the turn he enters; needs setup and is removal-bait
  • Color identity locks out the best ramp and recursion outside blue

Key Cards

  • Ophidian Eye — Enchant Talrand so every spell both makes a Drake and draws a card.
  • Mystic Remora — Cheap, sustained card advantage that fuels your spell count.
  • Aetherflux Reservoir — Casting a deck full of cheap spells gains life and enables the 50-damage laser kill.
  • Cyclonic Rift — A one-card board reset that also triggers Talrand for a Drake.
  • Murktide Regent — Grows huge off your graveyard of spent instants and sorceries as a finisher.
  • Thousand-Year Storm — Copies each spell, multiplying Drakes and effects into overwhelming value.

Upgrade Path

Lower your average mana value and pack cheap cantrips (Brainstorm, Ponder, Opt) so each card buys a Drake and digs further. Add fast mana (Sol Ring, Mana Crystals, Mana Drain) and spell-doublers like Thousand-Year Storm or Veyran to multiply triggers, and lean on protection (Heroic Intervention analogs like Tamiyo's Safekeeping, plus counterspells) to survive wipes. Finish with Aetherflux Reservoir for a non-combat combo line and a few card-advantage enchantments to never run dry.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Swarm of 2/2 flying Drakes overwhelming the table
  • ▸Aetherflux Reservoir laser for 50 damage off a storm turn
  • ▸Anthem or overrun effects like Coastal Piracy plus mass tokens
  • ▸Murktide Regent or other big flier as a beatdown finisher

Archetypes

  • Spellslinger — Talrand rewards casting a high density of instants and sorceries with free fliers.
  • Control — Counterspells and bounce defend Talrand while every answer also advances your board.
  • Token Aggro — Drakes provide a steady evasive army that closes games quickly.
  • Combo — Aetherflux Reservoir and storm payoffs reward cheap spell chains for explosive kills.

Combos

  • Anhelo, the Painter + Talrand, Sky Summoner + Call to Mind + Mystic Retrieval + Walk the Aeons

    → Infinite turns, Lock

  • Anhelo, the Painter + Talrand, Sky Summoner + Call to Mind + Mystic Retrieval + Time Warp

    → Infinite turns, Lock

  • Anhelo, the Painter + Talrand, Sky Summoner + Call to Mind + Mystic Retrieval + Temporal Manipulation

    → Infinite turns, Lock

  • Anhelo, the Painter + Talrand, Sky Summoner + Call to Mind + Mystic Retrieval + Capture of Jingzhou

    → Infinite turns, Lock

  • Anhelo, the Painter + Talrand, Sky Summoner + Call to Mind + Mystic Retrieval + Time Stretch

    → Infinite turns, Lock

Combos via Commander Spellbook.

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