
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
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.
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.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite turns, Lock
→ Infinite turns, Lock
→ Infinite turns, Lock
→ Infinite turns, Lock
→ Infinite turns, Lock
Combos via Commander Spellbook.
Same color identity (U), by popularity.