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Legendary Creature — Merfolk Wizard
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
“Blue spellslinger that summons Drake tokens from every instant and sorcery.”
Talrand is your classic spellslinger commander that rewards you for doing what blue does best: casting instants and sorceries. Every spell you cast produces a flying Drake token, so you're building a board of evasive creatures while your instants and sorceries handle the game's problems. The core gameplan is simple: cast cheap interaction and card draw, make tokens, and punch through the air. By turn 5–6, you'll have a small aerial army that can close out games, all while keeping yourself protected with counterspells and removal.
You'll want to load your deck with cheap, efficient instants and sorceries that do real work—think counterspells, cantrips, bounce spells, and card draw. Cards like Counterspell, Spell Pierce, and Pongify protect you while generating tokens. Cantrips like Opt and Preordain keep your hand full and trigger Talrand without much mana investment. The beauty of this deck is that your instants do double duty: they solve problems and advance your board state. Aim for a shell of 35–40 instants and sorceries, then fill the rest with ramp (mana rocks like Watery Grave and Sol Ring) and utility lands.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Swap expensive cantrips like Scalding Tarn for budget alternatives like Flooded Strand or basic Island/mana rocks; Counterspell can be replaced with Countermand or Essence Scatter.
Inclusion = % of Talrand, Sky Summoner decks running this card. +lift = percentage-point boost over the format average.
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