
Art: Svetlin Velinov · ™ & © Wizards of the Coast
Commander Talrand, Sky Summoner · 2/2
by Bobandis6 · Commander · 100 / 100 cards · Updated Oct 10, 2026
The Warden approves this deck
Bracket 1–2 · nothing here goes past Core ·
Turn cantrips, counterspells, and bounce spells into an expanding flock of flying Drakes. This budget control deck wins by protecting Talrand, trading efficiently, and attacking over the board with a growing air force.
Opening plan: Look for three lands, a mana rock, and inexpensive interaction or card selection. Talrand is most effective when you can cast him with protection available; casting him into open removal without a follow-up can leave you spending the next turn paying commander tax. The engine: Each instant or sorcery you cast produces one Drake, regardless of whether your spell resolves. Cast cantrips on a quiet end step to grow your board while keeping interaction available; Murmuring Mystic supplies a second token engine, and Archmage Emeritus turns your spells into additional cards. Closing the game: Favorable Winds and Windstorm Drake increase your flying army's damage. Reconnaissance Mission and Bident of Thassa draw a card for each of your creatures that deals combat damage to a player, so attacks spread across open opponents can refill your hand. Octavia can turn an unblocked Drake into a base 8/8 with each relevant magecraft trigger. Resource management: Save counters for sweepers, decisive engines, and threats you cannot bounce profitably. Delve on Treasure Cruise and Dig Through Time competes with Octavia's graveyard requirement; use it deliberately, and keep enough instants and sorceries in the graveyard if you need her reduced casting cost.
2.71
Nonland cards
37
$48.48
Cheapest printings
Curve template
| Color | Lands | Other |
|---|---|---|
| Blue | 36 | 3 |
| Colorless | 1 | 4 |
Cards that make “any color” count once for each color your commander allows; Treasure makers count through their reminder text.