Dictate of the Twin Gods

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Journey into Nyx (JOU) Rare
Promo Set (000) Rare

Combos Browse all

Dictate of the Twin Gods

Enchantment

Flash

If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.

Dictate of the Twin Gods Discussion

AnchorCity on Rakdos coin flip

2 weeks ago

It doesn’t look like you’re leaning too far into the coin flipping cards, which isn’t the worst idea, my coin flip deck, Flippin' Awesome!, is definitely a bang or bust deck. I do think Okaun, Eye of Chaos would be really good if you had him out when your commander landed, you could potentially have a biiiig beater ready to smash people, Dictate of the Twin Gods is a great accompaniment to him as well.

draconic997 on Hallar, the Ramp Kicker God

1 month ago

Thanks for the suggestions PJ. I would definitely add all cards except gratuitous violence as I personally preferDictate of the Twin Gods as it can be played before your turn starts and have full mana available to burst people.

So far I would say my MVP cards have been Forgotten Ancient and Rishkar, Peema Renegade.

Forgotten Ancient allows for easy punishment after a big Cyclonic Rift and Rishkar, Peema Renegade can often fix bad hands or allow you to play multiple kickers early on and take the game. alone.

Kruxian on Ruric Thar's Guide to Punching Mages in the Face!

1 month ago

Okay! Now I see where you are going with that a little more. I was for sure that I was missing something that might mess with your deck synergy, glad you liked some of my ideas.

I read your earlier comments and I think swapping Gratuitous Violence for Dictate of the Twin Gods or just adding them both is good. Some people would take a swing from ruric thar versus having their creature die flash in dictate before damage is dealt, big ol' ogre fist to the face plus it's commander damage too devastating. Or if you're playing against multiple people tempt another player to attack another with it. "Psst If you swing at them I make you do double damage"

I run a similar build capitalizing on the bloodrush ability, want to mess with blue mages use the blood rush ability. It's hard to counter and basically casting instants without having to run them in your deck. "Oh your gonna block my ruric thar with a 1/1 let me bloodrush and give it trample here take this larger ogre fist". I've gotten chomped blocked with ruric thar so much that it was damn right irritating till I added bloodrush I know you have equipments in there to avoid that but your not always gonna cast them and you run a risk of ruric hitting you back if you can't get them out early enough.

I understand why you want creatures that fetch lands versus mana dork, my build is really focused on getting ruric thar early so I use 1 cmc mana dorks. In regards to your Oracle good card but I don't want my opponents knowing my deck but like I said I cast bloodrush a lot so I want to keep some mystery you are trying to filter out your lands to get to creatures which is also good. Think about Azusa, Lost but Seeking slightly the same thing without card reveal and easier to cast, same toughness as oracle too, and it's also slightly cheaper. Or Mina and Denn, Wildborn great when dealing with pesky chump blockers. If you want get lands out check out Burgeoning nice huh! Makes your opponent think twice before attacking by letting you play lands on their turn and having mana open to possibly do things. Remember sometimes it's good to have mana open even if you can cast something uncertainty Really stifles blue players.

honestly though you have a really good deck I love it keep as is and just give minor tweaks it looks good for dealing with multiple players. I might make my build like yours when I'm going up against multiple players then I'll really Ruin it Thar for everybody.I think I can get some crazy combos out too, like Possibility Storm and Fauna Shaman combo your guaranteed a bigger creature for tutoring smaller ones.

Njirk on Vial Smasher cards?

2 months ago

Hi there.

Cards with X in their casting cost are generally quite good with Vial Smasher, as their converted mana cost is the total amount you pay for it while you cast the spell (note that this only applies when you cast it. For example: CMC of a Chalice of the Void in your hand is 0, but when you cast it for X=1, its converted mana cost would be counted as 2 for Vial Smashers trigger, because you paid 2 mana). These three are quite powerfull with Vial Smasher: Exsanguinate, Torment of Hailfire and Debt to the Deathless.

Delve and miracle are also mechanics that synergize well. Temporal Mastery, Dig Through Time, Treasure Cruise, Reforge the Soul and Temporal Mastery are some good examples.

One other card I really like is Dictate of the Twin Gods. You can flash it in on the opponents end step for 5 dmg and then double up the damage of your next spell in your turn. Its devastating when combined with extra turn effects.

If you want you can take a look at my Vial Smasher the Fierce+Ishai, Ojutai Dragonspeaker list here: Fierce Smashing

eliakimras on Red/White Angels

2 months ago

Have you considered Boros Signet, Worn Powerstone and Gilded Lotus? Heartless Hidetsugu is game over if Gisela, Blade of Goldnight is out. Furnace of Rath, Dictate of the Twin Gods and True Conviction are great for beatdown. Boros Charm is really versatile in this deck. You can swap Take Vengeance for Swords to Plowshares. Sunforger is the greatest card in Boros and can grab any instant at 4 CMC or less. // It's good to run Command Tower, Battlefield Forge, Temple of Triumph, Needle Spires, Ancient Amphitheater, Boros Guildgate are good for mana fixing. Slayers' Stronghold, Sunhome, Fortress of the Legion and Rogue's Passage are good for combat tricks; Mistveil Plains brings recursion; Spinerock Knoll is great at cheating costs; Secluded Steppe and Forgotten Cave for card selection. // Revitalize, Lightning Helix, Demystify, Fountain of Renewal are subpar in this deck.

hkhssweiss on zurgo needs your help

2 months ago

hiboiiiiiiii

Zurgo is definitely a fun commander to play, I would recommend going for the aggro/voltron route. Cards that give Zurgo himself double strike or extra combats for set up. Here might be some cards that can be considered: Seize the Day, Sigarda's Aid, Combat Celebrant, Silverblade Paladin, Arashin Foremost, Bruse Tarl, Boorish Herder, Temur Battle Rage, World at War, Duelist's Heritage, Dictate of the Twin Gods, Ajani, Caller of the Pride

Cards I would recommend cutting would be: Resolute Archangel, Plaguecrafter, Opaline Unicorn, Howling Golem, Fleshbag Marauder, Miraculous Recovery, Risk Factor, Smelt, Hazoret's Undying Fury, Impale, Mind Rot, Repeating Barrage, Rise from the Grave, Shadow Slice, Walk the Plank, Arcane Encyclopedia...oh man there is actually quite a bit...

The most important thing to see when deck building is what is your main goal of your deck? After that it's how to achieve you goal or gameplan. Than add cards to support your game plan. For your Zurgo deck, I would recommend adding in more cheap ramp, removal spells, card draw, than protection. The cards I suggested earlier should be under $5 at most and should be affordable to get.

Hope that helps and feel free to ask for any advice!

goldbot on Blood and Life for Victory

2 months ago

Thank you for the reply scumbling1! I have considered a few of those cards, mainly Heartless Hidetsugu. Considering that Hidetsugu + Dictate of the Twin Gods or any other damage doubler card such as Insult / Injury draws the game for everyone at the table if there is no interaction, (and honestly if everyone loses you still pretty much win in a casual game in my opinion), it is a potent option since there are multiple ways to set up the combo and if you have a card like angel's grace you still "legitimately" win. I'd say that if your meta is more combo/blue deck heavy and there aren't many token decks in your play group, chuck the Ghostly Prison type effects for Hidetsugu and damage doublers, which are potent on their on. I do not like Dire Fleet Ravager in this deck because there aren't many options to abuse its etb over and over. Bond of agony is ok, however since we don't have access to ramp in Mardu, I decided against it. Finally, I am on the fence about Havoc Festival. It stops enemy life gain, but also yours, which is sometimes needed. A better card might be Tainted Remedy Which you could combine with Beacon of Immortality to kill someone. However, I feel that Hidetsugu is a better option in general since it pretty much ignores your opponent's life totals.

BelugaWhale217 on Xantcha Curse

2 months ago

I would replace Bitter Feud with a global double damage effect such as Furnace of Rath or Dictate of the Twin Gods because if you kill the player that you chose the enchantment becomes worthless

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Dictate of the Twin Gods occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%