Dual Shot

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Arena [BETA] Legal
Heirloom Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Casual Legal

Printings View all

Set Rarity
Ixalan (XLN) Common
Shadows over Innistrad (SOI) Common

Combos Browse all

Dual Shot

Instant

Dual Shot deals 1 damage to each of up to two target creatures.

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Dual Shot Discussion

CrimsonRaven86 on Jurassic Park

6 days ago

Instead of Dual Shot maybe Shake the Foundations would work better to help control hexproof merfolk.

KaladeshKat on Burning Magic

1 month ago

I don't understand what Pillar of Origins is doing in this deck? I would drop that, all copies of Act of Treason and Thud, then replace them with 4x Wizard's Lightning and 3x Banefire.

then drop Dual Shot, add in Risk Factor because you have no card draw in this deck. Tormenting Voice would be more card draw, or The Flame of Keld could be used with 1-2 cards in hand and then as a finisher.

Grubbernaut on Jescaw

1 month ago

Dual Shot and mainboard Electrickery are conditionally good but often bad. MBC seems really big online, now, and it's pretty dead against them. With eleven main-deck removal spells and a little more help post-board, I think the split is about as good as it's getting, in that regard.

The trilands would be useful, but also don't power up Skred. Hitting a Gurmag Angler at instant speed always feels nice. Between all the cantrips and Trinket Mage, I almost always find fixing to be passable; most games go as such that you really only need one source of the nonblue colors, which is much more forgiving.

I think the SB can be adjusted. Haven't seen Inside Out combo in ages. More sweepers or Pyroblasts might be in order. In general, I have favorable win percentages outside of Delver and stompy, but I'm not sure how much more we can realistically do to prepare for those matchups.

Thank you for the comment!

BluemanMTG on Jescaw

1 month ago

Sweet deck brew. Would love to try something like this out.

Just an idea reading the comment above, Dual Shot be a suitable idea since Forked Bolt isn't legal? Or maybe add an Electrickery mainboard or something to deal with Delver's stuff. What we REALLY need is the trilands from Shards of Alara and Khans of Tarkir (Mystic Monastery pls) downshifted so true, non tron/affinity 3 colour decks can shine in Pauper.

Danielj111 on Huatli

3 months ago

I would recommend, if you want to keep green, use it more for ramp than you are atm. I would also recomend replacing Slash of Talons with Lightning Bolt, Crested Herdcaller with Regisaur Alpha, Two Huatli's Snubhorn with Temple Altisaur's, Everdawn Champion with Atzocan Seer, balance the land a little more, maybe some Dual Shots and Ranging Raptors for ramp and enrage triggers, maybe one Ravenous Daggertooth instead of an Imperial Ceratops so you can get enrage lifegain earlier, it's also more of an earlier bait target for removal which will benefit you. Also Regrowth, Destructive Revelry for your sideboard. Otherwise removing green, adding in more red like Silverclad Ferocidons, Raptor Hatchling and Charging Monstrosaur and the white and red Ixalan Avatars, if you cut out the green you could also lean into more of the lifegain aspect with some give lifelink spells on your fliers then you can chump block small boys with either face or enrage dinos.

Zarathoustra on Fossils' Storm

3 months ago

I play a green/red dino deck (Raging Dinos) and have a lot of tools to trigger the enrage ability, but I can't think of anything in white. Maybe Dual Shot ?

theoptimistiq on With Fire And Storm ($30) MTG Core 19 Budget Burn

5 months ago

Hello there :)

Nice deck, I've recently also came up with a similar idea. Here are my suggestions which cards IMHO are worth including in this deck: Dual Shot - deals 1 damage to 2 creatures, it'll allow you to deal with some weaker creatures at the beginning of the game

Ghitu Lavarunner - it costs 1 red mana, but quickly becomes 2/2 creature

Thud - after you play wizard which deals damage to an opponent after he enters the battlefield, you can play this card and deal another 3 damage to your opponent for only 1 red mana

Mutiny - you can easily deal with some bigger creature thanks to this card.

Banefire - card which should be played in the end phase of the game to destroy your opponent. You pay 5 mana, and your opponent can't counter this spell!

Deck should be fast and you should constantly attack your opponent with instant spells and deal damage. Artifacts slow you down so do enchantments. I'd remove artifacts, enchantments and tormenting voice from your deck. These cards definitely slows you down, are expensive to play - thus, you will not use artifacts' benefits.

The same goes with Tormenting Voice - you have to discard 2 cards, which makes it a difficult choice to choose which one should go to your graveyard... please mind that you will not retrieve those cards later in the game.

Cheers! :)

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