|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad (SOI)||Common|
Combos Browse all
Dual Shot deals 1 damage to each of up to two target creatures.
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Dual Shot Discussion
5 hours ago
These kinds of decks tend to center around Enigma Drake and Riddleform. You have Glorybringer so I suggest you run it in the mainboard as well. You still only want 8-12 creatures counting Riddleform. You should probably maindeck Negate as well as Essence Scatter. If you dont have Disallow, Cancel is ok in its place. I really like Reduce / Rubble and Supreme Will in these kinds of decks too. Dual Shot and Fiery Cannonade are good against tokens, and the rest of your spell package is solid too. I like Hieroglyphic Illumination and Chart a Course as cheap draw too.
5 days ago
5 days ago
@Neotrup that scenario also assumes that player 1 had Dual Shot in their hand at the time Hostage Taker entered the battlefield. Had it instead been the card on top of their library that they'd draw on their next turn, then we'd be back to square one. You are of course correct though that, in the case that Player 1 does already have Dual Shot in hand, and the untapped mountain to cast it, they can respond by shotting the Raptor Hatchling before Hostage Taker's ability resolves.
5 days ago
Because they left a Mountain up, Player 1 could also cast Dual Shot in response to the Hostage Taker targeting Raptor Hatchling. This would cause Player 1 to create the 3/3 Dinosaur token, and cause Hostage Taker's ability to fizzle as it's target is dead. Had they not left the Mountain up, they'd have to kill it on their turn, forcing the described outcome where Player 2 gets the 3/3 Dinosaur token.
5 days ago
Player one casts Raptor Hatchling leaving one Mountain open.Player two casts Hostage Taker taking my Raptor Hatchling and subsequently casts it. Player one then casts Dual Shot and targets the Hatchling activating its enrage ability. Does that damage that hits the Hatchling cause Player two to put a 3/3 on the field or Player one?
3 weeks ago
Your numbers are waaaay off.Typically in a deck you will have somewhere between 20 and 24 lands depending on what you need for your creature Converted Mana Cost (cmc for short).Its a good plan to have a lot of creatures in a creature type deck. But it might be better to focus your scope of creatures to more like 24-26 cards. That will leave room for your 20-24 lands and 10-14 others.
That means more noncreature spells that will boost your creatures in some way. Wether its defensively like Blossoming Defense or offensively like Crash the Ramparts, its always good to have cards that will benefit your other key components. That synergy will bring you more victories than anything else.
Now then. To figure out your numbers. If you decide that the card you NEED on the battlefield to win has a cmc of 5 then you will need at least 5 lands to win. So if you go 3 turns early on without land then you will probably end up losing. So you would want to put more lands in the deck to ensure having the amount you need to win.
If you only need 3 on average then you can play less lands. But I would never go below 20 lands in a normal deck.
As for creatures, you should find a few that you like the most. No more than 4 different cards, until you become a little more experienced. Focus on building the deck to play to the strengths of those cards.
So lets say Ripjaw raptor and regisaur alpha are your favorite cards. A great way to benefit from these creatures the most is to deal damage to Ripjaw Raptor multiple times so you can draw extra cards and to play early cards that become late game threats to benefit from Regisaur Alpha.
Ripjaw raptor has a beautiful synergy with cards like Dual Shot or Magma Spray. These cards can hit your creature to activate Enrage or you can hit your opponents creatures for some direct removal damage. This technique also works well with Raptor Hatchling , a card that is great with regisaur alpha in your late game because if you block with the Hatchling then you actually benefit more from it.
One of my favorite cards is Drover of the Mighty . It will give you an early extra mana source to help bring out your big creatures sooner and its good later on because of the boost it gets from simply having a dinosaur on your field.
I hope I helped you out and I'm sorry for the very long comment. Good luck!
3 weeks ago
Nice list :)
1 month ago
this deck is kinda janky, so if u want to improve synergy, u could use Raptor Hatchling as a centerpiece (get more copies of it, its an awesome card) and use spells to buff it; so you can always Rile/Dual Shot it to make tokens all the time. For the rest of the cards, you could have less diversity and play more copies of each card to improve on the consistency. Happy tapping :)