Dual Strike

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dual Strike

Instant

When you cast your next instant or sorcery spell with converted mana cost 4 or less this turn, copy that spell. You may choose new targets for the copy.

Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Cheesus2112 on Help for my Izzet Mill

9 months ago

wallisface

Gotcha! I didn't realize Dual Strike didn't cast it again, so that makes sense. I'll take out Brain Freeze and replace it with another Fractured Sanity, cut out a few of the lands, and take a look at replacing Expressive Iteration.

Thanks for all the help!!

wallisface on Help for my Izzet Mill

9 months ago

Cheesus2112 addressing your paragraphs in order:

  • The problem with Mystical Tutor is that its not even replacing itself, its replacing the next card you draw - so your effectively paying 2 cards for 1. When mill decks typically require all the resources they can get, this trade puts you in a really bad position. Mill normally runs efficient card draw to refill its hand, like Visions of Beyond.

  • Dual Strike copies a spell, and while the copy goes on the stack, it doesnt cast it, so you just mill 9, then 9 again (for 18 total). Even in this scenario, spending 3 cards to mill 18 is pretty low - it means each card is only contributing a mill of 6. Compare that to Fractured Sanity, which mills 14 cards by itself.

Just as an aside before I continue, the above points kindof illustrate that maybe youre not valuing hand resources as much as you should be. Every card ideally needs to be high-impact, and at the moment youre stringing together multiple cards to only get the power of one.

  • Fetch lands are very powerful, but they dont lower your overall land count, or effect your future draw-odds in any meaningful way. For comparison my own mill deck (which is pretty top-tier) runs 22 lands, with 8 of those being fetchlands. 25 lands feels like a painfully high amount, where youre all-too likely to draw waay more than you need.

  • Expressive Iteration is a very strong card, and may work im just not convinced of its application in Mill. Personally id prefer the before-mentioned Visions of Beyond, as it draws you 3 cards for half the mana.

Cheesus2112 on Blue Raspberry Mill

9 months ago

Balaam__ Thanks for the advice!

When I ran a version of this deck in Arena, I found that without any control in the deck I was just getting rolled because even though I was milling well, if the other player got creatures onto the board I had no way of dealing with it (especially if they managed to get a planeswalker out early). So many times I'd run out of life before they ran out of cards because they got a 3 power or a flyer out early. Once I added in that removal/control I saw my win rate go way up. That's one of the reasons I added Brain Freeze so when I play something like Strangle/Fading Hope I'll Dual Strike Brain Freeze and mill 21 cards in a turn. If Bruvac is on the field when I do that, that's 2/3 of their deck gone in a single turn for 6 mana (5 mana if fortell spells count for the storm keyword on Brain Freeze.

But I'm definitely willing to reconsider if there's another avenue for removal/counter while maximizing my mill power.

Thanks again!

Cheesus2112 on Help for my Izzet Mill

9 months ago

wallisface Thanks so much for the feedback! Definitely some good things to consider here.

Here's some of the reasoning for the issues you pointed out to see where I was coming from. I'm still a wee babby when it comes to deck building, so I could be way off base here.

Mystical Tutor is there just to get a double casting or potent mill card into my hand more reliably than waiting for card draw. But can understand that it's a little slow. Are there any better cards to get that kind of value a little more efficiently?

The idea behind Brain Freeze was to play something like Fading Hope then a Dual Strike first, so the first casting gets me 9 cards, then the second gives me 12, for 21 cards in one turn (but not 100% if it stacks like that).

There's 25 lands, but 6 of them are fetch lands, so I'm really only rocking 19. The fetch lands are purely for my ruin crabs to get a bit of extra value. Plus each time I play a fetch land it takes another card out of my deck increasing my chances of grabbing one of the cards I need.

Expressive Iteration is there to give me a little card draw to get to my needed cards faster. I ran it in a version of this deck in Arena and it came in clutch a few times, usually letting me pull a land for my crabs and if nothing else getting me closer to my needed cards. Is there something else that could give me card draw?

Again, thanks for the advice! I really appreciate it!!

lagotripha on $10 Controlled Burn, Arcane Edition! [UltraBudget]

1 year ago

Going into 3 colours on a budget can be tough, but there are some great options - Field of Ruin, Exotic Orchard, Aether Hub/Crumbling Vestige, etc. They aren't perfect, but a little planning can get them to stick.

The biggest thing I can offer is that splicing to arcane has various combos with 'copy spell with x cmc or less' effects. Izzet Guildmage+Desperate Ritual is traditional, but guildmage plays nice with everything else. Similarly, Sea Gate Stormcaller, Dual Strike etc.

With all of that said, I'd look at blue creatures - Delver of Secrets  Flip etc, with some etb effects like stormcaller, with Veil of Secrecy as protection rather than stretching to white.

nathanielhebert on Istant shot Pezzent

1 year ago

I had assembled this deck, and love playing it in paper. Just started up Arena, and I've built a digital version as my first deck, and already 3 days in, I'm bulldozing my way up to Gold in the Historic format.

I had to make a few substitutions, since they don't have Quest for Pure Flame, so my deck includes, Insult / Injury (which in practice I'm liking better, since it triggers all the damage-creatures), and Dual Strike, which is making for some explosive rounds with the Foretell cost of 1 mana.

To replace Expedite, I'm using Play with Fire, which helps a bit with the filtering, although I miss the card draw!

multimedia on Cards That Do Nothing

2 years ago

Hey, have more confidence in your deck building because this is a good first budget version of Veyran. My advice for the next steps is to reduce the mana curve and add more copying instant or sorcery effects.

Krark, the Thumbless is amazing with Veyran because he's a permanent thus if you win a flip which copies the spell it triggers Veyran to make another copy. When you cast an instant or sorcery Krark triggers twice giving you two flips/chances to copy the instant or sorcery you cast. If you win a flip and copy the spell then you trigger Veyran to copy the spell again. If you win both flips you trigger Veyran two more times since you copy the spell two times. You still cast the instant or sorcery therefore you trigger magecraft even if you lose all flips.

  • If you win both flips you make four copies of the spell + resolve the original spell.
  • If you win the first flip and lose the second flip you make two copies of the spell and return the spell to your hand.
  • If you lose the first flip and win the second flip you make two copies of the spell and return the spell to your hand.
  • If you lose both flips then you don't copy the spell instead return the spell to your hand.

With Veyran want to win one flip and lose the other because then you get two copies of the spell as well as return the spell back to your hand to cast again even on the same turn. If you cast a one drop instant or sorcery just cast it again and repeat as long as you lose one flip.


Budget Forks: Increasing Vengeance , Dual Strike , Teach by Example can copy your own instant or sorcery, more ways to trigger magecraft. Two Forks cast on the same turn can copy each other on the stack making infinite magecraft for Veyran to have infinite power for potential lethal Commander damage to an opponent or win the game with Ral. Can copy a Fork that's cast other ways such as Rootha, Mercurial Artist to make infinite magecraft.

How to get infinite magecraft with a Fork:

  • Cast Brainstorm .
  • Cast Increasing Vengeance copy Brainstorm.
  • Activate Rootha, Mercurial Artist copy Vengeance.
  • Copy of Vengeance copies original Vengeance that's still on the stack.
  • Resolve Vengeance copy and copy original Vengeance again.
  • Repeat to infinite copy original Vengeance with Vengeance copy.
  • Break the loop of copying Vengeance by having copy of Vengeance copy Brainstorm.
  • End the combo by resolving three Brainstorms (Vengeance copy, original Vengeance, original Brainstorm)

Twinning Staff is a permanent that copies a spell that's been copied which equals more magecraft triggers and it also has an activated ability which can copy an instant or sorcery you cast. Another way to copy a Fork to make infinite magecraft. Staff is really good with Krark, the Thumbless .

Solve the Equation is a budget tutor. Preordain and Opt are one drop draw spells.

Good luck with your deck.

Have (1) JordanSanFran
Want (2) jdogz32 , Butcher1981