Dualcaster Mage

Creature — Human Wizard

Flash (You may cast this at any time you could cast an instant.)

When Dualcaster Mage enters the battlefield, copy target instant or sorcery spell. You may choose new targets for the copy.

Guerric on [Primer] Casting the Mythal *Update*

1 week ago

beastmenwarrior That sounds great! Once it is available in the card database I can pop it into the maybeboard and eventually the deck! It does solve a weakness in one of our combo lines with Rite of Replication and Naru Meha, Master Wizard in a neat way. Normally we don't need to kick Rite with Dualcaster Mage to make infinite copies which we can use for various win cons, but with Naru Meha we can't do that because the legend rule makes us sac her immediately. As such the only way to exploit her is to get infinite triggers via the kicked version, and then use those triggers to target another wizard which we could use to win (Anathemancer was the easy route for this before we cut it, though in theory we could in any other way. Not only was this way inelegant and convoluted, the amount of mana required to do it was massive. This way makes Naru Meha, Master Wizard and Dualcaster Mage functional equivalents for the purpose of combos and increases our odds of winning that way. Definitely an exciting card! As a veteran Baldur's Gate player from back in the day it will add a little homecoming nostalgia for me that way as well.

Dete on Kess EDH

3 weeks ago
Young Pyromancer => Sedgemoor Witch si es q poni chain of smog obvio

Jace's Sanctum ya teni otros 3 q hacen reduccion, hasta sacaria 1 mas

Thousand-Year Storm real es la raja pero demasiado setup, mejor poner Bonus Round

Mana Geyser/Jeska's Will muy pocas cosas con rojo

muchas weas muchas weas, lo intente ordenar lo mejor posible y probalemente se puedan sacar hasrtas cartas mas

KBK7101 on Feldon of the Third Path - Loran's Smile (v1.3)

1 month ago

Not gonna lie, I forgot that Homeward Path existed. lol Definitely worth considering.

I wasn't too keen on cutting Humble Defector. I didn't want to cut ramp or removal since I'm kind of light on both, but I agree that both cards you listed are a bit weak. I think Heraldic Banner might be the cut to make there.

Wheel of Misfortune has too much text and gives me a headache. That's why it's not included. lol I'm also not looking to mass fill my graveyard making it a prime Bojuka Bog (or similar) target. Just going for targeted discard at the moment.

Vandalblast is definitely the upgrade for Smelt. I have one in the Crimson Vow vampire precon I was gonna dismantle anyway.

Believe it or not, I was actually thinking of adding in Caged Sun a few days ago. I think Gauntlet of Power might be the one I add in.

Chandra, Torch of Defiance is a card that I think I have two or three of and they all see use in other decks at the moment. I agree that it's not needed but definitely useful. I'll have to take a second look some time.

Dualcaster Mage is a super sneaky one. I'm more prone to the big, splashy play but I totally agree that the utility is there. Great suggestion!

Thanks for all the advice! Gonna have to take a another look at tweaking this deck soon.

Profet93 on Feldon of the Third Path - Loran's Smile (v1.3)

1 month ago

KBK7101

Homeward Path - Your entire deck is based on 1) Your commander 2) Big creatures in GY. If someone steals your commander or reanimates your creature's you're SOL unless you draw into 1 of your 2 boardwipes. Meta dependent but worth considering

Humble Defector - Synergy with above. I saw in your update you removed it because cuts are hard these days. I would remove smelt or heraldic banner for humble defector as they are your weakest cards by far

Wheel of Misfortune - Fills your yard, fills your hand. Not sure why this isn't included.

Vandalblast > Smelt - Strict upgrade

Caged Sun/Gauntlet of Power - Ramp, albeit expensive. Might be worth considering.

Chandra, Torch of Defiance - Draw, ramp, removal and wincon all in 1. Not needed, but helpful

Dualcaster Mage - Super utility. Counter counterspells, copy opposing removal, draw, extra turns, mass reanimation etc.... Moreover, with him in the grave, you can hold up feldon to copy whatever spell you might need. The flexibility in his utility is strong, don't sleep on it

Let me know what you think of each suggestion.

Profet93 on Mines of Moria

1 month ago

I got a lot of ideas....

Solemn Simulacrum - Ramp and draw which you need both of

Magus of the Wheel/Wheel of Misfortune - Wheel

Inferno Titan/Flametongue Kavu - Damage

Humble Defector - Draw + Politics

Dualcaster Mage + Heat Shimmer = GG - Both are good on their own as well

Myriad Landscape - Ramp

Chaos Warp - Your only form of enchantment removal in mono red

Lightning Bolt - Damage

Vandalblast/Chain Reaction/Blasphemous Act/Pyrohemia - Wipe

Light Up the Stage/Ignite the Future - Draw, light up the stage works particularly well in your deck

Endless Atlas - Draw

Sol Ring - How is this not in here already?

Nevinyrral's Disk - Wipe for enchantments as well

Mind Stone - Ramp for commander when you need it, draw when you dont

Profet93 on Mono-Red

1 month ago

Two infinite combos of importance below: Do note that each piece is good on it's own outside of the combo

Dualcaster Mage + Twinflame/Heat Shimmer

Zealous Conscripts + Kiki-Jiki, Mirror Breaker

You already run the managyser + reiterate combo for infinite mana.

Other cards to consider are....

Curse of Opulence - Draw and politics

Mind's Eye - Draw, works nice with wheels.

War Room/Wheel of Misfortune/ Skullclamp/Light Up the Stage/ - Draw

Ignite the Future - Draw, light up the stage older brother. While it works best in more higher cmc builds given the flashback, having a low cmc build allows you to more likely to be able to cast them this turn. That being said, both light up the stage and ignite allow you to play them on your following turn as well.

Jeska's Will - Draw and ramp

Chain Reaction/Blasphemous Act - For when This shit is bannana's

be sure to let me know what you think of each suggestion

Crayfish on Prowess Turbostorm (Temp Version)

1 month ago

Few things to look at:
-Thermo-Alchemist is worth dropping, doesn't actually benefit from Veyran. Consider adding Kessig Flamebreather in its place.
-You have a lot of effects that double spells (Dualcaster Mage, Naru Meha, Master Wizard, Rootha, Mercurial Artist). It is worth considering that copying a spell is not technically casting it so you don't benefit from effects like Guttersnipe off a copied spell.
-Archmage Emeritus. Enough said.
-Lier, Disciple of the Drowned is pretty solid
-You have a lot of expensive/delve spells that might end up being slower or more damaging than expected. Exiling your spells from the yard invalidates cards like Past in Flames and Crackling Drake, which is counterintuitive. Cards like Apex of Power, Clone Legion, and Spelltwine are fun, but better served in a Mizzix of the Izmagnus deck (another card worth considering!)
-Theres a lot of solid enchantments/artifacts that benefit from Veyran. Metallurgic Summonings, Aetherflux Reservoir, Aria of Flame, Sorcerer Class, etc.

DJ-Ango on Mono Red infinite combos???

1 month ago

I’m building a Zada, Hedron Grinderdeck, because I love aggro with all my heart, but the truth of the matter is, it won’t compete with the Narset, Enlightened Master and Rashmi, Eternities Crafter decks at my table. So, I need a few quick wins such as Heat Shimmer and Dualcaster Mage. So, what’re some good ideas for infinite combos in red? Preferably try to keep things pretty budget, but I’m open to ideas.

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