Dualcaster Mage

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.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Dualcaster Mage Discussion

FoxandtheVoid on Norin, Agent of Chaos

1 day ago

Profet93

Thank you so much for your interest in my deck and this thorough suggestion list and comment. So starting off with the draw you suggested, I kinda missed War Room , I am currently making up a list of things I want to change and I'm slightly changing up the pacing and direction and will be adding more draw. So War Room will definitely be one on the list. Tome of Legends is on my list already so thank you for confirmation on a good draw, especially with Norin popping in and out every turn. I don't know why but Endless Atlas doesn't feel too good to me, maybe if it were 1 mana I'd probably throw that in too but as is I'll pass. Humble Defector my current meta isn't super into playing nice politics so I haven't considered this, also the lack of abusable ETB makes me lean against it. I'll probably talk more on my meta at the end of the comment. As for Ignite the Future and Light Up the Stage they have been kinda on a watchlist, the list I'm working on is gonna look to make big plays with a handful of x cost spells so the flashback with Ignite the Future is less spicy in that sense but still a card I'm looking into playtesting a bit.

Moving on to the Ramp suggestions Curse of Opulence seems nice and I will definitely consider it as I change Norin up to keep it feeling a bit more fresh. Dockside Extortionist I haven't picked up yet because I support my LGS as much as possible and they ones I frequent the most haven't had any in stock when I've been there, and the one time they did - money was a factor. As for the crypt and the gauntlet, I have been playing magic for 20 some years now so many of the pricey cards weren't so pricey when I got them and also have had a healthy local trading market. Yes Myriad Landscape is too slow for my liking. You are correct in your assumption that I am not running Ruby Medallion because of the high amount of artifacts I'm running. It will likely be reconsidered. Sword of the Animist seems kinda good on paper, but my meta likes to do lots of spell casting on other peoples turns so I feel bad spending 2 to equip only to have someone cast a spell and make Norin go away. Oh, and as for Gauntlet of Power and Caged Sun both are going in with my next big change so stay tuned lol.

Utility & Misc. Chandra, Torch of Defiance is good, I'll consider it but not sure where to fit it in, also she will never live to see her -7 in my meta. Dualcaster Mage wasn't considered because I'm only running 9 sorcery and 1 instant and most of them not super great to duplicate, my new list may change this so I may come back and reconsider. Sunbird's Invocation seems perfect for the new list I'm cooking up, thank you! I will definitely play test that. Blast Zone just seems meh, I don't like the XX cost, I haven't found too many enchantments I've wanted to remove and when I do I make them artifacts and destroy them or take them. Flametongue Kavu and Inferno Titan just seem too expensive for what they do, the Kavu being limited to creatures is a bummer imo. Terror of the Peaks should go on to replace Warstorm Surge I'll have to look into that. And lastly Zealous Conscripts used to be in the deck along with a Goblin Recruiter and Moggcatcher and every game was basically the same, tutor for kiki and either gamble or wheel into zealous it felt boring and I didn't enjoy playing it. Might make a return one day in the right meta.

As for your synergy suggestion, I would add it but my new list is actually going to omit Mind's Eye.

Now for my meta... well I currently find myself in limbo as just a few weeks ago my group had a bit of a falling out. Basically, one of my friends became the direct boss of others in the group and he had to let one of them go from the company during covid lockdowns and it just created a lot of bad blood. Drama aside, we had some people showing up with cEDH decks when others were playing intentionally suboptimal decks and only one other person would play nice politics with me so it was kind of difficult at times. Ridiculous amounts of removal, both targeted and mass, so I typically felt somewhat okay running a bit light on that. Also with reds artifact hate and the ability to turn things into artifacts I never really felt disadvantaged.

As I said a few times I am making some changes and I'll be adding things like Firecat Blitz and Tempt with Vengeance to dump a mass amount of creatures in at once for those warstorm/pandemonium effects. I am currently focusing primarily on a new Alesha, Who Smiles at Death deck that you may enjoy, I hope to get it up and made public in the next two or three days. And if you enjoyed this Norin deck for it's low cmc curve you may enjoy the Alesha deck because it's even lower!

Thank you again for taking interest and thanks for the upvote. All of these suggestions are appreciated. :) I hope you have a great weekend.

Guerric on Inalla Arch-Rage Ritualist

2 days ago

Hi kimosabe! There are some interesting cards here, and Sedraxis Alchemist in particular seems like a great one that I wasn't aware of. I think my main thought here is actually just that you're pretty light on ramp, with really only Sol Ring and Arcane Signet . Inalla is especially mana hungry because if you want to use her ability, you essentially need to add one to the cmc of all of your wizards. Generally we want to have at least ten pieces of ramp in any deck, so I'd definitely add a suite of signets, talismans, and stones along with maybe Burnished Hart and Wayfarer's Bauble and you should be all set. Because adding eight cards will result in cuts, it might be helpful to decide whether you want to go with a more controlling approach or a wizards tribal approach. If you go with the former, cut more wizards keeping only the best ones and if you go with the latter, cut down on your instants and sorceries. This will also help you decide which wizards are best. In the control build, for instance, Adeliz, the Cinder Wind and Docent of Perfection  Flip are great, and while I think Scholar of the Ages is too high-costed for any build personally, adding Salvager of Secrets and/or Izzet Chronarch is a good call. In the Wizards tribal approach, Adeliz and Docent aren't great and we're probably good with just Archaeomancer for instant and sorcery recursion.

You probably also want to think about wincons. Wizards aren't great attackers, so combos of some form are usually the way to go. You currently have the Ghostly Flicker combo with either Dualcaster Mage or Naru Meha, Master Wizard , though the latter doesn't win on her own and while you have Blue Sun's Zenith as a mana sink, I'd consider adding Comet Storm or the like. You might also want to add Solve the Equation as an inexpensive tutor for Ghostly Flicker . If you add Ashnod's Altar , you'll have another win con since it can go infinite with Inalla and Bloodline Necromancer , which you already have. In addition to this, Wanderwine Prophets and Timestream Navigator can win on their own with Inalla's ability and enough mana. Additionally, if you are going with the control build, Intruder Alarm is a great card which you can use with Inalla's ability to drain people out without technically going infinite.

Profet93 on Norin, Agent of Chaos

1 week ago

FoxandtheVoid

I like your deck and it's avg cmc. How do you deal with the lack of card draw red has? I see you have some wheels, but without a reliable way to tutor for them or draw into them, wouldn't it be best to add more general card draw to help ensure you don't run out of gas. Have you considered the following....

War Room - Draw

Tome of Legends / Endless Atlas - Draw

Humble Defector - Draw + Politics. I use homeward path in my build for this slight synergy and politics with confusion in the ranks. Not needed but fun. Also noteworthy is homeward path's ability to mess with opposing GY shenanigans should they attempt to reanimate ours/other creatures

Ignite the Future / Light Up the Stage - "Draw" that works well with top. Flashback on ignite has won me 3 games that I can remember, although my avg cmc is slightly higher.

Per your description, I think running caged sun and gauntlet of power would be helpful as refilling our hands is only as useful as we can drop stuff down. Again, your cmc is slightly lower so perhaps only gauntlet of power is needed

Curse of Opulence - T1 Norin, T2 Curse. T3 Profit + Politics

Dockside Extortionist - Speaking of treasure, is he not included due to price? I see you have gauntlet of might and mana crypt so I'm unsure if you have budget restrictions

Myriad Landscape - Or is it too slow?

Ruby Medallion - Are you not running this due to it's inability to ramp artifacts? I find it useful nevertheless, especially when trying to dump your hand, I think its potential use outweighs the lack of artifact ramp.

Sword of the Animist - T1 Norin, T2 Sword, T3 Norin grabs the sword, swings at the enemy, runs away back to safety while grabbing a land. I like land ramp due to it being less susceptible to removal and fueling valakut.

Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in 1

Dualcaster Mage - Value + combo with heat shimmer or twinflame should you wish to go that route. Each of those cards fuels ETB synergies as well.

Sunbird's Invocation - Expensive to cast but THE VALUE if it sticks. Hit or miss with many players, but has won me too many games to count. Perhaps my meta might be a bit more relaxed than yours though

Blast Zone - See no way for you to interact with enchantments. This might help should you wish. Nice with crucible

Flametongue Kavu - Removes most creatures, although it kills itself if its the only targettable creature on board

Inferno Titan - Burn, baby burn!

Terror of the Peaks - Burn baby burn part 2!

Zealous Conscripts - ETB value + Combo with Kiki-Jiki

A synergy to put in your description is Honor Shaku + Norin + Mind's eye = Draw during each opponent's draw step by tapping norin to fuel honor and honor to fuel mind's eye

Looking forward to your response to each suggestion. +1, nice deck. Would love to know more about your meta as well.

DonaldFuck on [Primer] Casting the Mythal: An Inalla Guide

1 week ago

I also have a question about Ghostly Flicker and Dualcaster Mage . You mention in the primer in the paragraph 3) The Transported Wizard, section b) " Infinite mana doesn't win the game on its own however, and you won't have token copies of the spell in this case." Why not though? Inalla sees the Dualcaster Mage that keeps entering, thus you can create infinite mages from the mana of the land/artifact you blink. You can then cast Inalla, tap every wizard and win. Except if i am missing something here.

multimedia on Thunderbutt Spells

2 weeks ago

Hey, good upgrades of the precon: Ral, Reversal, Reiterate, Veyran, Dockside, Storm-Kiln, Amulet, Thrill and Manamorphose :)

Because you're playing Veyran, consider Krark, the Thumbless ? He almost made my Kalamax budget version that isn't playing Veyran. He's amazing with Veyran, giving you more flips, more chances to copy the spell you cast which triggers Veyran more.

Since you have Dockside then consider taking more advantage of it's power? Dockside combos with Snap + Eternal Witness for infinite mana and infinite cast of Dockside/Snap/Witness. Snap and Witness are good cards by themselves. Snap also combos with Kalamax + Dualcaster Mage + Storm-Kiln Artist for infinite mana, infinite copy and infinite casts of Dualcaster.

Reiterate combos with Turnabout for infinite mana, infinite copy and infinite casts of Reiterate with buyback. Kalamax helps to reduce the cost of this combo by first copying Turnabout.

The precon has zero counterspells. You've added Reinterpret , but consider a few more lower CMC counterspells such as Counterspell , Stubborn Denial and Red Elemental Blast ? Tapped Kalamax copies an instant counterspell which is extra protection for Kalamax or for your spell to resolve. Making some room for Counterspells is important if you're trying to assemble combos that could win you the game.


The mana curve is a little high at 3.4. Some cards in the precon that in my opinion could be upgraded with lower CMC cards:

  • Wort, the Raidmother
  • Sunbird's Invocation
  • Strength of the Tajuru
  • Slice in Twain
  • Prophetic Bolt
  • Commander's Sphere

Other cards that could be upgraded:

  • Halimar Depths
  • Mossfire Valley
  • Solemn Simulacrum
  • Crackling Drake
  • Uvilda, Dean of Perfection
  • Skullwinder
  • Supplant Form
  • Desertion
  • Brain in a Jar

I offer more advice in another comment. Good luck with your deck.

Guerric on Omnath, A Song of Creation and Chaos

2 weeks ago

Starsky2814 and unwucht Thanks! That's helpful. I have no interest in cEDH, so that's good information. I use the Ghostly Flicker + Dualcaster Mage combo in my Inalla, Archmage Ritualist deck, but this wouldn't otherwise run even remotely like that, so its definitely appealing. I don't have too many decks that just get out of control with board states like this one does, so I'll probably put it together eventually, and will keep an eye on this page!

multimedia on

3 weeks ago

Hey, well done for your first Commander deck.

Consider adding more one drop spells that can give Veyran evasion? That way she can more easily be a win condition with Commander damage. Having more one drops to cast on your turn to start Fork combos is helpful.


In the description Combos explanations you left out one of the better ones for repeatable infinite magecraft: Veyran + Narset's Reversal + Twinning Staff .

Start the combo on your turn by casting any instant or sorcery and then copy it with Reversal. Copies of Reversal are constantly copying each other on the stack which makes infinite copies. It's a repeatable combo because Reversal returns itself to your hand to cast again on your next turn. Shadow Rift or Slip Through Space are good one drops to first cast to copy with Reversal because it makes infinite power Veyran unblockable. Reversal can return itself as well as Rift or Space to your hand to cast again on your next turn and repeat.

Veyran + Reversal + Staff combo doesn't have to be on your turn. Can do it by copying an opponent's instant or sorcery with Reversal. This doesn't help Veyran to attack, but it can make infinite copies for Ral as a win condition or infinite triggers for other magecraft cards. Veyran + Narset's Reversal + Twinning Staff + Time Warp is repeatable extra turns attacking with infinite power Veyran. Reversal can return itself and Warp back to your hand.

Dualcaster Mage is another card to combo with Birgi, God of Storytelling  Flip with Snap for infinite magecraft triggers and infinite storm count because you repeatedly cast Dualcaster. With Veyran this combo is infinite red mana because Veyran triggers Birgi an additional time each time Dualcaster is cast.

Good luck with your deck.

Madcookie on Question about Dualcaster Mage + …

4 weeks ago

@user:Mcat1999 slight correction: there is no such thing as "dead before responses". Even when casting a spell with split second other players get priority (eg. can respond) after you and before the spell actually resolves, but as split second rules allow they can only activate mana abilities.

Players can interact with Dualcaster Mage + Twinflame combo at any point to stop it by say killing the dualcaster mage.

  1. you cast Twinflame and hold priority, then cast Dualcaster Mage
  2. players pass and Dualcaster Mage enters the battlefield, its trigger goes on the stack and you choose to copy Twinflame . Players again receive and pass priority here.
  3. Twinflame is copied putting a copy of Twinflame on the stack, which targets Dualcaster Mage . At this point you have priority but don't cast anything else, so other players get priority and can respond. An opponent cast Murder on Dualcaster Mage , which goes on top of the stack. Again starting with you priority is passed and unless you counterspell or hexproof Dualcaster Mage he will die and the copy of Twinflame will fizzle without a target.
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