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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Tiny Leaders Legal
Vintage Legal



Copy target instant or sorcery spell. You may choose new targets for the copy.

Jett2112 on Grixis Spellbook cEDH Refined

3 weeks ago

For redundancy, complete the playset of Forks by adding Twincast. You could add a combo potential by running Burning Inquiry with your Underworld Breach and Storm-Kiln Artist. It looks like you need to fix your land base to work with Tainted Pact. In my experience Wheel of Misfortune and Primal Amulet  Flip are overrated, consider taking them out to lower the mana curve. Otherworldly Gaze is a cool pick, I might try that in my Kess deck Pox Diamond.

TypicalTimmy on Storm Scale: Throne of Eldraine …

1 month ago

Seems fair with those he reviewed. He left out a ton of other mechanics, though. For instance, he left out Magecraft from Strixhaven just as one quick example.

Going on what I have observed from Magecraft, if I were to rate it;

  • Popularity: Popular. It seems to have been a mechanic many players enjoyed, as casting spells and getting free value out of them is always a positive reward for players.

  • Design Space: Medium. Many planes within Magic's universe rely heavily on spell casters. This can easily be situated on worlds such as Dominaria, Ravnica, Kaladesh and more. This does not mean it would fit everywhere, however. For example, Magecraft might not make sense on Zendikar or Innistrad, where spellcasting schools are limited, or non-existent.

  • Versatility: Neutral. The entire idea of Magecraft is that you gain value for casting or copying spells. While casting is easy enough, it is the copying aspect that is a bit more difficult. Because the copying effect would also need to be considered, this was lowered from Flexible to Neutral. Otherwise, the mechanic is only functioning half-way.

  • Development/Play Design: Neutral. While it may be incredibly tempting to say that this is not problematic, the truth is that it really is. Special care must be given to ensure a player can not go infinite. For example, if a player were to Twincast a Reverberate, they can loop these together and create infinite Magecraft triggers. As long as care is taken with R&D, this shouldn't be an issue. Alas, because this issue potentially exists, it can not be any higher than Neutral.

  • Playability: Playability not affected. It is an incredibly straight-forward mechanic, that is very easy to use. Casting spells, and to a lesser extent copying them, is literally how the game works. Magecraft essentially rewards the player for playing the game. It can't be any easier than that. And while it is tempting to say that, in this light, it is unbalanced one must also consider Landfall in the same light. Players play the game by primarily playing lands, which Landfall rewards you for. So if the game can reward a player for playing a land, it should also be able to reward a player for casting (or copying) a spell. This is no different than having attack triggers, upkeep triggers, end step triggers, draw triggers... the list goes on. Therefore, isolating Magecraft for the rewards of casting (again, and copying) spells would actually run against many other established mechanics, making the argument nonsensical in nature.

Result: 2/5ths are positive and 3/5ths are neutral or in the middle. This should result in a Storm Scale of around 3 or 4, with it likely leaning toward a 4 as it would really depend on which other mechanics are being chosen for development at that time. For example, having Magecraft in the same Standard rotation as Landfall might incur too much power and unbalance within the games. What would likely result is players constructing decks primarily focusing on those abilities to "min-max" their value, creating mirror matches within the community. So really it is a 3.5, simply depending on what else is coming down the chute at the time.

Triton on The Izzet Spell-Slinging Machine Gun

7 months ago

vasarto77 thank you for your suggestions and upvote! Reverberate is in there, I will definitely consider Twincast! Sadly Fork is a tad expensive for me atm… definitely will get it someday! Just a matter of finding something to cut, which shouldn’t be too hard!

vasarto77 on The Izzet Spell-Slinging Machine Gun

7 months ago

I see you are using a commander and if I am reading it's ability correctly, then why not use things like Twincast or Reverberate or Fork?

RambIe on Increasing Vengeance Getting Copied

9 months ago

you answered your own question "I do understand that copies are not cast" / "if this spell was cast from a graveyard".
also Fritzn is correct "something else to keep in mind is Increasing Vengeance cannot copy itself." the portion that says "you may chose new targets for the copies" can be confusing but to make more sense of it divide the card up by each sentence

Copy target instant or sorcery spell you control.
at this stage you have declared your target and a copy is placed on the stack
If Increasing Vengeance was cast from a graveyard, copy that spell twice instead.
if requirements are met a second copy of "that spell" is placed on the stack
You may choose new targets for the copies.
if you keep in mind the first two sentences have already resolved the target spell to be copied has already been copied and on the stack so you can only choose legal targets of that spell
i hope that helps
p.s. to make Kalamax, the Stormsire infinitely huge simply cast Twincast, Fork, Reiterate, or Reverberate in response to anything one of your opponents cast and as long as kalamax is tapped you can use his copy to loop. but keep in mind none of the combos listed this far will net +1 copy and since copying does not count as casting it does not up storm counts so none of the suggestions on this thread will help your Grapeshot

Polaris on Infinite copy-redirect on the pile...

10 months ago

Yes, you have that right. Narset's Reversal is generally intended to be used on an opponent's spell (they cast Ruinous Ultimatum, you send it back at them—thus the "reversal"), though it could be used on your own in a pinch where you really need to be able to use another spell in your hand more than once.

There are plenty of cards that do what your friend wants here, though. Twincast and Reverberate (and a bunch of similar cards) will both give two extra turns. You would use Imp's Mischief the same way to stop them. Teach by Example would also work, and because of how the effect is different it doesn't actually target. Note though that you need to have Teach by Example resolve and leave the stack BEFORE casting the spell you want to copy.

Hastapasta on HELL MILL

10 months ago

Hi, Concerning the deck, I have made some changes. One thing I realized is that sometimes control decks can shut me down. So I want to shut them down first, then mercilessly mill them out. :( So that's why Twincast is gone. Also, Scheming Symmetry is kind of not worth it, considering that I have Field of Ruin. So that's an idea. And also a lot of decks have self-search.

Hastapasta on HELL MILL

11 months ago

Hi! Concerning your card choice, Field of Ruin is definitely worth it. Put it in. Yeah, my job is to mill ASAP. So really, I don't know whether to use Fervent Champion + Sword of Body and Mind or Slither Blade + Sword of Body and Mind or Vantress Gargoyle. As the name suggests, the deck needs to mill as fast as possible. So Vantress Gargoyle doesn't help. I decided to move Twincast into the mainboard. I can maybe double mill using Archive Trap + Twincast .

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