(Wall of DenialWall of Denial | Art by Howard Lyon)
Introduction
We find ourselves in a meandering place, one where the subtle shifts of earth lead our thoughts to wandering along with our legs. A place where history, mythology, and imagination all meld together in a blur of paint on the canvasses of culture.
Welcome to Dual Shot, where we brew two decks at the same time... in one deck.
This time, we'll be considering a list led by Kynaios and Tiro of MeletisKynaios and Tiro of Meletis, a fairly popular commander, though, in the context of its peers, one that's often underutilized, in comparison.
Now, in a more focused and levelheaded write-up, we might explore the inspirations of Kynaios and Tiro - historically speaking - and lean into the Tyrannicides or the Sacred Theban Band, and their reflections in Theros. But no: I'm veering off into another plane and peering through a much more distant lens. So despite our Therosian commander(s), we'll instead be scrying at the great Indian subcontinent for ideas - the inspirational spark for Kaladesh.
One of the avatars of the supreme being is Kurma - the tortoise whose many domains include the churning rod of the Ocean of Milk, vegetal life, arteries and nerves, steadfastness... and countless others. The sphere we're interested in, however, is yajna - that is, the sacred flame and the acts before it. It is in this incarnation that we see the fire tortoise.
From here, we can begin to make sense of the duality of our deck. This is a burn deck inside a Wall tribal deck. We will play defense, turtling, deflecting, withstanding - while simultaneously keeping pressure on opponents with scalable noncombat damage and even discouraging retribution though the innate group hug built-in by our general. This is about as antipodal as Dual Shot gets, folks.
The Fire Tortoise
View on ArchidektCommander (1)
- 1 Kynaios and Tiro of MeletisKynaios and Tiro of Meletis
Creatures (30)
- 1 Chandra's IncineratorChandra's Incinerator
- 1 Angrath's MaraudersAngrath's Marauders
- 1 Soulfire Grand MasterSoulfire Grand Master
- 1 Heartless HidetsuguHeartless Hidetsugu
- 1 Balefire LiegeBalefire Liege
- 1 Spear SpewerSpear Spewer
- 1 Hornet NestHornet Nest
- 1 Pramikon, Sky RampartPramikon, Sky Rampart
- 1 Arcades, the StrategistArcades, the Strategist
- 1 Wall of DenialWall of Denial
- 1 Wall of BlossomsWall of Blossoms
- 1 Overgrown BattlementOvergrown Battlement
- 1 Sylvan CaryatidSylvan Caryatid
- 1 Axebane GuardianAxebane Guardian
- 1 Stalwart Shield-BearersStalwart Shield-Bearers
- 1 Perimeter CaptainPerimeter Captain
- 1 Wall of Stolen IdentityWall of Stolen Identity
- 1 Wall of MulchWall of Mulch
- 1 Aether MembraneAether Membrane
- 1 Wall of ShardsWall of Shards
- 1 Wall of StoneWall of Stone
- 1 Rage NimbusRage Nimbus
- 1 Vent SentinelVent Sentinel
- 1 Drift of PhantasmsDrift of Phantasms
- 1 Electrostatic FieldElectrostatic Field
- 1 Kaijin of the Vanishing TouchKaijin of the Vanishing Touch
- 1 Psychic MembranePsychic Membrane
- 1 Ripjaw RaptorRipjaw Raptor
- 1 Mnemonic WallMnemonic Wall
- 1 Fog BankFog Bank
Instants (10)
- 1 NegateNegate
- 1 Comet StormComet Storm
- 1 Atarka's CommandAtarka's Command
- 1 Fall of the TitansFall of the Titans
- 1 Price of ProgressPrice of Progress
- 1 Lightning HelixLightning Helix
- 1 Lightning BoltLightning Bolt
- 1 Smash to SmithereensSmash to Smithereens
- 1 Tower DefenseTower Defense
- 1 Seething SongSeething Song
Sorceries (10)
- 1 EarthquakeEarthquake
- 1 Jaya's Immolating InfernoJaya's Immolating Inferno
- 1 BrowbeatBrowbeat
- 1 Flame RiftFlame Rift
- 1 Acidic SoilAcidic Soil
- 1 SizzleSizzle
- 1 Light Up the StageLight Up the Stage
- 1 Slaughter the StrongSlaughter the Strong
- 1 Fell the MightyFell the Mighty
- 1 Dusk // DawnDusk // Dawn
Artifacts (5)
- 1 Wayfarer's BaubleWayfarer's Bauble
- 1 Sol RingSol Ring
- 1 Arcane SignetArcane Signet
- 1 Fellwar StoneFellwar Stone
- 1 Magebane ArmorMagebane Armor
Enchantments (6)
- 1 PyrohemiaPyrohemia
- 1 Mark of AsylumMark of Asylum
- 1 Dictate of the Twin GodsDictate of the Twin Gods
- 1 Furnace of RathFurnace of Rath
- 1 Assault FormationAssault Formation
- 1 High AlertHigh Alert
Planeswalkers (1)
- 1 The WandererThe Wanderer
Lands (37)
- 1 Exotic OrchardExotic Orchard
- 1 Command TowerCommand Tower
- 1 Fabled PassageFabled Passage
- 1 Evolving WildsEvolving Wilds
- 1 Terramorphic ExpanseTerramorphic Expanse
- 1 Cascading CataractsCascading Cataracts
- 1 Shimmerdrift ValeShimmerdrift Vale
- 1 Rugged PrairieRugged Prairie
- 8 PlainsPlains
- 6 IslandIsland
- 8 MountainMountain
- 7 ForestForest
Meditations on Duality
We talk about "bridge cards" on here with some frequency, either seeking them out to ford disparate concepts, or else starting with them as the foundation of these two-headed decks. In this list, the most apparent are cards like Electrostatic FieldElectrostatic Field, Vent SentinelVent Sentinel, and even EarthquakeEarthquake, for its provision of scaling to our needs in any given board state. Wipe out our opponents creatures while retaining our high-toughness defenders? Sure. Pumping it up with Seething SongSeething Song to stir your own Hornet NestHornet Nest? Wonderful.
If you're going to try to win with Heartless HidetsuguHeartless Hidetsugu and Furnace of RathFurnace of Rath, make sure you have The WandererThe Wanderer in play lest you risk forcing a draw. Otherwise, sudden combative turns with Tower DefenseTower Defense, Assault FormationAssault Formation, and Arcades, the StrategistArcades, the Strategist can turn the tide in your favor. Meanwhile, Mark of AsylumMark of Asylum, Pramikon, Sky RampartPramikon, Sky Rampart, and, you know, a dozen other Walls, can stop the tide altogether.
ManabarbsManabarbs is a great inclusion, but it might attract too much attention, even considering that your opponents might want to keep you around for Kynaios and Tiro of MeletisKynaios and Tiro of Meletis. At any rate, Wall of ShardsWall of Shards certainly won't be enough in the way of politicking your way out of the spotlight, should it land on you. Another great inclusion is Fortified AreaFortified Area, but, oh no, I've gone cross-eyed.
We do buy ourselves a good bit of time with our cheap defenders gumming up the board, and with Wall of MulchWall of Mulch or Arcades, the StrategistArcades, the Strategist, we can continue to draw into and replace our blockers. And Overgrown BattlementOvergrown Battlement and Axebane GuardianAxebane Guardian should help us pay for what we need. Fortunately, the average mana value of our defenders is comfortably below 3 CMC, so despite some demanding color pips, costs aren't too oppressive here, even in four colors.
Fiery EmancipationFiery Emancipation is a great upgrade to one of our damage-multipliers, say, Furnace of RathFurnace of Rath for its oppressive color cost, or Angrath's MaraudersAngrath's Marauders for its mana value of 7. Just don't try to slot in Tree of PerditionTree of Perdition hoping for a quick burn victory, because that card is not in our color identity, and it costs ten dollars, haha, oops.
Conclusion
Anyway, this all makes for a deck that's deeply at odds with itself in the best way possible. It's fun not knowing if you'll draw into fiery offense or something to shell up with and play defense, and, like the fire tortoise, this deck is slow and steady until it isn't.
That's it for this... 20th installment of Dual Shot! That's a milestone, one should think. In the length of this series, if it served its purpose to entertain and inspire and play with the spirit of place, what wacky strategies have you since juxtaposed into one pile? When have you gotten that forced combat tech to work from inside your pillowfort? Or perhaps you have a Strixhaven-ready artifact brew that's actually Spirit tribal? Tell us about them in the comments! Until next time.
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