Hey, do you like casting spells? Well Spelltwine
likes casting spells so much it lets you cast
two spells when you cast it, so now you can cast
more spells when you cast a spell! You can cast
your own spells again and you can cast your
opponents' spells when you cast your own spell
to cast spells! You can cast every spell ever!
The biggest problem here is that it's dependent
on what your opponent has in his deck. It's hard
to imagine a player that doesn't have at least a
few instants or sorceries in his or her deck,
but there's no guarantee that you'll get
anything good, or relevant, from your opponent.
You might be able to use this to exile something
with flashback, thus stealing the second casting
from your opponent, but if it's an instant, make
sure you catch your opponent tapped out. And
since Spelltwine is a sorcery, you can't use it
to respond to anything, or to use your
opponent's combat tricks as actual combat
tricks. As much as you might like to Spelltwine
your opponent's Condemn, it won't work.
But still, there are enough solid instants and
sorceries to make Spelltwine a contender. Using
it as the follow-up to your Cruel Ultimatum
makes an already backbreaking play even more
devastating. And since you're casting both of
the copies as well as the Spelltwine itself, you
can combo this with things like Pyromancer
Ascension and Reverberate. At worst, it's two
spells in one, and either of those two spells
could be a two-for-one or better, so this really
can't fail IF you can find a pair of legal
targets for it.
There are quite a few cards in blue that have a
similar effect to Spelltwine, meaning that
there's probably a deck that could be made that
does just that (maybe even in singleton
formats). Obviously this card has a lot of combo
potential, with everything from Gifts Ungiven to
simply forcing your opponent to discard, but it
might even be usable either in a milling
strategy or against one - provided you're lucky
enough to not get it milled itself. If you just
want to cast Cruel Ultimatum twice, there are
easier ways, but Spelltwine has other
applications too, which makes it a very
interesting card to build around.
Today's card of the day is Spelltwine which is
a six mana Blue that exiles and copies an
instant or sorcery from both your and an
opponent's graveyard, casts them without the
mana cost if able, then is exiled. In a
deck destruction or graveyard recursion build
this can be an finisher or solid support card
that allows some flexibility by using an
opponent's key spell. In Commander or
Multiplayer this gains quite a bit of potential
value with a larger variety of targets to choose
from and may have the added benefit of exiling
something an opponent may have been able to
reuse. Overall this depends mostly on the
format as slower ones that encourage high cost
spells are going to be better for it while the
low mana cost and faster Standard or Extended
don't suit it as well.
For Limited the options for spells to target is
going to be fairly small, but the mana cost is
less of an issue and the single Blue allows for
this to be easily splashed. The card
advantage is only a two for one that may net two
mediocre cards that may not be improved much by
waiting until later in the game. As a rare
this is probably worth including in a Sealed
build using Blue though it may not be
particularly impressive in most games. For
Booster drafting this first is a difficult
decision that depends heavily on the rest of the
pack and if you have any prominent spells in
your pool as a potential target.
Welcome to the
Pojo.com card of the day section. We are looking
at Spelltwine from M13 today. Spelltwine is a
rare blue sorcery that costs five generic mana
and one blue mana. Spelltwine says exile target
instant or sorcery card from graveyard and
target instant or sorcery card from an opponents
graveyard. Copy those cards. Cast the copies if
able without paying their mana costs. Exile
Spelltwine.
I love when things get crazy. Building decks
around the crazy are great. But the only
problem, is this card cannot be crazy, because
it relies on some luck. Now in today’s game it
is safe to assume that most decks have an
instant or sorcery or two floating around, but
sometimes, there aren’t any in an opponent’s
graveyard. And you cannot cast Spelltwine unless
there are both targets available. This means you
have to rely on your opponent playing some fun
spells. So let’s say this should be sideboard
material. But, anyways, should things go great,
and you find yourself playing someone who loves
spell slinging as much as you do, this card is
amazing! Being able to cast it, then Increasing
Vengeance or Twincast it would be crazy! And
then, should you have Pyromancer’s Ascension
out, WOW!!!! And you could pull that off fairly
cheap with cards such as Arcane Melee out.