Twinflame – Double Masters
Date Reviewed: August 16, 2022
Commander [EDH]: 3.25
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Over the years, red’s temporary token ability has become more and more prominent; while Twinflame was one of the earlier versions, it remains quite good in current environments. For one thing, its effect scales well to the late game, and works as an alternate way to break creature-heavy stalemates (letting you outnumber the opponent in a slightly different finish from a conventional Overrun effect). It also gives red a way to play with duplicating comes-into-play abilities, which is usually more the domain of white and blue. And it’s worth noting that it can actually go infinite with Dualcaster Mage if you have a second, non-Dualcaster creature in play: you respond to your own Twinflame by casting Dualcaster Mage, and use its ability to copy the Twinflame. If you make the copy target the Dualcaster that’s now in play, you can have the most recent token’s ability copy the Twinflame again, repeat until you have as many tokens as you want, and end the loop by targeting a different creature you control. That’s probably not a top-tier combo in most formats, but it can surprise people – nobody expects a Splinter Twin-style endgame to come out of a mono-red or red-green deck.
Commander [EDH]: 3/5
Coming back from Journey into Nyx, Twinflame served several functions in the set: enable heroic shenanigans, and just make an army large and in charge. Even with only one target, two mana to make a copy of a creature might prove worthwhile if the triggers are potent enough to pair with it, and this can be quite vicious as a late mana sink if it gets to that point. It’s not the most indomitable sorcery of all time, but it is effective at what it does, a cheap token copy that also triggered effects. I don’t believe it’s ever quite panned out in deeper formats, but it is cheap enough to make for some intrigue with the right set-up.
Commander [EDH]: 3.5
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