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Moxonomy

Dual-Sun Technique

Instant1 generic manaWhite mana

Double strike as a combat trick is old news; what makes this one worth the second half of its text is the counter clause bolted on top. The base mode is the familiar one-turn double strike pump you slot into an aggressive white shell to end a race or blow out a block, priced to be a live combat interaction rather than a build-around. The draw rider is where the design shows its hand: it costs nothing extra and asks only that your target already carry a +1/+1 counter, which quietly ties the card to the counters-matter shell it was built for. That condition turns a pure tempo play into a tempo-and-card-advantage play in the same slot, and it does the balancing work: on a vanilla attacker you get the finisher, on a counter-laden threat you get the finisher and refill your hand. The instant-speed window is the point. You hold it, let the opponent commit to a block or fail to, and cash it in during combat for lethal or a two-for-one, with the card draw softening the tempo loss if the play gets answered. It rewards decks that were already stacking counters for other reasons and hands them a payoff that folds cleanly into the attack step rather than demanding its own turn.

Dual-Sun Technique (eoe)
EOE · #13uncommon
Pricing
Normal: $0.26
Foil: $0.30
Oracle Text

Rules text

Target creature you control gains double strike until end of turn. If it has a +1/+1 counter on it, draw a card.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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