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Kynaios and Tiro Spellslinger

  • Writer: Tails
    Tails
  • Jul 31, 2019
  • 4 min read

Updated: Aug 4, 2019



Most Kynaios and Tiro of Meletis decks are normally built as a "Group Hug" style deck and, every time I sit down and break this deck out, my opponents say "Group Hug! I should play mine!" But, by the end of the game, they're confused as to what happened since I didn't "spread the love" in any way.


I don't build decks like everyone else. Check out this article on why my decks are different than what you're used to seeing.


My Kynaios and Tiro deck started as a Gruul Omnath deck, then turned into a Temur, Yasova deck. Both of these Commanders have a target on them as soon as they hit the board since they either do a ton of damage or steal other player's creatures and I didn't want to draw hate from the board by my Commander choice. When I saw Kynaios and Tiro of Meletis spoiled, I knew that they'd be the perfect color combination and support for a "lands matter, spellslinger" style deck without making me a target from the start of the game. Plus, if all you do is play ramp spells, you don't seem like much of a threat for the first half of the game.



The Game Plan

The goal of the deck is to survive until late game by casting as many ramp spells as possible while playing defense with removal and blockers. Having instants and sorceries in the graveyard sets up the win.



The Bump


Early game is all about getting lands onto the battlefield. Your opening hand should be filled with ramp spells and maybe a removal spell. The early game goal is to get Kynaios and Tiro onto the battlefield as soon as possible to draw cards and play additional lands. Though Kynaios and Tiro help your opponents, the pressure is usually away from you for the early and into mid game because of the extra resources your opponents are gaining and using on each other.



The Set


The middle of the game is about keeping your opponents fighting each other. The rest of your deck, outside of ramp, is removal, card draw, and returning cards from your graveyard. Most players don't like to attack into an 8 toughness creature for no profit and, if they can beat Kynaios and Tiro in combat, use removal to get rid of those big creatures. Keep playing ramp as needed, but put a bigger emphasis on putting instants and sorceries into your graveyard to set up the win.



The Spike


When there's an opening, get Sphinx-Bone Wand onto the battlefield with a protection spell handy. The deck wins by casting lots of instants and sorceries, usually from Epic Experiment or Mizzix's Mastery to take out players. You're not going to get more than one or two turns with the Wand on the battlefield, so capitalize your spell usage during that turn before it's removed.


Once you've cleared out a player or two with the Wand, transition to Kessig Wolf Run and Rude Awakening/Sylvan Awakening to finish off the last few players. I've had a few wins with Kynaios and Tiro eliminating a player with Commander damage through Kessig Wolf Run or Rubblehulk.


Haymakers

There are many cards that put in a lot of work in this deck and are well worth the card slot. Three cards in particular are amazing:


1. Goblin Dark-Dwellers

This card enters the battlefield and is able to cast a large portion of instants or sorceries again. Getting to recast a ramp spell is alright, but even better is a Windfall, Remember the Fallen, or Oblation feels real nice. This card comes in pretty clutch for me alongside Archaeomancer.


2. Ulvenwald Hydra

This thing is a beater in this deck. Ulvenwald Hydra is rarely a 6/6 or smaller and it'll search out your utility lands as needed. I frequently grab Kessig Wolf Run, but Reliquary Tower and Desolate Lighthouse are also common hits for me. Don't underestimate the Reach, either. It comes in handy as most people forget that this hydra does more than find a land.


3. Rubblehulk

There's a special place in my heart for this Gruul elemental. Bloodrush was a favorite mechanic of mine back in "Return to Ravnica" Standard. Rubblehulk catches opponents every time I activate it's ability and, remember, it's not a spell when you Bloodrush, so it can't be countered with 90% of counterspells. Buff your own Commander for a late game win or, if you're really feeling it, buff someone else's commander as they attack an opponent and get a surprise kill. Rubblehulk is like Gruul's version of Tainted Strike in this deck!



The Decklist


There are 100 cards in every Commander deck, all of which need a reason why they're taking up a card slot. I would be more than happy to list a reason for every card in this Kynaios and Tiro build, but I'll let you ask me what you're curious about instead! Leave me a comment with what cards stand out or what questionable cards are listed and I'll be happy to let you know the reason.


Continue to be creative and take risks when you build decks. Try something you've never seen before, like a "spellslinger, lands matter" deck with Kynaios and Tiro of Meletis as your Commander, and surprise others with your unique builds.

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