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COMMANDER(S)
Kynaios and Tiro of Meletis
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G R U W
- Ink-Treader
Created by  Swendon
Bracket
5.5 - 6.0
Bracket 4
Average CMC Average CMC
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ANALYSIS

Overview:

This Kynaios and Tiro of Meletis deck employs a group hug strategy that accelerates the game with symmetrical card draw and mana ramp, then pivots to win via lab-man effects, forced overdraw punishment, or combat theft. The commanders act as accelerators for the table but are not essential to the core win conditions. Key threats include Thassa’s Oracle, Laboratory Maniac, Approach of the Second Sun, and Psychosis Crawler, supported by forced-draw engines like Forced Fruition and Xyris, the Writhing Storm. The deck’s strength lies in leveraging opponents’ resources against them but risks empowering faster combo decks.

Primer:

Core Strategy Execution:

  1. Early Game (Turns 1-4): Deploy group hug permanents (Howling Mine, Rites of Flourishing, Smothering Tithe) to accelerate the table. Use Kynaios and Tiro’s end-step trigger to advance board states.
  2. Mid Game (Turns 5-7): Activate forced-draw payoffs like Forced Fruition or Folio of Fancies to pressure opponents. Protect key pieces with counterspells (Dovin’s Veto, Mana Drain) or Grand Abolisher.
  3. Win Conditions:
    • Lab-Man Effects: Cast Thassa’s Oracle/Laboratory Maniac after self-mill via Prosperity + Mind Over Matter or Folio of Fancies.
    • Approach of the Second Sun: Cast twice with card selection (Mystical Tutor, Kozilek, the Great Distortion).
    • Punishment: Psychosis Crawler, Scrawling Crawler, and Xyris, the Writhing Storm drain opponents during their draw steps.
    • Insurrection: Steal opponents’ boards for a surprise lethal swing.

Mulligan Priorities:

  • Keep hands with 2-3 lands and at least one group hug engine (Rhystic Study, Horn of Greed).
  • Prioritize early interaction (Swords to Plowshares, Arcane Denial) if opponents are threat-dense.
  • Avoid hands lacking card advantage engines or win conditions.

Key Tips:

  • Use Mind Over Matter with Temple Bell or Folio of Fancies to mill opponents or yourself for lab-man wins.
  • Seedborn Muse + Alchemist’s Refuge allows instant-speed deployment of threats and interaction.
  • Teferi’s Protection protects against board wipes when your life total is pressured by forced draw.

Weaknesses:

Critical

  • Lab-man effects are easily disrupted by instant-speed removal (e.g., Nature’s Claim on Thassa’s Oracle).
  • Symmetrical acceleration risks turbocharging faster combo/storm decks.

Moderate

  • Minimal graveyard recursion outside Hall of Heliod’s Generosity for enchantments.
  • Relies heavily on maintaining enchantments; vulnerable to mass enchantment removal.

Minor

  • Limited board presence makes combat wins reliant on Insurrection or Xyris tokens.
  • High mana costs for key spells (e.g., Forced Fruition, Approach of the Second Sun).

Most Important Cards:

  • Thassa’s Oracle (Primary win condition)
  • Forced Fruition (Forces opponent overdraw/mill)
  • Mind Over Matter (Combo enabler with draw engines)
  • Smothering Tithe (Generates treasure from symmetrical draw)
  • Approach of the Second Sun (Alternate win condition)
  • Psychosis Crawler (Life drain from draw triggers)
  • Xyris, the Writhing Storm (Token generation and draw synergy)
  • Seedborn Muse (Untap synergy with Alchemist’s Refuge/group hug artifacts)
  • Dovin’s Veto (Uncounterable protection for combos)
  • Teferi’s Protection (Board wipe protection)

Attribute Ratings:

Speed: 5/10

  • Capable of T7-9 wins with ideal draws (e.g., double Approach or Mind Over Matter combo), but typically slower due to setup requirements.

Resilience: 6/10

  • Robust counterspell/protection suite (12+ pieces), but win conditions are fragile to targeted removal.

Consistency: 7/10

  • High card draw density and tutors (Mystical Tutor, Mana Drain filtering) reliably find key pieces.

Interaction: 8/10

  • 15+ targeted removal/counterspells and 5 board wipes provide strong disruption, though focused on protecting its own strategy.

Rating Justification:

This deck’s ability to threaten wins around T7-9 via lab-man effects or Approach, combined with strong interaction and card selection, places it in the optimized casual tier. However, its reliance on fragile combos and vulnerability to faster metas caps its ceiling.

Power level: 5.5 - 6.0

DECK LIST
Kynaios and Tiro of Meletis
Planeswalker: 1
($4.88)
1
Jace, Wielder of Mysteries
1 U U U
Creature: 16
($58.33)
1
Grand Abolisher
W W
1
Kami of the Crescent Moon
U U
1
Kozilek, the Great Distortion
8 C C
1
Kwain, Itinerant Meddler
W U
1
Laboratory Maniac
2 U
1
Ms. Bumbleflower
1 G W U
1
Psychosis Crawler
5
1
Scrawling Crawler
3
1
Seedborn Muse
3 G G
1
Selvala, Explorer Returned
1 G W
1
Sokrates, Athenian Teacher
1 W U
1
Thassa's Oracle
U U
1
Tidal Barracuda
3 U
1
Veteran Explorer
G
1
Walking Archive
3
1
Xyris, the Writhing Storm
2 G U R
Artifact: 11
($49.66)
1
Arcane Signet
2
1
Chromatic Lantern
3
1
Decanter of Endless Water
3
1
Folio of Fancies
1 U
1
Font of Mythos
4
1
Horn of Greed
3
1
Howling Mine
2
1
Sol Ring
1
1
Temple Bell
3
1
Thought Vessel
2
1
Venser's Journal
5
Enchantment: 13
($157.64)
1
Dictate of Karametra
3 G G
1
Dictate of Kruphix
1 U U
1
Forced Fruition
4 U U
1
Ghostly Prison
2 W
1
Heartbeat of Spring
2 G
1
Mana Flare
2 R
1
Mind Over Matter
2 U U U U
1
Propaganda
2 U
1
Rhystic Study
2 U
1
Rites of Flourishing
2 G
1
Smothering Tithe
3 W
1
Sphere of Safety
4 W
1
Trouble in Pairs
2 W W
Instant: 18
($163.65)
1
Aetherize
3 U
1
An Offer You Can't Refuse
U
1
Arcane Denial
1 U
1
Beast Within
2 G
1
Comeuppance
3 W
1
Counterspell
U U
1
Cyclonic Rift
1 U
1
Deflecting Palm
R W
1
Dovin's Veto
W U
1
Everybody Lives!
1 W
1
Generous Gift
2 W
1
Mana Drain
U U
1
Mystical Tutor
U
1
Path to Exile
W
1
Settle the Wreckage
2 W W
1
Swan Song
U
1
Swords to Plowshares
W
1
Teferi's Protection
2 W
Sorcery: 5
($14.31)
1
Approach of the Second Sun
6 W
1
Blasphemous Act
8 R
1
Insurrection
5 R R R
1
Prosperity
X U
1
Tempt with Discovery
3 G
Land: 33
($190.29)
1
Alchemist's Refuge
1
Bountiful Promenade
1
Breeding Pool
1
Command Tower
1
Exotic Orchard
1
Flooded Strand
2
Forest
1
Frontier Bivouac
1
Geier Reach Sanitarium
1
Hall of Heliod's Generosity
1
Hallowed Fountain
2
Island
1
Jetmir's Garden
1
Jungle Shrine
1
Maze of Ith
1
Mikokoro, Center of the Sea
1
Mountain
1
Mystic Monastery
1
Reflecting Pool
1
Reliquary Tower
1
Sacred Foundry
1
Sea of Clouds
1
Seaside Citadel
1
Spara's Headquarters
1
Spectator Seating
1
Spire Garden
1
Steam Vents
1
Temple Garden
1
Training Center
1
Windswept Heath
1
Wooded Foothills
Other: 2
($)
2
Plain

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