Let's stock up on removal
Image: Marina Banker/Wizards of the CoastMagic: The Gathering players who can't wait to test their Limited skills with the upcoming Reality Fracture set better be aware that a nasty surprise could be waiting in any given Draft or Sealed game. Thanks to a card in Reality Fracture's "special guest" lineup, and to a seemingly innocuous common in the set, Limited games could be over as soon as turn four.
If you were playing competitive Magic in the early 2010s, you probably remember the feeling of dread that came from having to leave your mana open to threaten a removal starting as early as turn two to stop your opponent from winning on the spot. I'm obviously talking about the Splinter Twin combo, a game-winning interaction born from the synergy between the red aura Splinter Twin and one of several creatures with the ability to untap other creatures when entering the battlefield. Make sure to prioritize removal in your Reality Fracture Draft and Sealed decks, because Twin is back, baby.
Splinter Twin is among the 10 cards in Reality Fracture's special guest lineup, along with other classics like Mind Twist. Clearly, Wizards of the Coast wanted to give players the chance to play with the iconic Twin combo again, because the set also includes a card called Divining Duelist, a blue common with Flash and the ability to tap or untap another creature when entering the battlefield, thus filling the same role as Pestermite or Deceiver Exarch did in previous Splinter Twin combo decks.
How does the Splinter Twin combo work in Reality Fracture?
Graphic by Polygon I images: Wizards of the CoastThe combo has not changed. First, you'll need to have Divining Duelist on the battlefield. Then, you can enchant it with the Splinter Twin aura. You can then tap your Divining Duelist to generate a copy of itself with haste. When the copy enters, it will target the original Divining Duelist to untap it, then tap it again to generate a new copy. Repeat until your opponent concedes, unless he wants you to attack with infinite hasted Divining Duelist tokens.
There are a few reasons why this combo was so powerful as to warrant Splinter Twin an eight-year ban from the Modern format it dominated between 2011 and 2016. First, it's a two-card combo, which makes your chances of drawing the pieces quite high. Second, it can be pulled off as soon as turn four. Finally, the fact that the enabler creatures have flash is a big tax on the opponent: they need to leave removal mana open as early as turn three if they want to avoid a Pestermite or Divining Duelist being Flashed in during their endstep.
Will Splinter Twin ruin Reality Fracture Limited?
Splinter Twin was unbanned in Modern in 2024, and it had no visible impact on the format. Wizards of the Coast's reason for the unban holds true: the power level of the game has grown exponentially over the past decade, and now Splinter Twin is no longer the threat it was in 2016. But what about a low-power format like Limited?
Image: Marina Banker/Wizards of the CoastLuckily, there is only a 1 in 550 (0.18%) chance to open Splinter Twin in a Reality Fracture Play Booster pack. Even when you multiply that by the number of packs you will open or be passed in a Draft, the percentage doesn't go too much higher, and that's before factoring that you also need to have a Divining Duelist to make it work. However, the chance is still there, so make sure to be prepared for it.
In Limited, removals have always played an important role. While in recent years Limited gameplay has evolved, making it arguably more important to have good threats than good removal, it's still a good idea to grab those Break Under Pressure, Extended Absence, and Wrath of the Bloodmane when you see them. Remember that sorcery-speed removal is not effective against the Splinter Twin combo, and that spells that cost more than three mana could turn out to be useless if your opponent has the dream turn-four win. Unsummon looks like the best answer, as it only costs one blue mana to cast, so it won't tax your resources too much.
If your opponent is playing an Izzet (red and blue) deck, you might feel tempted to leave mana open on turn three in case they have the combo, but I would advise against it. The chances are too low to influence your play patterns, so if you have any good spells to play on turn three, just do it. On the other hand, if you play Izzet, then it might be fun to play some mind games with your opponent. Sometimes, the threat of a combo is more effective than the combo itself.
Reality Fracture is quite the nostalgia-fueled set, containing alternate versions of iconic cards like Snapcaster Mage (appearing as Stingcaster Mage) and even a reprint of the classic Tarmogoyf. It makes sense, then, for the set to also contain one of the combos that shaped competitve Magic in the past decade. I just hope I won't be on the receiving end of it.

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