Ball Lightning

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Rare
Premium Deck Series: Fire and Lightning (PFL) Rare
2010 Core Set (M10) Rare
Masters Edition (MED) Common
Beatdown Box Set (BTD) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
The Dark (DRK) Rare
Promo Set (000) Rare

Combos Browse all

Ball Lightning

Creature — Elemental

Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)

Haste (This creature can attack and as soon as it comes under your control.)

At the beginning of the end step, sacrifice Ball Lightning.

Ball Lightning Discussion

Peterzin on Kresh EDH

1 month ago

dragonforce60 I appreciate the suggestions but most of these cards aren’t powerful enough to be playable.

I’ll try to go through each cards and give a decent reason

Groundbreaker , Ball Lightning - lack of effect on board state, best case they do 6 damage to a single player which is nothing in web

Explosive Vegetation - considered running this however you are better off adding a farhaven elf, this will allow you to ramp earlier and have something to sac/ trigger to a like birthing pod or Mikaeus.

Hellspark Elemental , Lightning Serpent - same as ball of lightning

Doom Engine!!! - not bad but the 6 damage doesn’t do much, better off playing Wurmcoil Engine which will trigger more kresh, and also has lifelink

[ukabi drake - really just a dead draw 90% of the time, similiar to ball of ligtning

Scourge of Skola Vale - interesting effect however I don’t see the point of transferring ++ counters from one creature to another, this would to better in a deck with lots of walls for ex

Become Immense - most of our creatures are already large enough, you are better giving them something like trample or hexprokf, if you want something that goes good on big creatures I recommend Mage Slayer

Life's Legacy - interesting card that I heavily considered, ultimately you want to keep your large creatures around as that’s how you win games, fling is the exception as it’s at instant speed

Ultimately kresh is greater at getting big, and he goes greater with mass removal that you should already be playing, this deck really goes to try to solve the problem of kresh not having any self protection(like hexproof) or evasion. I like what you did with the fast attacking creatures that die instantly however these cards aren’t good when kresh isn’t around, so you are better of

Pieguy396 on If I summon a Ball ...

1 month ago

It depends on if they cast Summary Judgment before or after the combat damage step. Usually in that scenario, it would be correct to cast it before damage, so I would assume that's what your opponent did, but it is technically possible to do so after damage. If you attacked with Ball Lightning , and your opponent says something like "I cast Summary Judgment on your Ball Lightning before damage", that's perfectly legal in the rules. Your Ball Lightning will take 3 damage and die before it gets to deal combat damage.

As an aside, you can link cards by putting them in double square brackets like this:

[[Ball Lightning]]

Darth_Savage on Candy Cane

2 months ago

Guttersnipe in a burn deck... Yuck, new player often evaluate the goblin as an extra 2 damage when they cast every Lightning Bolt, that sounds good! It isn't, in a burn deck Guttersnipe does nothing the turn it comes into play, it is an awful top deck and probably the card I tell people to cut from their decks the most. If I want something at CMC 3 in burn (which I probably don't) I'd play Hell's Thunder or Ball Lightning , since your already in white, you could even use Monastery Mentor or Spark Trooper ...

You aren't running any card draw, so replace Shock with Thunderous Wrath , in a similar vein Searing Spear is ok, but Magma Jet lets you setup your draws... Hope this helps (apologies for the Guttersnipe rant, but the card is bad), have fun and good luck with your brew.

Darth_Savage on Decks for new players

2 months ago

SeekerofSecrets, you put Guttersnipe in the burn deck! Ugh, new player often evaluate the goblin as an extra 2 damage when they cast every Lightning Bolt, well that sounds good! It isn't, in a burn deck Guttersnipe does nothing the turn it comes into play, it is an awful top deck and probably the card I tell people to cut from their decks the most. If I want something at CMC 3 in burn (which I probably don't) I'd play Hell's Thunder or Ball Lightning...

I suppose as a learning experience it would be ok, still it's a bad card.

Darth_Savage on Anointed Procession Deck with Cats

2 months ago

I was using my phone last time, on a computer now, so:

I deliberately choose Converted Mana Cost (CMC) 3 for a reason. Modern being the format it is, this cost can sometimes be the most expensive cards in the deck. At this cost the card needs to have an impact on the board state.

Vampire Nighthawk, your more or less on the ball, it's a very good creature. The really good thing about it is it can stall the board state. Your opponent won't attack with their strongest creature if it can be blocked and killed by Nighthawk, so it can potentially buy you a turn, maybe you will even draw removal like Dismember.

Dissipate, is the answer you want to a card like Adorned Pouncer, it stops the cat entering the battlefield and it exiles it, so you can't eternalize it. at CMC 2, Dissipate would need a restriction or downside. At CMC 3, it might see some play, but most of the time Stubborn Denial, Spell Pierce or Mana Leak are good enough.

Bow of Nylea, does a lot of things, but none of them are that relevant. It's a card which is more interesting than it is good, but you could build a deck around it.

Guttersnipe, I included this as a trap. New player often evaluate the goblin as an extra 2 damage when they cast every Lightning Bolt, well that sounds good! It isn't, in a burn deck Guttersnipe does nothing the turn it comes into play, it is an awful top deck and probably the card I tell people to cut from their decks the most. If I want something at CMC 3 in burn (which I probably don't) I'd play Hell's Thunder or Ball Lightning.

Ghostway, I actually gave you a clue "re-trigger enters the battlefield", in context of your deck Regal Caracal would be bounced, then return to play creating 2 new cat tokens. Unfortunately it would also wipe out all of your existing tokens. "A token that has left play can’t come back into play. If such a token would return to play, it remains in its current zone instead. It ceases to exist the next time state-based effects are checked." A more relevant scenario for the card would be if your opponent is on 11 life and you have Siege Rhino, Geralf's Messenger and Gray Merchant of Asphodel in play. The combined power of those creatures is 9, so you can't kill your opponent this turn, until you draw Ghostway. The Rhino drains 3, Messenger 2 and Merchant 6, Ghostway wins you the game that turn, without you even needing to attack. A lot of creature have an "enters the battlefield" effect, Ghostway lets you abuse that.

Moving on...

Enlightened Tutor isn't modern legal as it has never been printed in a modern legal set. Idyllic Tutor, it is CMC 3, it doesn't effect the board state, finds Anointed Procession (which when you cast it next turn, also doesn't effect the board state), don't add Idyllic Tutor. Commune with the Gods digs 5 cards deep into your library and lets you choose a creature or enchantment, roughly speaking 60% of the time this will find Anointed Procession, but it also lets you find a creature, it gives you options depending on your board state at the time.

Darth_Savage on Rakdos, Draw Some Flames

2 months ago

Honestly I'd stay mono red unless you have a good reason not to. I'd convert this into a more classic burn list after that. Some substitutions that I'd make are:

Lightning Strike -> Magma Jet burn + scry at the same mana cost.

Wizard's Lightning -> Rift Bolt guaranteed one mana bolt, the wizard clause makes Lightning too fragile.

Ghitu Lavarunner -> Monastery Swiftspear one of the best creatures for a burn deck.

Goblin Chainwhirler -> Hell's Thunder or Ball Lightning burn wants to kill fast, a creature without haste is not what it wants.

Viashino Pyromancer -> Thunderous Wrath one mana for 5 damage is a pretty likely scenario here.

Sword-Point Diplomacy -> 2x Risk Factor 2x Pyroclasm or if you want to keep in black Drown in Sorrow mini board wipe, to clear the field.

Shintasama on Brion's Requiem

2 months ago

It seems like this commander would do well with high power/low durability/downside cards like Phyrexian Dreadnought, Arc Runner, Ball Lightning, Blistering Firecat, Impetuous Devils, Crumbling Colossus, Blistering Barrier, Bloodmad Vampire, Cosmic Larva, Keldon Vandals, Lavacore Elemental, Loxodon Peacekeeper, Mijae Djinn, Okk, Phyrexian Soulgorger, Wall of Razors, Wall of Torches, Inferno Hellion, Iroas, God of Victory, Spark Trooper, Thunderblust, Traxos, Scourge of Kroog, Volcano Hellion, etc, etc. Cast creature -> attack in (if possible) -> sacrifice if it won't do damage/do damage then sacrifice for even more damage.

Bonus points for slapping buffs the creature before flinging, e.g.: Blazing Shoal, Reckless Charge, Fatal Frenzy, Rush of Blood, Brute Force, etc. Instant/enchantment double strike might be good for per-sacrifice combat round as well.

or really kick things up with Feldon of the Third Path and the biggest thing you can get in your graveyard.

magus_oblivion on Boros Burn

4 months ago

Ok, so here's what I'm thinking for this deck. Option 1: Go for a typical burn deck. Red with a splash of white. This is a well-established deck in the metagame, and you can look up a decklist online. You would run Goblin Guide, Monastery Swiftspear, Lava Spike, Searing Blaze, etc. in addition to the burn spells you've already got here. Some people run Vexing Devil in place of Goblin Guide, which I personally think is a good move.

Option 2: Green-red aggro. More creature-oriented, this would be a little slower than burn but also more resilient and heavy-hitting. The idea one guy I played against had is that Pelt Collector is an excellent 1-drop that combos with a few key creatures. If you play turn 1 Pelt Collector then turn 2 Vexing Devil, and your opponent pays life to sacrifice the devil, then Pelt Collector winds up with 2 +1/+1 counters on it. Same with Ball Lightning and Groundbreaker. In addition, Bloodbraid Elf cascades into basically any of these, and you have the colors to run Atarka's Command which is a strictly better Skullcrack. The mana base can be a little shaky with 3 red for Ball Lightning and 3 green for Groundbreaker if you do both, so I'd run a minimum of 4 Stomping Ground and 4 Wooded Foothills, probably at least 2 Copperline Gorge, and then maybe 1 or 2 Raging Ravine. The guy I played against also ran Domri Rade, which could help when you run out of cards in hand. I ended up winning the match on the back of Vampire Hexmage in my mono-black midrange brew, so having a way to deal with first-strikers might be important since humans typically runs Thalia, Guardian of Thraben.

Option 3: Go for some form of midrange build, possibly in Naya colors. I'd have to do some research to figure out what this would look like, as I generally just haven't seen Naya colors played at all. Usually at this point people just play Jund colors since black tends to give then access to better cards than white. But it would be cool to see what white can do.

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