Ball Lightning


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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

theindigoeffect on Creatues That Work Well With ...

1 week ago

At the risk of sounding stupid, wouldn't Ball Lightning and Lightning Skelemental get across roughly the same amount of damage, due to the fact that they already have trample?

Or, would they only need to do 1 deathtouch damage, allowing the rest of the damage to go through?

I just need to know so I can actually explain it in-game to anyone who doesn't understand.

Funkydiscogod on Creatues That Work Well With ...

1 week ago

The interaction between Trample and Deathtouch would let you get a lot of damage across easily.

So, Ball Lightning ?

Boza on Grixis Undeath Mechanics

1 month ago

While I still maintain that number of creature is more difficult to balance, as it difference between 2 and 3 creatures to exile is quite larger than 4 or 5 total power to exile; more importantly, number of creatures or total power of creatures create different deckbuilding constraints.

A mechanic based around piling a large number of creatures in the graveyard will naturally lead you towards having lots of small creatures that create value when they die or enter the battlefield (Eg. the Undergrowth mechanic of the lastest Ravnica) A Grixis mechanic leads to creatures like Tome Raider being awesome inclusions in deck that wants to recombine large numbers of creatures. This is worse in Limited, where you have a small pool of creatures and an average game can see you using the ability 2-3 times, which is not good for a marquee ability.

A mechanic based around the total power of creatures means you will naturally build your deck around creatures with large power and low casting cost, as you want to exile the fewest number of them to get the most value. Eg. a Recombine that cares about total power would include Ball Lightning and Lightning Skelemental as flagship creatures that are good with the mechanic. This mechanic is better in Limited as well, since you have a limited number of creatures there.

So, it depends on the requirements of the custom set.

Finally, flavorfully, power of creatures that you are "hacking up" to bring back another dead one is better, as you cannot make a large zombie out of a dwarf, a faerie and a spirit.

rockgobbler on Omnath's Reef

1 month ago


to me, the Thunderkin Awakener seems like it is taking up space. I would suggest that if you're going to stick with it, that you might incorporate Ball Lightning or something similar, so that the risk taken by T.A. is worthwhile and can get some serious damage done. I have a deck which uses Thunderkin Awakener and Lightning Skelemental in that way.

Another cool card to consider, but for the sideboard, would be Glarewielder in order to keep T.A. safe while attacking. Gearhead19, food for thought for you, too.

kamarupa on Ellie Mental

2 months ago

It's kind of a beaten down archetype without a lot of great options to brew equally competitive variations, though that's somewhat changed with the recent-ish release of Lightning Skelemental , which has been fairly successfully paired with Ball Lightning .

FenrisBurgess on Ellie Mental

2 months ago


  • Seems like an more consistent strategy, albeit having more combo pieces. Seems like it works just as effectively on turn 4.
  • I'm trying to stay more with the Ball Lightning flavor as opposed to any tribal mechanics. Early damage feels more effective and mentally taxing for my opponent, even if I don't win immediately. I also get to abuse Postmortem Lunge more.
  • Thanks for the suggestions, though.

DreadKhan on Goblins assemble!

2 months ago

Well, if you want to have the option of doing damage specifically to a creature and you want bang for your buck, I'd consider Flame Slash , which is a royal kick in the nuts to most creatures, even out doing Lightning Bolt at one specific thing.

I think Font of Ire is pretty cool, but I'd rather use my x4 Ball Lightning , which is roughly like beating someone with a 2 x 4 until you get tired... that 6 to the face has won my red deck a good portion of it's games. Probably the same regarding the shrine, but this is just my opinion.

DreadKhan on Burn-Legacy on a Budget

2 months ago

Neat deck, I was playtesting it a bit, am I correct in assuming you mostly ignore creatures and just burn the player? It seemed vs my budget aggro deck that was the correct choice, because when I tried to deal with creatures I tended to end up too slow to win with your deck. I'm not great at burn, but I really love using Ball Lightning ... I assume you find that too slow?

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