|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Uncommon|
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Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
Jump-start (You may cst this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Beacon Bolt Discussion
3 days ago
I have made some changes to the deck, as I have been able to get hold of a few more cards I wanted:
Removed: Chemister's Insight, Command the Storm, Electrickery, Electrolyze, Izzet Charm, Lightning Strike, Ral's Dispersal, Stonefury Beacon Bolt, Divination, Invoke the Firemind, Precision Bolt, Roast, Windfall Nevinyrral's Disk Firemind's Research
Added: Mystical Tutor, Reiterate, Turnabout, Clockspinning, Shattering Pulse, Capsize, Gamble, Preordain, Vandalblast, Merchant Scroll, Mystic Retrieval, Past in Flames, High Tide, Hidden Strings, Misdirection, Young Pyromancer
This should give me a little more control, and has added some much needed combos in. Still not where I want to be with the deck overall yet, but all I could afford to put in for now. Will make some more changes after Christmas is out of the way, and once I have played with it a bit more to see what exactly needs doing.
3 weeks ago
Personally without Arclight Phoenix i drop the playset of Radical Ideas. Imo, its just a bad common that can be easily be replaced. For 2 mana you ain no card advantage and only cycle one card through your hand. I would replace it with a 3-drop card draw spell or maybe a Ral, Izzet Viceroy. Beacon Bolt would work as well.
3 weeks ago
There are a lot of ways you can improve the deck, but what is the way you want to win? On an additional note, I'm assuming your under a budget as well as I see a lot of these cards are from the most recent sets. I can provide a list for cheap staples that would improve the deck leaps and bounds.
1 month ago
You're very creature heavy for a deck designed to burn. I would drop the Wall of Mist completely and at minimum 2 each of Goblin Electromancer and Smelt-Ward Minotaur. You don't have a bunch of high cost spells so you won't see much benefit from 4 Electromancer on the field. Same with the Minotaur, in that you only need one out to benefit. Cut those cards to add in more spells. More Ionize would be a great addition because it counters, burns, and triggers Snipe and Field. You may also want to consider dropping 2 Beacon Bolt for some Shock. Shock is faster to cast, and more importantly targets anything where as the Bolt is only for creatures. I would also get rid of Invert / Invent completely and add additional burn spells. You don't have to worry about searching spells out if you're loaded up on them to begin with.
1 month ago
First of all, congratulations! Secondly, if you're running Goblin Electromancers, then you might want to increase the synergy with instants/sorceries. Crackling Drake and Enigma Drake are fantastic cards that are fairly cheap to boot. Niv-Mizzet, Parun is a crazy finisher, and for removal, Beacon Bolt can remove most anything. Lightning Strike is strictly better than Precision Bolt, so I would go up to four copies of that.
If you want to make it a bit more beginner friendly, then try to increase the amount of copies of every card. Reducing the amount of unique cards in the deck makes it so that she doesn't have to read every single card in her hand. It opens up more lines of play since she can understand what all of her cards do. Putting a few counters in the deck would also teach her to understand threat analysis.
1 month ago
Really, unless you can win instantly after casting Enter the Infinite (Lotus Petal into Rite of Flame into Desperate Ritual into Seething Song into Mana Crypt into Mana Vault into Sol Ring into Zealous Conscripts+Kiki-Jiki, Mirror Breaker, etc.) don't run it.
Leyline of Anticipation, Metallurgic Summonings, Omniscience, Stolen Strategy, Sunbird's Invocation, Swarm Intelligence, Mirari, Sentinel Tower, Swiftfoot Boots, Vedalken Orrery, Arcane Melee, Enhanced Surveillance, Jace's Sanctum, The Mirari Conjecture, Traumatize, Rise from the Tides, Crystal Shard, Expedition Map, Erratic Portal, Mana Cylix, Beacon Bolt, Stolen Identity, Laboratory Maniac, Melek, Izzet Paragon, Nivix Guildmage, Galvanoth, Echo Mage, Archaeomancer, Battle Hymn, and Fury Storm need to go, they don't do nearly enough.
Up next on the chopping board are every extra turn spell and every 'copy' effect, whether copying a creature/permanent or spell. It needs to go. Past in Flames is about all like that that is necessary. I feel Inner Fire is particularly bad... there are more cards to consider dropping think Jace's Sanctum, the Electromancer and Baral, but for now, their okay.
1 month ago
These two cards especially Arclight are good for a competitive strategy with lots of instants and sorceries. Dragonauts and Field are too low impact to be competitive. Arclight and Crackling interact very well with Chart a Course, Tormenting Voice and Discovery / Dispersal. All these cards can put other instants and sorceries into your graveyard while at the same time drawing. Putting instants and sorceries into your graveyard is good with low mana cost jump-start (Radical Idea, Risk Factor, Maximize Velocity, Beacon Bolt). Velocity is pretty powerful with Crackling because giving it haste can just win the game depending on how many instants and sorceries you have in your graveyard and/or in exile. Jump-starting Velocity also doesn't reduce Crackling's power because a card that's jump-started is then exiled. Jump-starting cards is also good with Arclight because these spells you can cast twice or you can discard them along with Arclight and then cast them later on to them help to reanimate Arclight.
If 4x Arclight is not of your budget range then consider Enigma Drake and Crackling. This Drake pair is fine, less competitive, but still powerful.
Good luck with your deck.
1 month ago
Haven't been on in a while. Sorry for not talking to you after you asked me stuff xD
Looking back on it, I think Justice Strike may be the better choice here. They both do kill big things like Doom Whisperer, Lyra Dawnbringer, Aurelia, Exemplar of Justice, and other stuff, Beacon Bolt may kill more things in the long run, but the 1 mana difference may win you some games. Overall, I can mostly see it being up to you, with Beacon being more of a late-game card since it has jump-start vs Justice being more of an early game card.
Sorry for posting if this problem was already resolved, I can't really tell from the comments lol