Bolt Bend

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
War of the Spark (WAR) Uncommon

Combos Browse all

Bolt Bend

Instant

This spell casts less to cast if you control a creature with power 4 or greater.

Change the target of target spell or ability with a single target.

Browse Alters

Bolt Bend Discussion

FenrisBurgess on Best Way to Protect Commander ...

1 month ago

Vincentc1 on Bane : The Red Knight Returns

1 month ago

Anyone have an idea for those 3 ? I'm trying to brainstorm out loud...

Bolt Bend instead of Ingot Chewer , Champion's Helm instead of Expedition Map and maybe Downhill Charge instead of Blackblade Reforged

ChRyKy on Izzet Shenanigans

1 month ago

Hey, nice work with this one! I would consider running Thought Collapse and Bolt Bend in here instead of Deep Freeze and one of Mass Manipulation , Finale of Promise and Finale of Revelation . These cards have a huge CMC for the low number of lands you are playing. Thought Collapse will also work well with your Jace, Wielder of Mysteries . I'm building a Niv-Mizzet, Parun commander deck for my son shortly, so thanks for publishing this, it's given me ideas for the build.

multimedia on Davy Jones Pt.2

2 months ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

carlmoores on Should I Pretend This Or That?

3 months ago

You might consider Bolt Bend from WAR. I have been playing it since pulling it in prerelease and having effectively a counter for one red is pretty strong

Xica on Suggestions for Midrange Goblins?

3 months ago

This is a big fat aggro deck, it looks like ponza top end without the land denial package. (but it goes wide instead of tall)

You miss out on the best goblins:
- Sensation Gorger - is basically a dark confidant in the right deck
- Goblin Chainwhirler - is AWESOME - yes it kills tokens. More importantly its a 3/3 with FIRST STRIKE for 3 mana. If you have lord(s) out it basically kills anything without risk to itself. And due to the fact that you can Lightning Bolt after first strike damage is dealt, it can extend the utility of burn spell as removal, taking down even titans or wurmcoil engine and the like, without taking a single point of damage.

Goblins are probably the tribe that has the strongest non-creature support cards, cards like Goblin Grenade , Warren Weirding , or the not explicitly worded, but still very relevant The Flame of Keld

If i were in your place i would try to build red goblins with a light black splash for Warren Weirding & sidebaord + disruption - and try to figure out a way to reliably have a 4+ power to get the discount on Bolt Bend (be it by utilizing lords, or some other route)

Arkan_Dreamwalker on Captivated Audience

3 months ago

Well, Gorenar, few if any changes actually. The deck was built

  1. To deal fairly well with basically every archetype, with the sideboard optimizing it against almost any deck. (Mill is easily the biggest weak point, as this is a slow deck with no colors to shuffle the graveyard back in. But after all, mill will always be an uncommon archetype.)
  2. And
  3. It was built not only with what was the current metagame in mind, but also War of the Spark, having an abundance of planeswalker hate in the mainboard, which was perfectly viable since they also doubled as creature (and artifact) removal, and put pressure on likely the most powerful deck in Standard, Esper Control.

That said, I am currently experimenting with Blast Zone and Angrath's Rampage . I am also likely replacing The Eldest Reborn in the sideboard with The Elderspell , as not only is this the honeymoon phase where everyone is trying out the thirty-six new planewalkers, but also I believe that many of the new planeswalkers are here to stay, there being easily twenty of them which are very playable and greatly enhance the decks they go into, and some, like Jace, Wielder of Mysteries , even creating entirely new deck archetypes. The Eldest Reborn theoretically does more, but the opponent often has a land to discard, and the third phase of the saga is usually pointless, as since the deck runs no creatures or planeswalkers, the opponent will often have some Vraska's Contempt or such sitting in their hand doing nothing, and will instantly remove the stolen creature or planeswalker. And with so many planeswalkers and even superfriend decks running around right now, the opponent will keep their most dangerous planeswalker that you most wanted to get rid of (one of the issues with Angrath's Rampage ) whereas The Elderspell will just get rid of all of them. Also at 2 mana it is much harder to Syncopate or Spell Pierce , and can be cast in the same turn as other spells more easily.

Indeed, there are so may planeswalkers running around that I am considering running one or two Elderspells maindeck, but the idea of running something which cannot target more than one type of card grates me, as the only cards in the current build which do that are Lava Coil , Cry of the Carnarium , and Ritual of Soot which have just too much utility against too many decks not to run mainboard. But it is looking like The Elderspell will have enough targets to be worth putting in.

Angrath's Rampage is amazing, but since it is sacrfice, it does run its risk if the opponent has more than one of the card type you are trying to remove. That said, with so much removal in the deck, it should often be reasonably easy to leave just the one indestructible or hexproof creature alive, and then make the opponent sack it. Of course, we already have Vraska's Contempt to deal with indestructible, and Detection Tower to deal with hexproof, but more options doesn't hurt. It also works against planeswalkers and artifacts, both of which are much more relevant since War of the Spark.

Ob Nixilis's Cruelty , Price of Betrayal , Liliana's Triumph , Deliver Unto Evil , Bolt Bend , and Finale of Promise , are also under consideration.

There are also some planeswalkers which would go nicely into the deck or sideboard, such as Ashiok, Dream Render , Davriel, Rogue Shadowmage , and even Liliana, Dreadhorde General , as well as of course Angrath, the Flame-Chained . Kaya, Bane of the Dead and Tibalt, Rakish Instigator could be great in the sideboard.

However, (especially in best of one) there is a strong utility to making commonly run removal cards into completely dead topdecks for the opponent, and if they cannot sideboard all of it out in best of three, it make our sideboarding much better then theirs. So putting planeswalkers in would open us to up to casts of Vraska's Contempt etc. which would otherwise be absolutely dead, so I am very against putting planeswalkers in the deck, especially with Angrath's Rampage and such being run by people now.

This may well be the only creatureless and planeswalkerless deck run in Standard, (Well actually, I do know of one other.) and the surprise value of this is not to be underestimated.

I would say that the God-Eternals and Dreadhorde Invasion seem to make the deck slightly less viable, as they put a heaver strain on our removal, what with the God-Eternals surviving being exiled, and Dreadhorde Invasion providing a constant threat and us having no enchantment removal. (I haven't designed an alternate Mardu build yet, which I feel will be both less fun and more viable.) Ugin, the Ineffable presents a fresh issue, as he can destroy Captive Audience or Ill-Gotten Inheritance to prevent us winning, and has such a good +1 and that I expect to see him run.

All in all, not too much change though.

So, stay tuned for updates.

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