Bright Reprisal

Legality

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

Printings View all

Set Rarity
Magic Game Night (GNT) Uncommon
Ixalan (XLN) Uncommon

Combos Browse all

Bright Reprisal

Instant

Destroy target attacking creature.

Draw a card.

Bright Reprisal Discussion

wallisface on Hedron Alignment no money!

11 months ago

Looks like a cool idea. I have a few thoughts and suggestions below, trying to be as budget as possible

1) your creatures don’t appear to be doing anything other than attempting to stall/block until you win. That plan will eventually come crashing down to pretty much any deck when they get a board state bug enough to overrun you. It seems like those slots would be better used to not only slow down your opponents advances, but also give yourself card draw and speed up your engine. I’m thinking stuff like Thraben Inspector, Repel the Darkness, Pressure Point, Niveous Wisps, Expose Evil, Curtain of Light, Bright Reprisal. They all still prevent an opponent attacking (although only temporarily), while letting you race for an actual win. You probably want to keep a mix of these and defensive creatures though (maybe 8-10 creatures max?)

2) even with card draw, the odds of one of the hedrons being near the bottom of the deck is high. And no non-fetching game plan will ever let you reach that last piece. Even though these might be a little steep for your budget, including 2-3 of Plea for Guidance feels like a must imo. Otherwise most games you’ll only reach 2 or 3 of your hedrons.

Brylon on White standerd vampires

1 year ago

I like that you gave this a go however, I think Bright Reprisal is too slow for removal, especially since it requires the creature to be attacking. I also don't think that it drawing a card is overly helpful, if you replace it with Seal Away, you will still be standard legal, and have much better removal. I think I would run four of that and drop Bright Reprisal, and Demystify, however, if you are running into a lot of enchantments in your local meta game, you could keep one and sideboad the other. I don't think you are healing enough to make Famished Paladin worth the downside. I think I would prefer to have Bishop's Soldier in place. Ultimately I think this is a decent start. It would be worth considering splashing black. I'm going to copy your deck and make some changes to run in standard.

Rommy on First Strike Soldier Deck

1 year ago

Antice do you think that Prison Term could be a replacement for Bright Reprisal? I wanna keep an appropriate amount of removal so I don't get screwed

berryjon on Advice on Player and Rules

1 year ago

Short answer, you're in the right. You can cast pump spells after blockers are declared, and before damage is allocated.

Long answer: Rule 509 of the Comprehensive rules spells it out, though in a long winded manner.

You declare Attackers.
You and your opponent, in priority order, put triggered abilities on the stack.
You and your opponent, in priority order, can cast spells or activate abilities.
Resolve the stack.

Your opponent declares blockers.
You and your opponent, in priority order, put triggered abilities on the stack.
You and your opponent, in priority order, can cast spells or activate abilities.
Resolve the stack.

Move on to the Combat Damage step.

What this means is that when you declare your attackers, before the opponent decides on blockers, they can do things like cast Bright Reprisal or Warning on one of your attacking creatures. You can also, for example, cast Jump on one of your creatures to give it flying before the opponent can declare a blocker for it.

Then the opponent declares their blockers. After that has been decided, each of you, in priority, can cast spells again. You can cast Giant Growth on your attacking creature here, and they can cast cards like Hold the Line or activate the ability on Angelic Page or General Jarkeld (and he's just a bundle of laughs, let me tell you).

Then, once everything is resolved, is damage dealt.

Adderite on Ixalan Vampire Deck

2 years ago

take out Ashes of the Abhorrent Bright Reprisal Duskborne Skymarcher Inspiring Cleric Ritual of Rejuvenation Sword-Point Diplomacy and Walk the Plank, if you're going for more removal take out Walk the Plank and add 2 or 3 more Essence Extraction, take out 1 Mavren Fein, Dusk Apostle and add in 1 more Yahenni, Undying Partisan, add in 1 more Sanguine Sacrament and add in 4 Call to the Feast and 2 Queen's Commission, you also NEED to take out Forsaken Sanctuary, that card is illegal in standard now, and you have 8 over the limit to boot. You also need a playset (not just two) of Gifted Aetherborn and a total of 3 Legion's Landing  Flip, to finish this off put in a playset of Concealed Courtyard and put in 2 Vona, Butcher of Magan

If you want a reference, I made this deck here specifically for competitive play: http://tappedout.net/mtg-decks/the-fang-quisition/

Hope the tips help, hope the decklist i linked helped, GL.

Mike1987 on

2 years ago

I like the combination of Sorcerous Spyglass and Gideon's Intervention. personally i'm aware of the lack of card draw in white, so i wanted to try and get more value out of my cards with the option to cycle or get card draw with another effect. hence Ritual of Rejuvenation, Renewed Faith, Bright Reprisal. I also want the deck to mainly focus on the Crested Sunmares, so i need plenty of life gain options for both my turn and my opponents. If by some chance i lose the ability to play the sunmares and can't get them back (Lost Legacy), i have Approach of the Second Sun for backup... but yeah. also life gain and the removal in the deck obviously helps keep me alive long enough.

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