Chain Lightning

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Arena [BETA] Legal
Casual Legal
Pauper EDH Legal
MTGO 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
Battlebond (BBD) Uncommon
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Eternal Masters (EMA) Uncommon
Vintage Masters (VMA) Common
Premium Deck Series: Fire and Lightning (PFL) Common
Masters Edition III (ME3) Common
Legends (LEG) Common

Combos Browse all

Chain Lightning

Sorcery

Chain Lightning deals 3 damage to target creature, planeswalker or player. Then that player or that creature's controller may pay . If the player does, he or she may copy this spell and may choose a new target for that copy.

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Recent Decks

Chain Lightning Discussion

TheBloopKing on Wait, I can Attack?

1 week ago

Never missed the deck premise. Just think that there should be some traditional strategies. If you want to run Firesong and Sunspeaker and top it off with a Resevoir. You need more cheap spells to make it reliable. I would be running atleast 10 cheap burn and 5 big burn spells. Magma Jet, Fiery Impulse, Thunderous Wrath, Staggershock, Lightning Bolt, Lightning Helix, Chain Lightning with bigger spells like Earthquake and Starstorm.

You would also want to top it off with guys like Monastery Mentor, Soul-Scar Mage, Young Pyromancer, Guttersnipe, Bedlam Reveler who all benefit from playing lots of spells and add an advantage by playing spells

piratelake on Gobln Raid

1 week ago

mp510 well you already have Lightning Bolt so thats good. here are some other great burn spells: Chain Lightning, Devil's Play, Char, Fireblast, Incinerate. those are just a few, there are many more.

fuster on Mono Red Burn

3 weeks ago

I assume since you have the Legacy tag on your deck that you don't really care about what format you play this deck in, so I'll give you some advice from a competitive player's standpoint. If you want to solidify it and make it better, you need to improve the efficiency of your cards, and improve your deck's mana curve.

3 damage for 1 mana is the gold standard for spells in a burn deck. Thus, 3 damage for 2 mana or 2 damage for 1 mana cards are unplayable. The core 3-for-1 burn staples like Lightning Bolt, Rift Bolt, and Chain Lightning have been reprinted enough that they are at reasonable, affordable prices and you need to be running 4 of each. As for other spells, you want to be sure that every card you include can deal damage to players on their own. Cards like Bathe in Dragonfire are just overcosted removal that can be dead against the wrong players. Your creatures also need to be able to deal damage in the same turn you play them, either via haste or through another ability. Burn is about playing the most efficient burn spells, but sometimes those spells do happen to be creatures.

As far as mana curve, with 20 mountains, you're expecting games to end with no more than 3-4 mountains on the battlefield, so you want a much lower curve than what you have. Your game changing cards should be at 3 mana, and 4cmc and higher cards are just unplayable with 20 lands. You'll probably have a lot of games where you won't get to 6 mana to cast your Chandra, Flamecaller with your current land count.

TL;DR: Run 3 damage for 1 mana burn spells. Make other burn spells hit players and not just creatures. Make your creatures deal damage in the same turn you cast them. Remove all your 4+CMC cards or increase your land count.

RazortoothMtg on Choose Your Fate

1 month ago

Remorseless Punishment and Torment of Hailfire are both big "punisher" effects - making your opponents choose. Also Torment of Scarabs and Torment of Venom, although they're both pretty lackluster.

Any particular reason to make this Legacy instead of Modern? Idk a whole lot about Legacy but I feel more janky, slow decks like this one will get crushed. Switching to Modern loses Dark Ritual, Chain Lightning, and part of your manabase, but the mana should be pretty consistent since your 2 colors and have plenty of duals. Also, Dark Ritual could be swapped for the less powerful rituals such as Simian Spirit Guide or Pyretic Ritual without lowering the power level dramatically and bringing it to a format where it will likely be able to win more games.

shadow63 on teferis underworld

1 month ago

Why not run 4 Shock or Chain Lightning over the fire slingers

GoblinsBeatElves on Feel the Burn (R/W Boros Burn Deck)

2 months ago

Good deck overall. One point: I feel that Shard Volley might be a bit less useful than other cards here. The sacrifice a land can be a drawback, especially if thats your turn one play. I would go with Chain Lightning as an alternative. You can play lightning bolt without any drawbacks, and if your opponent chooses to copy it, you can copy the copy to do more damage. Overall though, good job!

Thebiggalactus on Nekusar EDH

3 months ago

You could add Ponder, Preordain Serum Visions or Anticipate. Then for some burn you could add Lightning Bolt ,Lightning Strike ,Chain Lightning , Lava Spike , Earthquake, etc. Their is a lot of cheap burn spells.Now as for what you could take out.Maybe taking Melek, Izzet Paragon and Sphinx's Tutelage is a good idea. That is unless they are putting in the work for you. To answer your Tainted Strike question, i'm pretty sure you can keep on casting it on 1 creature, but infect is a keyword so it gets infect once and every time you recast Tainted Strike the infect becomes redundant on that 1 creature. That goes for any pump spell with a keyword attached to it. I think the next route you might wanna go to is bettering your already good mana base with more fetch lands.yes, You can use fetch lands that could get you a color that isn't in your deck. For example you could use Marsh Flats even though you can't get any white lands. I would ask your playgroup if that's ok with them first though.

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