|Commander / EDH||Legal|
Printings View all
|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|
Combos Browse all
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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Chain Lightning Discussion
1 month ago
Eidolon of the Great Revel. This is, perhaps, the most Red card one can play. It hurts you, but will end up hurting your opponent far more. The vast majority of spells in Modern are under 3 CMC, meaning most every spell your opponent will play will ping them for 2 damage. While you're playing a lot of spells that will ping you for 2 as well, they also deal 3 damage to your opponent, so you come out ahead in that exchange.
Skullcrack is a solid burn spell with some pretty nifty additional effects.
Searing Blaze will often hit your opponent for 3 and take out one of their creatures.
The next thing you'll want to do if you wish to play competitively is make a sideboard. A sideboard is a set of 15 cards that do not go in your main deck, but can be substituted in and out before games 2 and 3 of the round. You're a bit limited in mono-Red in what you can place in your sideboard, but some solid options would be Abrade (as shirouu suggested--I'm just not sure you want to mainboard a spell that can't hit an opponent), Ensnaring Bridge (to deal with creature-heavy decks, substituting out your own creatures), and Relic of Progenitus (to put pressure on Delve and other graveyard shenanigans).
That will give you a very solid deck to start. If you feel like upgrading down the line, consider adding White for Boros Charm and Lightning Helix (and Deflecting Palm, Path to Exile. and Wear // Tear in the sideboard). You can also add one copy of Stomping Ground, fetch lands, and a sideboarded Destructive Revelry to deal with artifacts/enchantments.
But adding those colors can be quite expensive due to the fetch/shock lands required. You'll have a solid list with mono-red, albeit one that can't deal with enchantments.
1 month ago
1 month ago
Your deck is going to run into a speed problem in legacy - burn just isn’t fast enough for the format.
As for your deck, even by burn standards it is pretty slow. Burn wants to hit the ground running with hasty creatures like Monastery Swiftspear and Goblin Guide. Reverberate and Shock should be replaced with Chain Lightning and Rift Bolt. Fireblast would be another good legacy burn spell, since you can use both mountains on one-Mana burn spells, then sacrifice, burning for 10 with two lands.
1 month ago
2 months 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
2 months ago
3 months 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.