Chain Reaction


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Rare
MTG: Commander (CMD) Rare
Worldwake (WWK) Rare

Combos Browse all

Related Questions

Chain Reaction


Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.

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Chain Reaction Discussion

JuQ on Omnath Elemental/Landfall EDH

3 days ago

It depends on how many crads you want to remove. I usually start with the highest costs, big flashy cards are useless if you can't play them. Anyway most of the time they will be stolen, cloned, reanimated or casted for free from your library, or just be killed by some removal or board wipe, it's way better when your oponents spend resources against other players' creatures.

Avenger of Zendikar actually not that good. If left unchecked it can finish the game, but usually by your next turn you'll have a bunch of 2/3 plants which are still not so menacing. In a deck more dedicated to give board wide buffs to your creatures can perform better. Tokens are not elementals either.
Hateflayer I really like this creature a lot, and I want to find a deck where I can abuse it (vehicles maybe?), but just by itself, it's not that good, being an elemental just doesn't justify its inclusion.
Magmatic Force Yes, this creature is insane. You don't need to do anything it just sits there throwing lightning bolts here and there. Every turn that stays alive is producing value. But the cost is super high, so not really sure about remmoving it.
Phytotitan This card actually works with the deck, but I ended cutting it from mmy deck because it really wasn't enough for the cost, it doesn't comes back until you upkeep and comes tapped, so it's not that marvelous. The good part is it comboes perfectly with Incandescent Soulstoke, but it's the only creature that goes well with it. Most of the time you don't want to throw your elementals for one attack and then sacrificing them, do you?
Incandescent Soulstoke for the reason I previously stated. Just the +1/+1 to elementals won make this guy earn its spot.
Smokebraider not a bad card, but you don't have too many elemental spells. Playing green you have available all the mana dorks you can dream of, Whisperer of the Wilds will easily give you two greens to spend on whatever you want. But you should really start by getting a Sol Ring, an absolutely broken card that should had never existed that you can get for an stupily low price. Then, the next mana rocks to include would be Worn Powerstone, Thran Dynamo and also Overgrowth. You are trying to reach a really high costs, so you need cards that give you more than one mana, spending one card on ramping one mana just isn't enough, you need to get to 7.
Soulbright Flamekin Don't let all those red mana symbols fool you. You give it six colorless mana and it gives you eight red mana, so in fact it's just producing a net two mana, but you have to spend six before, bad deal.
Wayfarer's Bauble, Sakura-Tribe Elder and Rampant Growth As I said before, spending one card to get one land ahead just isn't enough. When you are in a rush to get to the fourth mana because that's the cost of your commander and you need it to get the deck rolling then that kind of cards are great, but if you ramp like that you'll run out of cards in hand and you still won't be able to cast Omnath. You need cards that give you more than one mana.
Rite of the Raging Storm the problem with this card is when you cast it what you really need is survival. On top of that, you won't get your token until your next turn.
Second Harvest It's a "win more" card. If you have a couple or more of the Omnath tokens to duplicate I'd say you are on a confortable situation and if the opponents dont do something against it soon they are going to be in a world of pain soon anyway. I rather have a card like Heroic Intervention to keep my position on the board in case of board wipe than trying to push a bit ahead and then risk wasting the card, but that is a personal preference.

In my experiencie, the biggest problem of the deck is that in the early game you are really weak and you run out of cards if you try to rush to seven mana. So you need cheaper creatures, more card draw, board wipes and some way to pillow fort yourself.
Arbor Colossus This guy may be what you need: big, cheap, with reach, and it can even destroy some naughty dragon who dare come too close.
Ohran Viper This creature is really nice, gives you cards (hopefuly it can get you a couple of them) and if it stays back to block works as deterrent.
Chain Reaction this card can be as wild as Blasphemous Act. You won't get a better board wipe for that mana in these colors.
Thaumatic Compass  Flip helps you get lands and later becomes protection from attacks, maybe it's worth trying it out here.
I would add one more sacrifice outlet just in case, like Altar of Dementia or Spawning Pit, you don't want your small elemental tokens exiling insted of going to graveyard.
Blade of Selves Is my secret weapon. When you equip Omnath with it and attack, the myriad copies are created at the same time and because of the legendary rule (copies of Omnath are also legendary) they are all put in the graveyard as soon as they are created and you'll get one trigger for each Omnath that was alive times each Omnath that died. After geting your calculator to work out the numbers you will see that it's a whole lotta damage.

BabyK on Super Gishath Dino's

4 days ago

Chain Reaction is also a good wrath

JuQ on Angry Omnath on a Budget

1 week ago

Building and testing my Omnath, Locus of Rage deck I realized that 2 mana for fetching a basic land is good, 4 mana for fetching two lands is great, but 6 mana for fetching three lands is a terrible deal. If you are casting such an expensive sorcery you should get a way bigger effect on its own before adding any synergies. Boundless Realms is a great card but Nissa's Renewal and Verdant Confluence are lacking heavily.
Getting three cards form graveyard from Verdant Confluence instead is okayish, but for that end is way better Seasons Past it usually gets me five to seven cards form the graveyard.
Traverse the Outlands is just a lower cost sorcery that in this deck will usually fetch you at least five lands.

I'd also add some sacrifice outlets such as Goblin Bombardment, Ashnod's Altar, Altar of Dementia, Breeding Pit, High Market, maybe even Skullmulcher, three of them should be good enough. Being able to kill your elementals on command in order to trigger Omanth is crucial.

You may have troubles with flyers so I'd swap Molten Disaster for Chain Reaction, in multiplayer it will be like a second Blasphemous Act.
Ulvenwald Hydra will also be a nice response to flyers. It isn't an elemental but it still synergizes greatly with the deck mechanics. I also like Cloudthresher and Tornado Elemental to fight those pesky flyers.

Spitebellows is a good removal for an Omnath deck, when yopu evoke it you can get a lot of triggers for just three mana.

I'm starting to like a lot Mouth / Feed, it's almost a second Shamanic Revelation that has some use on the early game giving you a 3/3 body to block with, not too shabby.

ThallionDarkshine on The Spark of Life

1 week ago

I feel like all the spells that do nothing but gain life are fairly weak, since no matter how much life you gain, you still only bolt one thing. In addition, all the "destroy X, then gain life" spells are very unreliable, since many times you will have nothing to target with them and they'll just sit in your hand.

Neheb, the Eternal is a great way to generate lots of mana, which you could then sink into a powerful x-spell, maybe Comet Storm, Aurelia's Fury, or Bonfire of the Damned.

Your deck has a side-effect of reaching massive life totals, so maybe a win-condition based on this would be appropriate. Aetherflux Reservoir is a way to kill people once you hit 50 life, and Well of Lost Dreams lets you draw cards with your life gain. Felidar Sovereign and Test of Endurance both win you the game if you can live through a rotation with enough life. Cradle of Vitality could pump your commander to ridiculous levels with one high-damage spell or wrath, letting you swing for lethal damage.

You've already got a lot of the powerful damage-based board wipes, but Blasphemous Act and Chain Reaction are some other great options.

I'm not a huge fan of the medallions in anything other than mono-color decks. I would suggest replacing them with some other mana rocks, maybe Mind Stone, Coldsteel Heart, or something else along those lines. I also really like Azor's Gateway in this deck. Not only would it let you filter your draws in the early game, once it flips it could generate tons of mana to put into a lethal x-spell.

Finally, Sunforger seems like the perfect card for this deck, tutoring up any of your powerful spells, and even tutoring your one combo in the deck, Spiritualize.

NV_1980 on Kaervek - Slowly Whittling Away

2 weeks ago


Your deck looks fun so out interest, I play-tested it 5 times to see what would happen. During each of these tests, I could not do anything meaningful until turn three or four. This is probably due to the fact that the average CMC of your deck is rather high. I'd therefore consider adding some more ramp OR ways to make your spells cheaper. Cards that come to mind are Crypt Ghast, Fellwar Stone, Jet Medallion, Ruby Medallion, Talisman of Indulgence, Thran Dynamo, Chromatic Lantern, Commander's Sphere and Dark Ritual.

In terms of Control, I'd probably add a wipe (sorcery) or two like Blasphemous Act, Chain Reaction, Killing Wave or Toxic Deluge. Some other nice pain-cards could be Citadel of Pain, Harsh Mentor, Repercussion and Viashino Heretic.

To make room for all of this, I would really consider removing some of the really expensive-to-cast creatures you have in this deck like Magmatic Force.

Hope this helps. Happy brewing! And if you have time to give some feedback on one of my decks, please do!



smilkows on Melek, Izzet?

3 weeks ago

Looks like a great start! I would recommend planning to have a minimum of 37 land to start with. You can add more or remove later, just plan to reserve 37 spots for land. Instants and sorcery spells I would look at getting their total spell count to 18-20 instant 16-18 sorcery. Dont feel like these numbers are set in stone. They are more a starting point and you can tune from there.

Some fun cards to consider are: Blatant Thievery, Bribery, Capsize, Chain Reaction, Chaos Warp, Counterflux, Deep Analysis, Insurrection, Mind's Desire, Mizzium Mortars, and Rise from the Tides.

Drakorya on Specifically Anti-Narset List

1 month ago

Is this for 1v1 or multiplayer?

Stranglehold is a good card against them. Other than that, I've found sweepers and blockers can do the trick. It depends how much protection/evasion your Narset player uses in their deck.

Cheap sweepers would be ideal: Bontu's Last Reckoning, Toxic Deluge, Chain Reaction, etc

Edict effects would work well too, since Narset is usually their only creature. Diabolic Edict, Chainer's Edict, Fleshbag Marauder, Innocent Blood, Liliana of the Veil, Merciless Executioner, Slum Reaper, Smallpox, Syphon Flesh, Tyrant's Choice.

So Black-Red looks like a good choice. Maybe use Mogis, God of Slaughter as your commander?

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