Chain Reaction

Chain Reaction

Sorcery

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

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Set Rarity
Commander 2018 (C18) Rare
Commander 2015 (C15) Rare
MTG: Commander (CMD) Rare
Worldwake (WWK) Rare

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Chain Reaction Discussion

hyped1221 on Xenagos, God of Revels EDH

1 month ago

Kalo_Wen - Good call on Lightning Greaves! I originally put it in thinking I would only use it on Xenagos as my meta plays a lot of white (a whole lotta artifact/enchantment exile effects). Sometimes I tunnel vision in on that zero equip cost without thinking lol. Looking at it now though it is a pretty easy swap to the boots. I'll do that when I get home this evening.

I will look to add Chandra's Ignition as well. I agree that could do some serious work! I run Chain Reaction in my Mogis deck and it is a sick card! My goal with this deck though is to just ramp with lands and smash face. Destroying and stalling to play catch up is the not plan here. I really just want kind of an all or nothing mentality with this deck. Straight gruul-style smash face and ask questions later. High risk high reward. If I die to a token swarm or something else I'm ok with that.

Ezuri has been a blast! I still plan on converting to a Marwyn combo storm style deck at some point. But elfball has its charm too!

Kalo_Wen on Xenagos, God of Revels EDH

1 month ago

Seems we have some similar taste in Commanders. Xenagos was my first EDH deck. This is where it is atm. I have a few changes I'd make if budget was a non-issue, but it might give you some ideas - https://tappedout.net/mtg-decks/06-08-19-sbS-x-gon-give-it-to-ya/.

FYI, Lightning Greaves is unfortunately a non-bo with Xenagos' trigger. Swiftfoot Boots works fine. Chandra's Ignition is a sweeper and great finisher, and I think Chain Reaction is criminally underrated. You're already running Sol Ring, Joraga Treespeaker will also enable a Turn 3 Xenagos on it's own.

I see we also both have Ezuri, Renegade Leader decks in addition to our Darien, King of Kjeldor. Happy to talk experiences or suggestions anytime :)

thirteene on [黑] Marchesa's Infected Treasure

1 month ago

General
-------------------------------
I know you have a ton of decks, but arcane signet and commanders sphere likely belong in every deck.

36 lands/4 mana rocks seems too high. General rule for me is 35 lands - 1 for every 2-3 mana rocks. This deck also has a low cmc and generates treasures so it seems like you are ~3 lands too high. I would start cutting the 5 color lands and if you bump your cmc up at all, consider adding signets for minimal ramp at the cost of a lands at a 1/3 ratio.

add
Castle Locthwain - low oppurtunity cost for high value. your deck is half black and this can get you back into a game where you run low on resources

remove
Yawgmoth is a heavy combo card, I dont see a combo for him, he would likely be better in anafenza where you can combo with persist creatures and bolster and all that. the proliferate is powerful, but checkout the options under infect.
Brazen Freebooter Captain Lannery Storm Corsair Captain Dire Fleet Hoarder Pitiless Plunderer Prosperous Pirates Rapacious Dragon Sailor of Means - you already have enough draft chaff in the random infect creatures, revel in riches win is accomplished with a single board clear, or ~2 turns of attacking, they are not required for revel in riches.

If you wanna go revel in riches
-------------------------------
Phyrexian Tower - sac outlet and fast mana. see also Westvale Abbey  Flip
Exava, Rakdos Blood Witch/Anger - lets you attack after a board clear
Mikaeus, the Unhallowed - this may be in another deck for flavor reasons, but basically makes all non humans immortal
Last One Standing - This basically a better damnation in rackdos. This should replace bontus last reckoning or just be an
additional board clear if you wanna go reanimator with mikaeus, hell even Nevinyrral's Disk is better than bontus
Phyrexian Scriptures ^ all those reasons, mild shoutout to Chain Reaction Blasphemous Act Spell Swindle/Storm the Vault  Flip/Brass's Bounty any of these will replace all of the draft chaff and free up some card slots
Curse of Opulence - ramps and duh
Hellkite Tyrant - likely in another deck, but consider it

If you wanna go infect
-------------------------------
Karn's Bastion - proliferate the counters and infect counters
Urborg, Tomb of Yawgmoth + Filth - another way to get unblockable. Wonder/Levitation also make blocking hard
Tainted Strike - the best thing about this card, is the fact you can cast it on your opponents creatures. This also combos well with reach creatures like Judith, the Scourge Diva/Syr Konrad, the Grim allowing you to kill your opponents w/o attacking. Does not apply to Blood Artist because life lose does not deal infect damage.
Move Drana, Liberator of Malakir to the mainboard, shes too synergistic to leave behind
Warstorm Surge - deal infect damage without attacking Stalking Vengeance is a worse version
Sword of Truth and Justice - prolly the best sword for this deck.
Bident of Thassa//Coastal Piracy - unblockable means free cards
Open Into Wonder/Mogis's Marauder - moar unblockable
Guildmages' Forum - synergy land
planeswalkers go up a ton with proliferate, Chandra, Flamecaller is a board clear, filter and damage engine. you will pretty much be able to ult Dack Fayden the turn you cast him. Liliana, Dreadhorde General looks amazing in this deck. ulting Lukka, Coppercoat Outcast for the win? just lul
Geode Golem - consider him if you think you need marchesa for the deck to work
Cyclonic Rift - likely in another deck, but another way to go unblockable River's Rebuke/Profaner of the Dead budget options
the vivid lands work with proliferate

Vigean Graftmage - may be better in your twiddle deck, but you can do a number of infinite combos with this card if you wanna go that direction. not very recommended with your current build

Jerakin on Norin, Tries to Win

2 months ago

Thank you so much for your comment Profet93! Super helpful :)

Your first point about lowering land counts and dropping Molten Vortex for a few draw engine sounds like a superb idea!

A lot of cool sugestions will give you my thoughts about them!

Draw Ideas

  1. Endless Atlas A great one, that I even have a copy of, I see no reason not to add it :)
  2. Hedron Archive Not sure sure about this one, it seems a bit expensive at 4 mana. It looks like it would be more used as ramp than draw no?
  3. Humble Defector This sounds like a fun one! Can even steal it back with Confusion in the Ranks even without Homeward Path (which have some anti-synergy with Confusion). Will definitely pick it up.
  4. Ignite the Future/Light Up the Stage are very interesting cards, but I would be afraid not to be able to cast what ever I exile or for it to be lands, would need access to at least 8 mana to be able to cast it, feels a bit too slow. Not super sold on these two :)
  5. Mind's Eye Expensive as you say but will be worth it if the game will drag on, will be looking to picking this one up together with the Honor-Worn Shaku
  6. Solemn Simulacrum have a few of these laying around, not sure why I never put one it. Will do it until I find something to replace it with. :)
  7. Wheel of Fortune/Wheel of Fate/Reforge the Soul/Magus of the Wheel, of Fortune is not within my price range, it is almost as much as the rest of the deck combined. I might pick the Magus of the Wheel however as a cheap alternative.

Ramp

  1. Curse of Opulence Such a evil card! A lot of my group either play decks that benefit a lot from ramp or who need a lot of mana. So I fear this would help them more than me, I will definitely put it on my list to pick it up if I see one cheap though. Cause I do want to try it.
  2. Dockside Extortionist Strong card! But unfortunately a bit to expensive, will put it on my "buy on a bargain" list though!
  3. Mind Stone will put in this one, like it more than the Hedron Archive as you can drop it a lot faster.
  4. Ruby Medallion Neat, will be looking to picking one up
  5. Sword of the Animist That's true! It basically reads "Pay 2, Put a land from your library into the battlefield tapped", will be looking to adding this one too for sure!

Utility

  1. Tough one, $15 is about what I am prepared to put down on a single card, if it isn't a win con or simply a "must have", I wouldn't say this is either but it is strong and versatile so will probably pick it up if I can.
  2. Etali, Primal Storm Aww, I just bought this guy for my Xenagos' Dudes goes Face deck where he can get instant value, maybe I should have picked up two of them. My fear here is that it's can be a bit too slow to have to wait another turn to be able to attack with it.
  3. Sunbird's Invocation Insane card. At the point I can put this down the game is either over or would be over in a few turns. Most of the cards in the deck needs a few turns to actually do something so even though this card is insane it might be too late?
  4. Sensei's Divining Top Love this card so much, but unfortunately a bit too expensive. It's on the "Get it on a bargain" list :)
  5. Valakut, the Molten Pinnacle It's also a bit too much to put on a card that is only going to ping for 3. If I had a few more ways to put out lands each turn it could be worth the 20$

Removal

  1. Chain Reaction Good idea, will replace it when I find one
  2. Nevinyrral's Disk Will be looking to pick one up!
  3. Blast Zone Looks to be a bit slow? Will pick one up anyhow and test run it
  4. Terror of the Peaks Yeah, wanted this in Norin as soon as I saw it. It have been dropping in price in my local market so will be looking to picking a couple up for my decks soon.

Again thank you so much for your comment, it have been super helpful.

I am super interested in hearing your thoughts about cuts to the deck. Like what you think is too weak or doesn't fit. :)

Profet93 on Norin, Tries to Win

2 months ago

Why isn't Norin listed as your commander? In any case, I have a couple ideas...

Molten Vortex - I get the concept behind this card with your high land count, but rather hope to draw this card as you are flooding your deck with a high land count and less draw, why not increase your draw and lower your land count a bit? This way, you are less reliant upon top decking and card find an easier time to maintain gas in the mid-late game. Draw ideas are as follows...

  1. Endless Atlas - Comes down early, cheap to use, only 2nd to tome of legends but very worthwhile nevertheless

  2. Hedron Archive - Acts as ramp when you need it and card draw when you don't. Pretty useful

  3. Humble Defector - Underrated card, politics and card draw that comes down early. Bonus points if you add in a Homeward Path

  4. Ignite the Future/Light Up the Stage - Unlike cathartic reunion which provides virtual card advantage by giving you a better choice of cards, ignite the future provides actual card advantage. Plus, flashing it back is nice when you have ran out of gas. Light up the stage is nice, especially in your build which focuses on little damage accumulating since it can be played even cheaper. Both are highly recommended.

  5. Mind's Eye -While expensive to cast, helps ensure gas in mid-late game. Goes well with Honor-Worn Shaku which should also be added as a strictly better wornpowerstone in this deck, because with Norin + Eye + Shaku, you can tap Norin each upkeep to untap Shake and use it to fuel mind's eye for card draw. Not to mention tapping down purphorous and your planeswalker to ramp feels good too

  6. Solemn Simulacrum - Not necessary but a good staple in most mono red/white builds given it provides you with what you need, card draw and ramp.

  7. Wheel of Fortune/Wheel of Fate/Reforge the Soul/Magus of the Wheel - Wheels help bring card draw, mess with opposing tutors and are chaotic as well.

Now that we have discussed card draw, it is time to help you ramp out your goals more quickly....

  1. Curse of Opulence - Politics, and ramp with Norin that can start as early as T3. Very helpful. Don't forget, you can use the treasure tokens it makes with goblin welder to bring back an artifact!

  2. Dockside Extortionist - Comes down early, makes lots of mana, very powerful card especially in the right meta. Highly recommended.

  3. Mind Stone - Ramp when you need it, card draw when you don't. Its a baby hedron archive

  4. Ruby Medallion - Ramp, plain and simple

  5. Sword of the Animist - Imagine Norin with the sword attacking and then running away to get a land. Very fun!

There is more ramp but this should be a decent help given your CMC is low enough already despite the chaos cards, especially for a Norin build! Kudos to that! Now let's discuss some utility...

  1. Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in 1. Don't sleep on this card

  2. Etali, Primal Storm - What chaos deck doesn't love the chaos dino? It can be a wincon on its own!

  3. Sunbird's Invocation - This card reads, if you don't destroy me, I win in the next few turns. The amount of value this card brings is insane

  4. Sensei's Divining Top - Top deck filter and a rare draw when you need to dig a little deeper.

  5. Valakut, the Molten Pinnacle - Highly recommended with all of your mountains

Lastly we should discuss removal....

  1. Chain Reaction > Storm's Wrath - There are usually many creatures in EDH and this just destroys them all instead of the weaker ones.

  2. Nevinyrral's Disk - I see no way for you to deal with enchantments, having one reset button is crucial in case things get out of hand.

  3. Blast Zone - Another option to deal with enchantments or pesky permanents that fits its way into the land base

  4. Terror of the Peaks - Newest addition to any Norin deck. Synergy and power blended together at a fair CMC.

I have other suggestions and ideas for cuts should you wish. Be sure to let me know what you think of each suggestion. Looking forward to your response.

sub780lime on Rin and Seri

2 months ago

I really like Oketra's Monument in here. I would probably drop Fiery Emancipation (this may move too far away from your commander's activated ability being a primary strategy) and go with an anthem strategy overall as you acquire cards to slot in. Glorious Anthem, Gaea's Anthem, Dictate of Heliod, and, Beastmaster Ascension would all be solid in here. Other targets for removal for me would be Commander's Insignia and True Conviction. True Conviction can be great, but it seems a bit win more as opposed to just going wide and pumping through anthems. Beyond those, if you do lean into the anthem strategy, consider Mirari's Wake, Force of Virtue (can be a fun free play), Collective Blessing, and Spear of Heliod. You might even consider Intangible Virtue.

Have you considered Strionic Resonator to copy your commander's triggers?

Consider Blasphemous Act to replace Chain Reaction.

Consider Shared Animosity in place of Volatile Claws.

I see Heroic Intervention. I think I would also want Teferi's Protection. As a budget replacement, Eerie Interlude can still save a big junk of your board.

Card draw seems light. Just some various options: Runic Armasaur, Mind's Eye, The Immortal Sun (anthem as well), Shamanic Revelation or Collective Unconscious, and, if you want to play in further on tokens, Ulvenwald Mysteries.

I agree on getting the token doublers in here and I also agree they are pricey :). A more budget option would be Second Harvest.

For win-cons, if you decide to switch to a Timmy approach, Craterhoof Behemoth is an obvious choice, and Thunderfoot Baloth would also fit nicely. With all your anthems (assuming you go that route), Humility would certainly be fun. Doesn't see much play, but a janky win con requiring setup is pairing Touch of the Eternal with enchantment destruction on the last end step before your turn, plus you usually want some protection in there. Like I said, a lot of setup :).

Azeworai on Radha, The Lands Matter To Me!

2 months ago

Alright. Into phase two of a lands deck! So, the very best thing you can do is abuse Glacial Chasm. Use land tutors to find defensive lands, such as Maze of Ith or Strip Mine for the sake of dissuading attacks.

Furthermore, the glory of a land-based strategy is that your battlefield always remains untouched. Wraths never do, or typically don't, tarnish your board-state.

In short, I'd recommend perhaps 2-4 wraths and a Glacial Chasm package. Drownyard Temple goes well with it. Effects such as Crucible of Worlds and Ramunap Excavator are imperative for replaying the Chasm from the bin, thusly negating the sacrifice cost. With extra-land effects it can be very potent. Life from the Loam is also strong, granting another form of card advantage with cycling lands.

These crucible-type strategies also grant another line of attack with Strip Mine. I sometimes randomly "win games" turn three by just an Azusa, Strip Mine, and Excavator.

There is a time in the game when you do not need more mana, so saccing some of it to Dust Bowl or the sort takes away from others' resources whilst you hide behind Glacial Chasm.

For wraths, Blasphemous Act is always strong, Molten Disaster's split second is great (combos with Glacial Chasm), and Chain Reaction is just good.

If you need to live more, just more interaction is great. I only run a few in my lands build, but it's a matter of taste. Beast Within is never lacking.

With great wraths comes great planeswalkers. You need some more value engines and constant draw! I don't care what people say, they're still fine in commander. Especially in lands decks, for a multitude of wraths keeps the table away:

  1. Wrenn and Six is just lovely with a cycling land.

  2. Vital Force ultimates quickly and draws much.

  3. Best Nissa  Flip is ALWAYS strong, for she finds a land early and draws cards late.

  4. Vivien Reid draws and murders. She's great but slow.

  5. Chandra, Torch of Defiance may not say "land" but draws, ramps, kills, and kills some more.

For non-planeswalker card draw, Harmonize is solid, Outpost Siege is always fine, Mirri's Guile and Sylvan Library are great if within budget, and Once Upon a Time goes within all green decks I own.

For what I would cut:

Chandra's Ignition is cute but an eleven-mana kill.

Boundless Realms just ramps you more at seven mana.

I'd remove one of either Mage Slayer or Power Matrix. The deck should probably be a little less punchy and opt more for a long game.

The rest of what you remove comes down to repeated gameplay. The standard I hold my decks to is having ramp and draw fully assembled by the end of turn-four if uninterupted, if you need a reference.

So, more lines of attack outside of combat, disruption, and defensive options.

Good luck! It all comes down to choice.

Valengeta on Shrine On

2 months ago

there's a lot of cards out there that destroy all enchantments in one swoop. Since this looks to me like a slow board build, you might as well be playing lots of counterspells and creature removal to hold off opposing plays while you steadily drop shrines. Also I would remove the White and Green shrines from your Mainboard and focus on Red, Blue and Black ones. Red damages your enemy so you can win, Black does that and disrupts his hand by making him discard, Blue keeps your hand fresh and searches for answers. Also, Mirror Gallery can compensate your legendary handicap.

So, to sumarize, you need counterspells like Mana Leak, Dispel, Spell Snare, Spell Pierce, Remand, Rune Snag or Negate.

You need mass removal like Pyroclasm, Slagstorm, Chain Reaction, Anger of the Gods, Ratchet Bomb, Engineered Explosives, Cyclonic Rift, Languish, Damnation or Ritual of Soot.

You need a stronger and more consistent mana base. Removing 2 colors will help you a lot. Dual lands, check lands, fetch lands and shock lands will do you wonders. Chromatic Sphere or Chromatic Star will help fill the gaps while refunding themselves instead of Pentad Prism.

Paradox Haze might work to trigger the Shrines an additional time and also in combo with Sanctum of All.

I understand this isn't a deck that's meant to be a tournament winner, but mostly to play on multiplayer with friends, but still, there's improvements to be made here that would make your build more frightning to others and fun for you. Hope I helped :)

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