Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Printings View all
|Commander 2018 (C18)||Rare|
|Commander 2015 (C15)||Rare|
|MTG: Commander (CMD)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Chain Reaction occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Chain Reaction Discussion
5 days ago
This deck looks awesome! It looks super fun to play. I think you can tune it a bit more to make it more consistent, though.
I also think some of the higher-costed instants and sorceries can go, such as Steam Augury, Storm Seeker, Prophetic Bolt, Spiraling Embers, and Time Reversal. I think all of these cards are outclassed by cards that either cost less, or do more for a comparable cost.
If you like dealing non-combat damage, I love Price of Progress. It is cheap, affects everyone, and Riku usually can rely on basic lands.
Maybe consider adding more copy effects like Twincast, Narset's Reversal, Refuse / Cooperate, Clever Impersonator, Phantasmal Image, Dack's Duplicate, etc...? I like the versatility of these cards in that they mirror the table. Nobody can complain that you are playing something strong when you are just copying your opponents!
5 days ago
Fierce Guardianship, Docent of Perfection Flip, Thermo-Alchemist, Spellseeker, Mischievous Chimera, AEtherize, Abrade, Blasphemous Act, Experimental Overload, Chain Reaction, Reforge the Soul, The Mirari Conjecture
1 week ago
Hey, you're welcome.
Giving your opponent's 10 life when Aria ETB sucks, but because with Feather your able to cast so many instants a turn the 10 life isn't much overall. Aria's verse counters scale that's what makes the 10 life less of a problem and makes it so good with Feather.
Tajic is better with more of a token go wide strategy because then you can get mentor benefit with your creatures and you can take more advantage of his damage protection with your own spells that do damage to all creatures. You have a token subtheme here with Warboss and Pyromancer. If you like Tajic could expand on tokens with heroic: Akroan Crusader and Vanguard of Brimaz. An expanded token theme makes Zada, Hedron Grinder good because any pump spell that targets Zada also targets Feather and each token you control.
Tajic protects your creatures from noncombat damage meaning spells such as Chandra's Ignition which is good Feather because you first target a creature. If you target Tajic then he doesn't die from Ignition and all your other creatures including Feather also don't die, but potentially all your opponents creatures do as well as doing damage to each opponent. Ignition can be bonkers with Zada, Tajic and tokens because then each token is a copy of Ignition. Blasphemous Act and Chain Reaction are two other powerful damage spells that can be one sided creature board wipes with Tajic and tokens.
2 weeks ago
Looks good. You might like these: Kederekt Parasite, Arcbond, Dingus Staff, Wound Reflection, Zurzoth, Chaos Rider, Embermaw Hellion, Blood Artist, Polluted Bonds, Gratuitous Violence, Lightning Reaver, Kaervek the Merciless, Mogg Maniac, Spiteful Sliver, Stuffy Doll, Blasphemous Act, Chain Reaction
1 month ago
I've been absent from the topic for a while, I find it best to let the thoughts at the time of writing settle down and then revisit with a fresh mind.
Gidgetimer First of all I don't agree about white's lack of card draw in the Commander format is a content creator conjured issue. Content creators are just a very broad place I can refer to as a common platform where people share their beliefs. And I wanted to not only resort to the anecdotal experiences of me and my play group. Although for reference, most players in my play group agrees that white is the weakest singular color in Commander and one of those reasons is lack of card draw.
It may be a slight miscommunication but the thread could easily be about card advantage and not specifically card draw. I've made several of the suggestions in the OP not be direct card draw but rather an ability to access more card resources (like through the graveyard). So feel free to post ideas about mechanics that enables card advantage but not strictly through card draw.
This got rather lengthy Show
One of the major problems I find in white's card advantage pool is that white doesn't use many mechanics that effectively enables alternative card advantages. I mentioned they don't do draw-discard, they don't self-mill, they don't discard their own hand or in pretty much any capacity put their own cards into other zones other than the battlefield. From the battlefield they may put cards back into their hand if they die or self-bounce or flicker. They do have a selection of cards that resurrects permanents from the graveyard. However in recent times this has mainly been reduced to target low CMC permanents and their unconditional resurrections costs 4+ CMC, first of all that hardly cheats the mana cost and often it's a 1-for-1 trade, so no card advantage and no inherent mana value. White usually has to hard cast their big stuff to put them on the field and THEN it has to die and THEN they can use their recursion effects to get mana value. It's very clunky.
You point to the fact that white likes to equalize the board, mostly through board wipes. Although black seems to do the job just as well or better with Toxic Deluge, Mutilate, Languish, Black Sun's Zenith, Killing Wave, or Damnation. Most of these working around indestructible which can be a big factor if the opponent run cards like Heroic Intervention or one of the variants.
Red has cards like Blasphemous Act or Chain Reaction that works as damage board wipes. Blasphemous Act might even be considered better than white board wipes due to the mana reduction but generally white is better than red at wiping the board.
Green is kinda at a loss because their color doesn't really do board wipes and usually just resorts to taking out problems with Fight or the occasional Whirlwind, Hurricane, or the odd Ezuri's Predation. Green usually "fixes" the problem by applying enough pressure through their own creatures to require board wipes.
Blue has gained a lot of soft board wipes like Inundate, Evacuation, River's Rebuke and the all time favorite Cyclonic Rift. While not a final removal choice, the tempo and flexibility it provides can be more than enough for blue to pull ahead or win.
And after a board wipe, unless the white player has been planning or specifically played up to a board wipe, they lose a lot of resources themselves to a board wipe. But where other colors have access to good and fast card draw or equivalent, white is kinda stuck with the cards they have. They have a harder time rebuilding.
I wont go into the topic of mass land destruction, for one because of the social aspect of Commander and secondly because WotC haven't printed a new white mass LD spell since the early phases of the game - a point where the does and don'ts of the game was not quite established (looking especially at you Time Walk). There's one exception being Fall of the Thran which may just be a callback to the Urza block, and it has a soft-remedy. Cards that blows everything sky high usually includes "Nonland permanents" or in the cases of Elspeth Tirel and Scourglass exclude lands from their destruction.
This kinda sums up my point:
Overall I don't see white always coming out of a board wipe having equalized the card access/advantage. And even if that was true it reads like white is always behind up until the point that they equalize. That doesn't seem like a good position to be in.
1 month ago
1 month ago
A way to make Gadrak indestructible, like Darksteel Plate, some big-mana payoffs, like the Eldrazi Titans, and a butt-ton of sweepers, like Blasphemous Act, Chain Reaction, Mizzium Mortars, etc. If you're feeling really mean, you can run cards like Ruination, Jokulhaups and Obliterate, and laugh as you sit atop your endless pile of shiny gold! Hope this helps!
1 month ago
It seems like you're running burn as your wincon.
Here are some cards that might help.
Since these are symmetrical burn, you could also run Glacial Chasm and stall it out. This is also the most important land card to run with these mono red sorcery finishers. Your Pariah is also a god level card with this setup. You might also consider Heartless Hidetsugu as a combo with these 2 cards.
For more drastic changes, you can fix around your landbase to cut a lot of nonbasics and add basics with a load of fetchlands, such as Fabled Passage, Prismatic Vista, , Ash Barrens, Terramorphic Expanse, Evolving Wilds, Myriad Landscape, Warped Landscape, some Panorama fetches, and keeping Flooded Strand + Scalding Tarn + Arid Mesa. I have this landbase in another of my burn decks and its fully sufficient for tri-colour commanders. In white, you get access to Land Tax as well so it helps further fix your mana - although in my experience with this landbase I would say its not even necessary.
With a basic land landbase, it opens you up to more burn, such as Price of Progress, Burning Earth. It also opens you up to hard stax cards if you have a vendetta against someone: Magus of the Moon, Blood Moon, Back to Basics.
An alternative package you can consider with your wheels is Narset, Parter of Veils and Alms Collector to discard their entire hand. You already have Smothering Tithe as well. Psychic Possession is also insane with wheels as it lets you draw 14 off a single wheel.
I would also just add Underworld Breach because its straight up insane.
You can also try Mana Geyser for a super explosive turn by recasting it from the graveyard again.
Dack Fayden is both a ramp card and a way to dump cards into your graveyard.
Some cards I see that you could also try cutting/changing are:
Land Tax - you can run ramp artifacts instead, such as Surveyor's Scope. Surveyor's Scope is an excellent card with many fetchlands as you can tap them to sac as a cost, then activate Surveyor's Scope for up to 3 basics untapped since your fetchland is no longer on the field. Or basically any other 2 mana rock will do.
I would consider Ral, Izzet Viceroy a bit too slow.
Long live our Overlord Sevinne