Chain Reaction

Chain Reaction


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

Browse Alters View at Gatherer


Have (1) Mortiferus_Rosa
Want (3) Etinifni , ConnorMo , verycasual

Printings View all

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

Combos Browse all


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

Chain Reaction occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.2%

Rakdos: 0.17%

Chain Reaction Discussion

Ruffigan on Kaervek White Elephant

2 weeks ago

Blasphemous Act and Chain Reaction are good, cheap boardwipes that work well with Repercussion. Erebos, God of the Dead is good to keep your opponents from gaining life and also draw some cards. I'd definitely consider Torment of Hailfire as an alternate win condition. Torpor Orb is one of the best cards for slug deck, at least in my meta. Getting it out early can really mess with your opponents' game plans and you are only using two creatures with enter the battlefield effects. Painter's Servant seems out of place, I see it works with Torbran and your blue hosers but it does basically nothing without them.

LastEdegy on TOP 3 from Theros, Beyond ...

1 month ago

I haven't dissected each card yet, but on the first look these 3 are what I see becoming a staple or a fun commander to build a deck with:

As most of you also noticed, Dryad of the Ilysian Grove is a possible staple for decks with green. It's a similar version of Oracle of Mul Daya but instead of possibly playing a land card from the revealed top card of the deck to a Prismatic Omen effect. I would definitely add this to my Willowmaker, Doran the Siege Tower deck, since it has toughness greater than it's power plus the effects mentioned above.

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So far I haven't seen this card being hyped for EDH as much as I would suspect, but Treacherous Blessing is a great card draw spell! 3 mana for draw three?! That's a great deal! You can target the enchantment with an ability, so you don't even lose a life.. It's typical to Painful Truths but without using a 3-color commander to draw 3 cards.

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Storm's Wrath is straight-up a mass removal for red! You can compare it to Wrath of God, Damnation or Day of Judgment but using the characteristics of red in the color pie plus it deals with planeswalkers too! No more other conditions to consider, like Blasphemous Act or Chain Reaction for them to wipe the board. Granted 4 damage isn't that big of a deal with EDH creatures, but it's still a great mid game mass removal or against token decks..

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Honorable Mention: Heliod, Sun-Crowned - it's the best possible mono-white commander in my opinion, even though it will be obvious that the deck will definitely have the game ending Heliod, Sun-Crowned + Walking Ballista or Heliod, Sun-Crowned + Triskelion combo. But it's still a step to improve white as a color in EDH, especially mono-white..

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toastySmorc on Red Dragon

1 month ago

Definitely very short on mana sources for such a heavily costed deck. Definitely run more rocks and up your land count to at least 35 to reliably ramp up and cast your spells. Also take note to include some kind of draw engine or recovery after a boardwipe, and these can replace cards like Sarkhan, Dragonsoul and Coat of Arms, and other win-more cards.

Cards to cut: Sarkhan, Dragonsoul, all of your instants, Coat of Arms, Dragonstorm, Impact Tremors, 3-4 of your dragons (whichever you want- preferably the top end ones).

Cards to add: Blasphemous Act, Chain Reaction, Chaos Warp, Quicksilver Amulet, LANDS AND MANA ROCKS.

SatisfactionDay on Nin and Her Stuffy Dolls

2 months ago

king-saproling I do like Shifting Shadow this would help with the consistency of getting stuffy out. Pariah's Shield was included in my hand written list but I must have overlooked it, so that's definitely has to go in. Repercussion was thought of, but I can't afford taking the damage to myself with my Stuffy Doll and the clones I make of Stuffy.

Chain Reaction is definitely a card I am thinking of including, especially if the board state gets large and I have multiple Stuffy Doll on the field.

As for the others, I don't see them fitting in this deck with it's focus on getting Nin to burn my Dolls and the Clones.

I greatly appreciate the suggestions, it helps me look at the deck in a different way. Thank you!

Tzefick on Help designing a GOOD Boros ...

3 months ago

I agree with most points put forward by Hjaltrohir, that Boros and in conjunction white and red has major weaknesses in multiplayer formats and especially Commander.

Although I would like to say that Boros doesn't have that many good Commanders and most are relatively similar. Many also follows a tendency to invite to Voltron-esque or very combat heavy strategies. I know that both red and white are very heavy invested in combat, so it largely makes sense but it can also feel a bit one dimensional. Some of the newer Boros legends have somewhat broken some of this idea with Firesong and Sunspeaker and Gerrard, Weatherlight Hero, but the rest is mainly focused around some aspect of creature combat or a very narrow design space.

The most pressing issue to support Boros or red and white in Commander would be to grant them more support in the 99, the easiest target would be for both ramp and card draw in some fashion (I made a thread on here about white's issues in Commander, feel free to visit if you'd like). However that doesn't exclude that more support could happen to Boros commanders as well.

As for the suggested commander in the OP, I think it's a possible design that could be created. It would invite to a Voltron style deck and takes advantage of red and white's affinity for equipment.

I think the commander is quite weak and doesn't help much with the equipment already put on the battlefield from previous activations. That you stick them all on the commander you just tapped down means you wont get any value out of these equipments other than a single block (or attack if you grant it vigilance).

That you need to find an equipment with CMC equal to the verse counters contra equal or less, means you need a broad selection of equipment in your deck to take advantage of his ability, and that typically leaves your deck stuck with a lot of suboptimal equipment. Otherwise you just spent mana to churn up the verse count with no gain to eventually get to a point where you can get out your Sword of X and Y or Batterskull.

I think you're doing yourself a disservice by playing this Commander, as it feels like a trap. Some changes that could increase his viability would be to allow searching for equal or less. Another to change the uptick from verse counters on him to experience counters on you (to keep the value from previous activations between deaths). Another to allow the new-found equipment to be attached to any creature you control. To balance some of the above out a little, his cost would likely need to go up a little to CMC 2-4.

We have yet to see what's on the transformed side, but nevertheless I feel like the setup is a Voltron trap and I wonder if the payout is worth it. By just using the Commander to gather equipments and equip them to him, you need a whopping 16 mana investment and it takes at minimum 6 turns to get him online - and that's assuming a turn 2 Sol Ring or similar mana accelerator to activate him on turn 2.

Feedback on all other suggestions Show

My idea for a Boros Commander would be something like this:


Legendary creature - Human Soldier

Whenever ~ enters the battlefield or attacks, you may draw two cards and discard two cards.

At the beginning of your post-combat main phase, you may return a permanent card with converted mana X or less from your graveyard to the battlefield, where X is equal to the amount of damage dealt to opponents this turn by sources you control.


He's cheap, he provides looting to filter into gas, which is a very red thing. Additionally he utilizes white's ability to restore or bring back permanents from the graveyard - which could include lands -> granting Boros access to land ramp. You can even fill your own graveyard with lands through the looting.

It's a utility Commander that could pay to protect but is not a necessity like a Voltron. He can enable cheating of costs by looting out high CMC permanents and then bring them back after dealing a load of damage. As the damage is not necessary to come through combat, you are enabled to use Lightning Bolt to restore a Ghostly Prison.

I figure this Commander is broad enough to provide the color pairing a lot of necessary utility without locking him into a specific theme. This is a value generator and not as much a build around necessity - but you can.

You can build him as a Voltron and equip or enchant him up to be beefy, evasive, hit harder and restore ever higher CMC permanents from your graveyard after looting them in there.

You can build a white wheenie deck and go wide to ensure damage on your opponents to bring back some wheenie or bigger thing (and he doesn't need to attack with them - unless you want the looting).

You can build a heavy hitter deck with Bruse Tarl, Boorish Herder and have him as one of the 99 just to bring back high CMC stuff.

You can build a multi combat phase deck, and get even more resurrect triggers in each post-combat main phase.

You can even not care about him other than cast him for the looting, get a land or whatever in the post-combat main phase. Attack next turn for another looting, he dies in combat, recast to loot again, attack or bring something back the turn after.

enpc on Why is Blasphemous Act So ...

3 months ago

As Gidgetimer mentioned, the fact that 13 damage kills most things and that generally the times wehre it's the most needed, it costs to use makes it pretty good. Especially since prior to this we had stuff like Rolling Earthquake whose damage was proportional to cost (and hit players, which is both good or bad), Comet Storm which was more expensive again and Chain Reaction which was previously the most comparable to Day of Judgment but could struggle against a few bigger creatures.

It's the same for stuff like Toxic Deluge - they're chaep to cast so in the times you need them then the do serious work. And while Act can be quite varied in cost, even 9 mana isn't that bad for a non competitive list.

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