Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

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Set Rarity
Modern Masters 2015 Edition Uncommon
Modern Masters Uncommon
MTG: Commander Uncommon
Guildpact Uncommon
Promo set for Gatherer Rare
Promo Set Uncommon

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Electrolyze deals 2 damage divided as you choose among any number of target creatures and/or players.

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Electrolyze Discussion

Kalron on Rainbow dragon

1 week ago

So you're at 66 cards. You can honestly drop down to 20-22 or so lands if you wanted to. A lot of ramp decks don't run more than 22-24. So that would really help.

Dragonmaster Outcast should be put in the mainboard, hands down. Drop both Icefall Regents and the second Dragonlord Ojutai. The second Ojutai will likely get stuck sitting in your hand while you wait for the other one to die. The card advantage you get from it doing damage is nice but I don't think it's worth running two.

I'd drop both Dawn's Reflections because it's too expensive. Either include more creatures such as Elvish Mystic or the other elf that does the same thing for the same cost or Rattleclaw Mystic OR you can just put one more Abundant Growth in and another Verdant Haven. I would probably only do the one Abundant Growth and put in elvish mystic or whatever, you'll see why I suggest this soon.

I don't personally like Stormbreath Dragon because your creatures already have flying. This already makes your cards really hard to block so the effect you get from making it monstrous is kind of poor. I think something like Thundermaw Hellkite would be a fine substitution because you can tap flying creatures your opponents control and it has haste soooo this could be a finisher.

I also think that unless you can specifically search for creatures in your deck, you shouldn't be running so many one ofs. This ruins your consistency because you have very little card draw. In a deck like mine, I can safely run one of a few different cards because I'll likely see everything in my deck if the game runs long enough. With ramp, you're trying to end the game early with huge creatures. Typically you want them to interact well with one another. I think something like Mirrorwing Dragon AND Temur Battle Rage could help. You could also run something like Vines of Vastwood if you do Mirrorwing Dragon. I can't help but shiver at the thought of playing against that. With your current creature pool + interaction you can't really rely on any one effect from your dragonlords unless you can search for them. I know that's why you're running Sarkhan Unbroken but dropping all your creatures on the field at once will make your entire strategy vulnerable to board wipe unless they all have haste. Again, something that could be fixed with Mirrorwing Dragon or Zada, Hedron Grinder if you run Expedite or some other card that gives haste.

If you REALLY want to keep all your dragonlords as one ofs, you could always run Gifts Ungiven and Unburial Rites. These will let you get stuff from your deck and then back from your graveyard. I don't know where you'd fit those in but that's what I suggest doing if you want to keep all your individual Dragonlords. Otherwise, just side them in to deal with what cards your opponent is playing. For exmaple Dragonlord Silumgar is pretty useless against draw-go decks like mine.

I think Mana Leak Is out of place. If you're going to interact with your opponent, you should either be using burn to chip away that last chunk of health or some kind of permanent removal. I suggest Abrupt Decay, Terminate, Path to Exile, Detention Sphere, Lightning Bolt, Lightning Helix, or Electrolyze. Otherwise, if you really want to run counters, you should run something heavier like Cryptic Command, Rune Snag, Dispel, or Negate. Mana Leak can be worked around by paying extra mana and you will likely have enough mana to cast whatever you want if you're given enough time.

If you want me o actually suggest additions and subtractions in terms of creatures and spells and stuff other than what I've already done, let me know and I'll give it a shot.

ej133 on Tasigur Ultra-Delve (Cruel Control)

1 week ago

Hey, bro. How're you doing?

Alright, you tagged this as competitive, so I'll do competitive criticism, ok? Nothing personal, but there's a lot to work here.

List time!

  • You're running 24 lands. Ok, that's a good number for a 5-color control. But there are some lands in your deck that are good for nothing. I mean, how you plan actually getting value from City of Brass in a competitive metagame filled with aggro decks like Burn, Death's Shadow and Affinity? Second, what are the odds of cards like Foreboding Ruins or Fortified Village coming untapped? You'd probably be getting more results with Dragonskull Summit or Sunpetal Grove, or even shocklands like a extra Blood Crypt and a Temple Garden, since you'll only lose 2 life once.
  • You have too many cards. In sideboard and mainboard. Like, you're playing 5-color control with creatures like Merieke Ri Berit and spells like Insidious Will, Dash Hopes and Anger of the Gods. The chance of getting the right mana for these are extremely unlikely, despite the fact that some of these cards are very bad (e.g. Merieke gets bolted, Dash Hopes hardly ever stops anything that really matters, Bloodhall Oooze takes a lifetime to be relevant, etc). You should trim it down to cards that are really game changing and not just cool cards you like.
  • Focus. That really matters when you're building a control strategy. Sometimes we get so excited when deckbuilding that we end up forgetting about the part where we play the deck, and put up a lot of things that are counterparts. Like, Lingering Souls for instance, is an awesome powerful card, but it's awful in counterspell strategies, because it is a sorcery that leaves you tapped out on turn 3. For the same reason, using three copies of Tasigur, the Golden Fang in a deck that does not have any way to get cards into the graveyard is probably a horrible idea. He is good in late game, but he is even better on turn 2, after Thought Scouring yourself, and cracking two fetches. BAM! A 4/5 on the second turn that dodges Bolt and Push. Deal with it, midranges.
  • Sideboard. Dude, Modern is The Sideboard Format. If your sideboard doesn't puts you back in track on game 2, then it's over. And your sideboard choices are a bit odd... I mean, in what matchup Cruel Ultimatum is particularly good? Royal Assassin... yes, it's fun and shit, but, how is he a better choice than more copies of Path to Exile or Abrupt Decay? Serum Visions is great, why not running it mainboard? Again, in what matchup they would actually help you more than others?

Now, into suggestions:

  • Define a strategy. Decide how are you going to win and what cards you need to get there. You wanna go Tasigur? Go Tasigur, but give it consistency to be your beater and make sure he'll be protected. Wanna go damage? Go damage, get up to 4 Lightning Bolts, Lightning Helix, Electrolyze, some Snapcaster Mages and do damage to the face. Wanna go slow control? Go slow, get some Celestial Colonnade and/or Geist of Saint Traft, or even take down some colors and win solely with Cruel Ultimatum! But, damn man, choose something and do it. Don't try to do everything.
  • Define colors. You don't wanna take down any? Ok, you can play 5-colors, just adjust the manabase. I, particularly, don't really like green in this build. Abrupt Decay and Scavenging Ooze sure are awesome, but they don't add up much to the masterplan.
  • Understand your meta and set up your sideboard. Too much creatures? Ok, keep the Ghostly Prisons. Too much burn? Add more Leyline of Sanctity. Tron is a pain in the ass? Pithing Needle them into silence. Your sideboard is an essential part of your deck, and, obviously, it must only have 15 cards.

I know it's a lot, and please, don't think I'm trying to offend you in any way, but this comment is about improving your deckbuilding.Anyhow, keep it up and keep on playing. You're going a good way. If you need anything else, feel free to call me.

Squirrelbacon on Thing in yo face

1 week ago

With an active ascension, Rest for the Weary is crazy against any aggressive decks. I'd also recommend taking out Rewind. I like the card but it is way to slow and doesn't help TITI or ascension due to 4cmc. I'd rather see Sleight of Hand. Same problem with Electrolyze... it's in my top 5 favorite cards and I wouldn't run more than two of them since it is slow and misses many key creatures in modern now. I'd run a few Izzet Charm instead, maybe a 2/2 or a 1/3 split with charm on priority.

Also, if you want burn and ascension to be wincons, Thought Scour might be your best friend. If you don't care for ascension/is in there more for the lols, you can forget it if you don't want to self mill.

lagotripha on R/U Midrange Surge

1 week ago

First things first- its important to know the aproxamate format that your friends play- casual 'throw whatever together and we'll self regulate' is great, but needs to be discussed. If they're playing modern then this deck will be a little slow due to the larger surge cards. I'd look at things like Mana Leak, Flame Slash etc. With this deck- the construction is a little creature heavy. 3 Enigma drake/4 stormchaser/3 swiftspear/3 jori is enough to back a very solid spells deck. The tournament play version is based around Delver of Secrets  Flip and swiftspear and is affectionately referred to as 'delver'. Lists looked something like Izzet Delver pior to Brainstorm, Gitaxian Probe and Treasure Cruise bans and after that something like Pyrodrakedelver is still pretty commonly played. I'd reccomend looking up the top 8's for ideas if you go that way.

The core gameplan is just to play small creatures then use spells to protect your creatures and finish the game. Izzet Charm and Vapor Snag or Unsummon are super practical here, and if you want to push closer to midrange in a more casual meta Spellheart Chimera does a decent impression of a second enigma drake and can be backed by a powerful engine in Faithless Looting/Cathartic Reunion/Izzet Charm/Think Twice/Burning Vengance/Secrets of the Dead/Flame Jab. Your lands are good enough to run pretty much any of this, though I'd consider Wandering Fumarole or Faerie Conclave in place of swiftwater if trading permits

Big advice in noncompetitive metas where you're mostly playing with the same deck over and over, have a core of 3 4-ofs that make your deck tick- in this deck it would be 4- 3 ofs in enigma Drake, Jori En, Ruin Diver, Monastery Swiftspear and Stormchaser Mage, 4 Lightning Bolt, then run a lot of singleton cards. A Negate, a Mana Leak, a Reverberate a Redirect, a Temur Battle Rage, an Electrolyze , a Wild Ricochet etc so that no two games go exactly the same. Otherwise, things get stale pretty quick. If things get competitive, pick up full sets of the things that have been working best, then keep a stable of cards to switch in and out as the game permits. Sideboards are your friend if things go like that.

ZombieswithJetpacks on What should the invocations have ...

1 week ago

I agree that they should have only been Spells, no creatures or artifacts. Also the lack of green invocations was disturbing. To break it down:

White cards: 7

Blue cards: 11

Black cards: 6

Red cards: 3

Green cards: 1 (The God)

If you count the gold cards, Green gets an additional 1 card, white gets an additional 1, and black gets 2 more.

This brings us a total of 30 cards. I kind of wish they were evenly spread out, each color getting an even amount.

Below is a list of what I would have made the invocations be and this list does include alot of the invocations that were already made. Additionally this list is made to have all the colors get equal representation. Additionally this is just an opinion. Here we go by color:


1x Austere Command1x Worship1x Wrath of God1x Swords to Plowshares1x Oblivion Ring

Blue (This is the only color, for obvious reasons, that I didn't add any cards to, but rather subtracted from):

1x Counterspell1x Cryptic Command1x Daze1x Force of Will1x Pact of Negation

Black (I almost just subtracted down to 5 like blue, but Mind Twist always felt a bit disappointing for me as an invocation, and was cut [remember this is all just opinions and fun times]):

1x Attrition1x Dark Ritual1x Diabolic Intent1x Damnation1x Entomb


1x Aggravated Assault1x Chain Lightning1x Lightning Bolt1x Sneak Attack1x Anger of the Gods

Green (This one took some work):

1x Vines of Vastwood1x Harrow1x Tooth and Nail1x Nourishing Shoal1x Exploration

Gold (While not totally even, I tried to represent colors fairly):

1x Maelstrom Pulse1x Vindicate1x Lightning Helix1x Aura Shards1x Electrolyze

What do other people think? Hows my list?

PayOneLife on Budget Izzet Delver

2 weeks ago

Anger of the Gods does hurt you, but so do Day of Judgment and Pyroclasm. You use them when your opponent has a threatening board. Board wipes are essentially card advantage spells - you take out more of their stuff than your stuff and that's card advantage. Your game plan is to land one or two threats and then back them up with your control suite, so you don't usually lose much stuff. This means that most the time decks that are trying to go wide will be punished by Anger more than you are if they overextend. When you play you should keep a threat in your hand, so that if the board gets cleared you can just drop the new threat into play and keep them on a clock.

Tormod's Crypt doesn't hurt your graveyard at all which is why it's better for your build than something like Relic of Progenitus. Remember that Cryptic Serpent cares about your graveyard too.

Steam Vents is a solid choice. After that if you can't afford Tarns you might look at the red and blue fetches from Khans (such as Bloodstained Mire and Flooded Strand) as they can fetch Steam Vents and so are helpful for mana fixing even though they're not quite as good as Tarn. Also any fetch is worth getting as they are great for any future decks you might decide to build.

Burn is an interesting question; have you been struggling against it? It works on the principle that each of its cards are worth 3 damage, so it only cares about each of those cards generating that much damage. Because it doesn't have any card advantage if you can prevent sufficient damage it will often run out of gas. A natural advantage you currently have is that you don't damage yourself with your lands, meaning that burn decks have to find at least one extra card to beat you. Essentially you take the control role and try to make the game go long.

With this in mind here is my strategy to beat burn. Firstly you let them burn your creatures. That's a card that they don't get to damage you with - the exception being Searing Blaze which you should counter if you can as it does both creature and player damage. This works because you'll only need one creature late game to take over, when your burn friend will be in topdeck mode and praying they peel something good. Counter any spells that go to your face, but prioritise Lightning Helix and Boros Charm where you can. Lightning Helix can buy them another turn to try to draw a kill spell and Boros Charm is their most efficient burn spell. This means you will probably want to let a few Lava Spikes or Rift Bolts through.

As for their creatures you should kill them as soon as possible otherwise they create too much damage value for your opponent. Either bolt them (first choice) or block them where you can so long as you kill the attacking creature when you don't have removal. This does put some pressure on your creatures as they are pulling double duty - eating bolts and killing creatures. To help out if you need the creature to block their attacker and they try to bolt it you should save it with a counter when you can (otherwise follow the let them bolt it rule). Also kill Eidolon of the Great Revel as soon as you can, don't let them get value out of it.

As for sideboarding I would try out the strategy I suggested above before you try sideboarding in answers. You already have 3x Dispel, 4x Mana Leak, 1x Izzet Charm, 4x Lightning Bolt, 2x Electrolyze (good for killing their creatures) and 2x Spell Pierce which are all solid against burn! Even Remand isn't bad at slowing them down a turn. If you really needed a sideboard answer I would probably go for Negate as it's cheap and good for a lot of match ups. Eidolon isn't great as it does their work for them - it hurts you a lot as well.

Hope that wasn't too much text! I'd be interested to hear how your next burn matchup goes :P

GabeCubed on Disciple of... what? {HELP WANTED}

2 weeks ago

A personal favorite, Sleight of Hand would be cool here.

Cryptic Command is a must, one of the most powerful blue spells out there.

Snapcaster Mage could be of help, might be a bit worse here.

I think that black would be a sick splash, although red has it's benefits.

If you go black, Tasigur, the Golden Fang, Fatal Push, applicable fetch/shock mana base, Damnation, Thoughtseize and Inquisition of Kozilek would fill out a good part of it.

If you go red, Grim Lavamancer, Lightning Bolt, Electrolyze, Blood Moon, and Anger of the Gods could be sweet.

Take all that as you will! Just my additions.

Naksu on Harmless Pact

2 weeks ago

frogkill45: Oh I so want that card! Thanks.

solarbeam: Thanks for your imput man. Majority of the suggestions are too pricey. There are alot of cards you mentioned, that I thought about when I figured what would I do to start turning this to more competitive and less budget, but that will have to wait.

There are a couple things though, I don't really like more than 2 Mana Leaks in a deck, so I definately won't be adding 4 of them. If I do decide to go down from 3-4 runes, I'll replace them with leaks for sure. Grixis Charm just seems pretty bad imo, I might be wrong. Btw, there already are 4 Bolts in main. Electrolyze can be good, I'll try that out. I also agree on getting more Inquisition of Kozileks, but I own only 1 now. I also disagree on Go for the Throat, I think it's brilliant here where I got separate hate on artifacts. I really like Venser, Shaper Savant and I own a couple too, totally didn't think of them. The rest are too expensive for now. Thanks for your time mate!

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