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

Printings View all

Set Rarity
Iconic Masters (IMA) Uncommon
Commander 2013 (C13) Uncommon
2012 Core Set (M12) Uncommon
Masters Edition IV (ME4) Uncommon
Premium Deck Series: Fire and Lightning (PFL) Uncommon
2011 Core Set (M11) Uncommon
Archenemy (ARC) Uncommon
2010 Core Set (M10) Uncommon
Duel Decks: Jace vs. Chandra (DD2) Uncommon
Darksteel (DST) Uncommon
Beatdown Box Set (BTD) Common
Anthologies (ATH) Common
Fifth Edition (5ED) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common
Promo Set (000) Uncommon
Promo set for Gatherer (PSG) Uncommon

Combos Browse all



Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.

Fireball costs more to cast for each target beyond the first.

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Recent Decks

Fireball Discussion

jubale on Pew Pew Snipe

22 hours ago

How are you not running Fireball? It's been reissued as Banefire, and those control decks are going to weep at that one.

ancientskull on Golgari Fling

3 days ago

I really enjoy the idea of this deck! It makes me want to build a Rakdos version of it, using some control aspects, and maybe using Fling and Thud.... Since it seems like the plan is to basically use Wall of Blood as a Modern-Legal Channel, and then Fireball them to death with the Fling effect! Disciple of Bolas seems like a great way to gain back the life you pay into the wall, and also can draw you a bunch of cards! I love it!

MindAblaze on Color Pie Afficionados Unite!

1 week ago

Good Day Everyone,

I'm working on a project right now that's taking a lot of my mental energy and I could use the assistance of anyone willing to throw in their two cents.

I'm developing an adventuring table-top skirmish-style RPG, and one of the options the player characters have is to spend their found gems learning spells. They can make it easier to find gems by purchasing an item called the Attractive ____ (Pearl, Sapphire, Jet, Ruby and Emerald) Ring from the Jeweler. As you can tell, the gem colours mirror a game we all know and love, and as such, I'm using some of the spell concepts from this game to shore up the number of options players have.

So what I'm asking of you guys is to throw out your list of iconic spells; Things that mechanically define the color for you. Lightning Bolt, Fireball, Murder, Dark Ritual, Healing Salve, Harm's Way, Explore, Creature Summons, Divination and Sleep all come to mind.

For reference, the game has seven classes. While their titles are subject to change, essentially the roles we have are Monk/Druid, Barbarian/Warrior, Paladin/Crusader, Cleric, Wizard/Shaman, Amazon and Ranger/Scout.

If you have any questions let me know, but I'm excited to hear what you have to say.

Firstmiracle on Wall-I

1 week ago

Hey dude, thought I'd comment it on here.

So let's round out my observations before we move to my opinions.

Win Conditions you have included are: Rolling Stones , Assault Formation , Wakestone Gargoyle , Vent Sentinel and Dragonshift. Of those, Wakestone doesn't really have a way to go off unless another win con is already out. So Wakestone + 1 or Vent Sentinel and Dragonshift are the only current ways to win a game.

Subthemes Detected:

Lifegain- Jaddi Offshoot , Perimeter Captain , Wall of Essence. All decent lifegain, Jaddi is good early, Perimeter is good mid, and Wall of essence is good all game, but particularly mid.

Tokens- Coral Barrier , Hornet Nest , Golden Guardian  Flip , Sprouting Phytohydra , Dragon Fodder , Parallel Lives , Kiora, the Crashing Wave. Coral Barrier does provide an evasion creature, and 1/1's with evasion are often under-rated. Hornet nest is great if you can keep it alive, and okay if it dies. Golden Guardian is an okay card if you can get some tokens out of it, but it doesn't die to anything in your deck right now. Sprouting Hydra is probably the best token card in this deck as it lines up with all of your themes, it has serious potential for combos. Dragon fodder doesn't belong here. Swap it out for a late game threat like Vigor for wall wins, or Luminarch Ascension if you plan to keep the token theme. Parallel lives is at best okay in this deck, if you had more than 10 things that made tokens, I would say its definitely important. Kiora is an okay planeswalker but I'll talk about her in a second.

Ramp- Ok so there's not enough of it. Overgrown Battlement , Ulvenwald Captive  Flip , Sol Ring, Cryptolith Rite. Commander games are won by casting several cards in a turn. Firm believer that if you have green, you run green ramp. Period. Bonus, Ulvenwald Captive is terrible ramp.

Card Draw- You're covered here. I think you have enough card draw.

Planeswalkers- Special Note, I think Kiora is a fun planeswalker, but she's not amazing in this deck. It'd be better to see something like Ajani Goldmane , or Elspeth, Sun's Champion for added tokens, boardwipes, and counters, as well as their emblems enable your win conditions.

Ok so now I'll start by suggesting things you could add to this deck.

Wall of Denial - My favorite Wall.

Tree of Redemption - Can get ugly dude. 0/40 is kinda great in a lifegain deck.

Kodama's Reach - good solid ramp.

Cultivate - Same as above.

Comet Storm - You have ramp, play a ramp board clear.

Kindred Summons - Pick wall.

Fireball - Very versatile in rampy decks.

Vandalblast - You have red, you need good artifact hate.

Supreme Verdict - Favorite Board Wipe

Wrath of God - AKA the Reset Button

Azorius Signet - Ramp

Izzet Signet - Ramp

Aetherflux Reservoir - Can become a win condition (that can be fetched with fabricate) if you have a strong life gain game.

Ajani Goldmane - Can combo with some win cons, has good passive benefits from behind the army of walls.

Elspeth, Sun's Champion - Same reasons as Ajani, but can also board clear creatures with 3 or greater power, so not your walls.

Now we move on to cards I suggest removing.

Ludevic's Test Subject  Flip - Dead weight. You will never want to pay mana for this ability, and if you do you are definitely losing it to removal. Not worth the investment.

Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.

Ulvenwald Captive  Flip - By the time you have 7 mana to pay for the ability you are already playing your better cards. Just put in a bigger late game threat.

Golden Guardian  Flip - Only remove this if you elect not to add several 4 power or greater creatures to the deck.

Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.

Arcane Denial - I'd personally trade it for a dozen other draw spells. Opt or Brainstorm or Ancestral Vision if you got it.

Lightning Helix - Okay so IDK what this is in here for. Its a good card in a tempo deck. You can do bigger and better with 2 mana. Play the long game.

Tower Defense - I'll admit, this can rarely win a game. However, Vigor Will just win you the game.

Ghostway - Looks okay with EtB triggers. Is good against boardwipe, but honestly, you have walls. They probably won't die that often, and if they do, you won't be bouncing more than 2-3 back to your hand. Is that honestly worth holding up 3 mana?

Colfenor's Urn - Maybe I don't understand the benefit. Run something like Sun Titan.

Parallel Lives - Get to the 10+ token generators, and this card is waaaaaaay better. As it stands now you may get 2-4 extra tokens in a game, if you draw it.

robo12385 on Red Elemental Burn

1 week ago

Alright so It's a good start, but I think it may need more spells. You say its a burn deck yet you don't have enough to really "burn" more just attacking with your elementals. Also a lot of your elementals have abilities that require you to use spells.


Lightning Bolt bump up to 4

Get rid of the Fiery Falls. It's too much mana to play and you have enough lands you shouldn't need to cycle for them.

Lightning Strike is just a meh card. It works, so its really up to you whether or not to keep it or not.

Shock Maybe?

Fireblast four of these might prove useful.

Consuming Bonfire I dont see the point. The mana cost is way too high to deal 4 damage to a creature, or 7 to a treefolk which you may rarely see. There are so many better options for creature removal here. Aftershock maybe?

Fireball and Banefire could be good burn/removal

Those are just a few suggestions, good luck!

t3hdarkness on Myrder Ball

1 week ago

This deck looks pretty good during game 1, but is easy to sideboard against.

Maybe run the deck as just W/R with just Banefire and Fireball at first and then sideboard in Black for game 2 and 3 to get access to things like Duress.

There's probably not enough card draw to make the Dramatic Reversal + Isochron Scepter combo work although an alternate combo in the sideboard is pretty necessary during Game 2 and 3 to avoid Pithing Needle and similar effects.

You'll also need something to use against Pyroclasm, Witchbane Orb (or Leyline of Sanctity), Vandalblast, and Stony Silence (or Linvala, Keeper of Silence)

I don't have suggestions for those. I'm used to sideboarding against artifacts.

Serpej on Myr Tribal

3 weeks ago


Koth_of_the_Hammer on Burn MK. I

3 weeks ago

The reason I put them in was to have some stuff to use as board presence, since some of the creatures like Thermo-Alchemist are more like enchantments than creatures, but I see where you're coming from and I agree. Would you switch the Spireside Infiltrators for Fireballs or Burn the Impures? I want to get Needle Drop for this eventually, but I don't have any currently

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