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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Fireball Discussion

ShiltonCDXX on Hasty Burning Traitors

6 days ago

Hey bro looking at the list again I was wondering if Banefire would be better as a 3 of in the side and drop Fireball to 1, mainly on the basis that Banefire fits the uncounterable aspect of the deck on its own so long as "X"=5 or more. Other than that there isn't anything I can think of to improve this idea any further. Good job

MortisAngelus on You'll draw, and draw, and draw, and draw, and...

1 week ago


Hi, and thanks for popping in!

First when I saw the Transmute-cards I didn't understand them. Now reading them again, I really understand why you had them. :D Thanks. Not sure I need more land though...

Remand and Serum Visions would be must-haves, but they are really out of the range for my budget. The trick with Kessig Wolf Run was nice. Didn't think of that.

Might consider a sideboard with Fireball as that may kill multiple opponents.

Thank you again!

suislecalme on Xenagos Savageborn EDH

1 week ago

Mana flare probably isn't Modern Legal. The most "recent" print is from Fifth Edition... :D But Heartbeat is. I'm not a fan of Dictate - yes, it has flash, but I argue this way: Dictate is a five-drop. I want to use my turn of the five-drop to play Xenagos. Of course, you might argue that leaving mana up, flashing Dictate and then dropping Xenagos and a beater in the next turn is valid, but I don't like that. I just hate risking this flash having my Dictate countered. When Xenagos is on the board already, Dictate adds nothing really, that's where Ancient shines - you drop it, you have the effect and you get a 14/12 beater with Xenagos. Flare and Heartbeat are way cheaper and don't concurrent with the Xenagos drop. Yea, sure - having the first use can be relevant (I can only imagine the wet dreams of a control deck being able to Turn 5 Omniscience) but usually I found that our (I'll refer to the Xenagos-Beatdown deck as our deck) benefits the greatest. Usually, control can't use it all that much, they still need to HAVE the counters and other decks may profit, but not the way we do. Other decks may have an easier time dropping their stuff, but all in all, we still get the biggest piece of the cake. And, most of all, don't forget that these abilities profit the player with the most lands. You deck doesn't run as much ramp as mine, but when we have eight lands through ramp and they have four or five, they may gain four to five mana, we still gain eight. And lastly: Even if be benefit the same way and everyone suddenly drops 7/7 beasts - our 7/7 beasts have haste and become 14/14. I felt like I'm always favoured when stuff like that came down. Yea sure. I had my oppoents perform a madness show based on my Ancient just to then have him (it? her?) being hit by Pongify leaving me with a frustrated smile, but that's that.

Yea I can understand. 10 bucks is no fun for a single card. Hate it. But you can't do anything after all...
The combination of Savage Ventmaw and the Assault works as follows: Have both on the board, go to combat. Make Ventmaw a 12/12 with Xenagos, attack. Ventmaw triggers, with 5 of the 6 mana you can now pay the Assault. Untap everything, go to combat, make Ventmaw a 24/24. Attack, Ventmaw triggers. With 5 of the mana, pay Assault. Untap, go to Combat, make ventmaw a 48/48, attack, pay, 86/86, attack, pack, 164/164... you get the point. As it's infinte and mana doesn't empty from your pool that turn, even if they have something to keep your Ventmaw from killing them, you store 1 mana each attack, so you can essentially reach infite mana. That mana can be used for something like Crater's Claws, Banefire or Fireball. You won't be able to store mana throughout your turns though. But once you're at infinite, unless they have spot removal or a Deathtouch blocker, game usually is over. I'd not play Ventmaw without Aggrevated Assault, there's a lot of cards that are a lot better.

Uh, Seize the Day is neat. Anything that gives me additional combats is neat with Xenagos, as a matter of fact. Scourge of the Throne is such a bomb. But he's also damn expansive in monetary values. And I love the Ragebeast. Removing stuff is tough enough in Red Green. This thing really helps.

Don't ever be sorry for a long answer! We're here to talk magic, right?

Hot-Potato on Turn 3 Emrakul?

1 week ago

@Abstraction Ahah someone with the know how of figuring out a deck mechanic without an instruction.

themindxyzWhy play Grapeshot, Myth Realized or Fireball when you could potentially play Emrakul, the Aeons Torn. As for this deck its just something that i thought would be fun to play with and probably would lose most games for you as a lot of decks can shut this down. But with the opponents guard down and right timing its like unraveling a puzzle and wowing your mates after putting all the pieces together.


Starting with the Puresteel Paladin on turn 2 is key. Emrakuling an opponent is far more challenging and exciting than the suggested Grapeshot and others as you need to make sure you can draw at-least your entire deck make make 15 mana and have the bad boy to hand (as-well and a lot of other things!). Swiftfoot Boots is essential as it give creatures haste (mainly for tokens) and to play Swiftfoot Boots, Monastery Mentor and ideally a 2nd Puresteel Paladin or a Riddlesmith you would need a minimum of three Mox Opal once you have your tokens and boots in play you can make infinite mana as you can you equip to tokensParadise Mantle and Swiftfoot Boots for a "cheerio" (lol). If you havent shown you opponent the Emrakul, the Aeons Torn you cast it and then equip your boots to it to add more insult to the level on interactiveness you have allowed them, swing for almost lethal and then pass the turn... back to yourself and then anhilate for another 6 all in the space of 3 turns.

However is there a way of doing this on turn 2??? i wonder...

unclenintendo on Gifts from Nin's Laboratory v. 1.0

1 week ago

Nin is definitely weird, which is probably why I stopped halfway. I think I got lost once I found the Stuffy Doll combo and built it around that with the Reiterate-ing Fireball effects as a back-up, but old Stuffles is too weak a win condition. She's bizarre and cool though, so I might try again with her after I've tweaked the other two.

Saljen on Multiplayer win condition: X=9 trillion

2 weeks ago

Blue Sun's Zenith can function as both self draw or as a win-con and its always in your library. It's much better than Mind Spring for those reasons. For single player Banefire is much better than Fireball. I have a deck using the same combo, though I added red to add a little non-combo win potential. Grand-Pala (Infinite Mana Combo) is my version if you're interested. Pili-Architect is a much more budget friendly mono-blue version.

evncrbch on Grixis Chaos

2 weeks ago

electromancer - Lightning Bolt is probably the best you are going to get there for one mana just because it does the most damage for 1 drop instants. Unless you want to do something like Seething Song+Desperate Ritual+Fireball, plus committing all of your lands.

ComradeJim270 on Daretti Hates Friends

2 weeks ago

All hail the robot goblin pope!

I can offer a few (well, more than a few) suggestions that have worked for me. Keep in mind I went with a much more combo-focused, artifact-heavy build... but these should still help:

  • I see Mycosynth Lattice, but no Vandalblast. Blowing up all your opponents' permanents is pretty good value.
  • Daretti works well with stuff in your graveyard. Krark-Clan Ironworks is a must. Cycling is also great, so stuff like the Jalum Tome that comes with his deck is actually very handy. Throw Myr Retriever back in and you can just keep getting back Junk Diver with it for more recursion.
  • Darksteel Forge is great for this deck. Yeah it's 9 CMC, but I never hardcast it myself. I often use Kuldotha Forgemaster, which is great.
  • Rings of Brighthearth gives you tremendous value, copying both Daretti's abilities and artifact abilities. With a Basalt Monolith it'll give infinite colorless which is always nice. You can dump that into Fireball, Red Sun's Zenith, Comet Storm... any burn spell. That will kill someone on the spot. I can suggest more such combos if you like.
  • Insurrection FTW... literally, it's a great way to finish a game.
  • Having just been reprinted, All Is Dust is cheap right now and is fantastic in here.
  • With so much artifact recursion, Burnished Hart is great ramp.
  • Pentavus really needs to be in here. It's very abusable. If nothing else, having flying blockers that you can stick back onto it at instant speed will keep people off your commander.
  • If you want to go a direct damage route, Warstorm Surge helps a lot.
  • Ring of Three Wishes is great tutoring since you can recur it.
  • Valakut, the Molten Pinnacle. Burning people by playing lands is nice.
  • Unstable Obelisk seems kind of dumb, but in mono-red it's actually extremely useful since your answer for opponents' enchantments is otherwise to look really sad and hope they'll take pity on you.

Some things to maybe take out:

  • Flametongue Kavu is underwhelming in EDH. Same with single-target, single-use burn like Roast, Stoke the Flames, Magma Jet and Shrapnel Blast. Take them out for burn or something like that. I'd also take out the Bogardan Hellkite, but a 5/5 body with flying and flash is at least somewhat useful.
  • Beetleback Chief really doesn't do anything here except provide some early chump blockers. Not really worth having in the 99 as it's usually a dead draw. Same with Tuktuk.
  • Spitebellows is better as a 187 creature than the Kavu is, but if it was down to that or one of the cards mentioned above, I'd take it out.
  • I'd take out the Wayfarer's Bauble for a Burnished Hart.
  • Panic Spellbomb is... meh.
  • Assault Suit doesn't do much. It gives opponents too much control, and doesn't impact the board state too much.
  • Warstorm Surge may be a better choice than Outpost Siege's dragons mode... though the khans mode is quite nice and I wouldn't fault anyone for wanting it in mono-red.
  • Ruby Medallion isn't pulling its weight in a mostly colorless deck.
  • I think you can safely take out one of your mountains.

Hope that helps! Let me know if you have questions.

Color(s) Red
Cost XR
Converted cost 1
Avg. draft pick 2.77
Avg. cube pick 6.11


Format Legality
Legacy Legal
Heirloom Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Pauper Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander 2013 Uncommon
2012 Core Set Uncommon
Masters Edition IV Uncommon
Premium Deck Series: Fire and Lightning Uncommon
2011 Core Set Uncommon
Archenemy Uncommon
2010 Core Set Uncommon
Duel Decks: Jace vs. Chandra Uncommon
Darksteel Uncommon
Beatdown Box Set Common
Anthologies Common
Fifth Edition Common
Fourth Edition Common
Revised Edition Common
Unlimited Edition Common
Collector's Edition Common
International Collector's Edition Common
Limited Edition Beta Common
Limited Edition Alpha Common
Promo set for Gatherer Uncommon
Promo Set Uncommon

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