Firebolt

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Mind vs Might (DDS) Common
Eternal Masters (EMA) Common
Duel Decks: Jace vs. Chandra (DD2) Common
Odyssey (ODY) Common
Promo Set (000) Rare

Combos Browse all

Firebolt

Sorcery

Firebolt deals 2 damage to target creature or player.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Price & Acquistion Set Price Alerts

EMA

DD2

ODY

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Recent Decks

Firebolt Discussion

Durkle on G/W Sliver Pauper

21 hours ago

This is where I really don't know what's best. I suggest experimenting for yourself / references other lists, but I can at least offer what I think would be best.

One option is to play some instant speed interaction, be it Vines of Vastwood or Mutagenic Growth. I've seen some people do it. Obviously you want to keep creature count as high as possible for Lead the Stampede, so numbers here are questionable.

If you want to move spinnerets in and simply need more sideboard slots, there are a TON of good options. Like seriously, there are a million good choices in your colors, just depends on which matchups you want to prepare most for. Standard Bearer is among the best sideboard cards in the format, because it forces your opponent to interact with it before they interact with your important creatures. Think of it as pauper Spellskite. It also steals auras from the Bogles deck, and that deck literally doesn't play removal for standard bearer, so if you get it in it's gg. They are kind of expensive online, but for good reason. If you don't want to play them starting out, that's understandable.

Pay No Heed is a good one against decks that are trying to deal you a bunch of damage in one shot, i.e the Inside Out combo deck, Affinity with a giant Atog, or any variation of a Kiln Fiend deck.

Sunlance is great as another removal spell outside of Journey to Nowhere. I've seen some people jam 4 of these in the board to fight against mono green stompy.

The instant speed interaction I mentioned earlier could also go in these slots. You have vines in there now, but mutagenic growth is a decent consideration in some of those slots as well, especially since Firebolt is a pretty common removal spell.

Life Goes On and Armadillo Cloak are the best ways to gain life against hyper aggressive decks / burn. Not really sure which one is better to run. Life goes on has less strings attached, but armadillo cloak helps you end the game.

Scattershot Archer is the bane of delver / faerie decks. Again, I've seen people jam 4, but who knows if that's best.

Holy Light destroys token decks or decks that play a ton of 1 toughness guys, like elves or something.

Relic of Progenitus is the best thing for removing graveyards, but there are noooot a lot of graveyard decks, honestly. The premier graveyard deck revolves around Tortured Existence, meaning that you would probably be fine just bringing in gleeful sabotage. Theres also decks that revolve heabily around returning spells with Mnemonic Wall, but I think you're better off trying to race those.

I... think that's most of the super good ones? There's always the circle cycle too, such as Circle of Protection: Red, but leaving mana open on your opponent's turn is generally not how you want to be playing the game. But yeah, maybe try putting the spinnerets in and tweaking your sideboard using some of these. Again, I would say it entirely depends on the kind of matchups you're expecting.

If you're not sure what to expect, I might start somewhere like this:

3-4 Gleeful Sabotage

3-4 Standard Bearer (they're just so versatile, they're good in a lot of matchups)

2-3 Sunlance / Journey to Nowhere (if you decide to leave them in the side)

1-2 Armadillo Cloak

1-2 Pay no Heed

3-4 Vines of Vastwood / Mutagenic Growth

That should give you good coverage of a lot of different archetypes. It'll just take some experimenting to find what you like best.

Easybr0wnies343 on Thermo-Lookout Delver Burn

2 months ago

Just out of curiosity, why are you running Firebolt over Think Twice? I find it to be much better simply for triggering things

Grubbernaut on Pauper RG

3 months ago

Firebolt is probably a safer play than Flame Lash

Cai_Zer on Draw, Control, Burn, Repeat

3 months ago

Is this modern? I think Firebolt is not legal in modern. I would advise to use Electrolyze as a replacement. Remove Lightning Strike Replace it with either Incinerate or Incendiary Flow.

hiufxa on Izzet Counterburn

4 months ago

Keranos, God of Storms seems like a potential add if you need a late finisher. Fire/Ice seems great in counterburn. Stormchaser Mage is a great beater. Fiery Confluence is good but a bit expensive but works amazingly. Eidolon of the Great Revel can deal a lot of damage but is also expensive. Firebolt is just an shock with flashback. Flames of the Blood Hand is good if your meta has a lot of life gain. Lava Spike 3 points for 1 mana. Harsh Mentor is great for punishing people with money. Monastery Swiftspear is a lot of damage early and late with prowess. Searing Blaze is both removal and burn. Shard Volley is 3 damage for 1 mana. Soul-Scar Mage the only other 1 mana creature with prowess and helps deal with indestructible or annoying creatures. Sulfuric Vortex stops life gain. Thundermaw Hellkite deals the final 5 damage. Vexing Devil flame slash to the dome or a 4/3 for 1. Zealous Conscripts steals a blocker and can turn it sideways. Zo-Zu the Punisher punishes lands entering the battlefield.

Censor. Fantastic tempo card cycles into stuff later. Cryptic Serpent hopefully 2 mana 6/5. Dig Through Time this card is nuts. Fact or Fiction who doesn't love picking their poison? Gitaxian Probe gives information and draws a card. Impulse look at the top 4 and take anything is pretty good. Into the Roil hits anything that isn't a land and draws a card. Miscalculation censor 2.0 Mystical Tutor get's the final points of damage. Pull from Tomorrow draws 4 and you discard a land. Torrential Gearhulk expensive but replays anything for free (also rotates from standard at the end of the year and the price will drop)

heaps more cards here https://docs.google.com/spreadsheets/d/13mMN_mKwaWaOjZhwoyYOiVtIRSZ81y0mkDRrqX0WgdM

The_Fallen_Duke on Ligthing n lava

5 months ago

I usually do not play much red myself so take it with a grain of sand, but I would rather have Lightning Bolt instead of Burst Lightning and definetely Lava Spike instead of Lava Axe: for the same amount of mana you would spend with the cards currently in the deck, you would be able to potentially inflict much more damage.I would also consider having Firebolt: cheap, effective and you can re-cast it from your graveyard if needed.

You haven't mentioned any format, so I assume this deck is for casual play and there are not limits with legal cards, am I correct?

fastzero on Jund In Pauper?

5 months ago

Great list, i was thinking cut off 1 of some spells like Firebolt and Blightning and Putrid Leech to put some Chittering Rats. And i already tried 3 gurmags but 2 seens better to me i dont know... i will try again 3 gurmags

ArcticJohn on Jund In Pauper?

5 months ago

Hi there, i am currently working on a list of jund in pauper too, i like your build and really like some of the choices you made and will definitely give them a try, Ravenous Rats and Blightning.

As for sugestions i think you should try to reduce the number of ETB tapped lands, in pauper there are lands that will make you pay really hard for having to many of those lands. Apart from that i would only suggest that you play 1 or 2 more bigger creatures (Gurmag Angler or Hooting Mandrills) and taking out maybe 1 Blightning and 1 Firebolt.

If you want to give a look at my deck and maybe give some suggestion here is the link to it:



GL Junding people out ;)

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