Leyline of Punishment

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual 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
2011 Core Set (M11) Rare

Combos Browse all

Leyline of Punishment

Enchantment

If Leyline of Punishment is in your opening hand, you may begin the game with it on the battlefield.

Players can't gain life.

Damage can't be prevented.

Price & Acquistion Set Price Alerts

M11

Ebay

Recent Decks

Leyline of Punishment Discussion

mr_funk on Monastery Swift Burn

3 weeks ago

I have some suggestions. Keep in mind, I'm not saying any of these cards are better than the ones you have going on or even that they are "good" cards, but that they are worth investigating/playtesting to see what you like and what works. They are all budget-friendly, so none of them will break the bank to test out.

-Dangerous Wager: okay not the best card, and Browbeat does more for the cause, but the difference between 2 and 3 mana could be a lot. youre only running 19 lands and trying to kill fast, so i'm thinking you'll be stuck on 2 lands more often than desirable. (i know this from experience, unfortunately).

-Chandra's Phoenix: decent haste flyer that keeps coming back. allows you to get a little more value if you stall out on turn 4 or 5. again, might be tough to rock this 3-drop with 19 lands, but hey. might be worth it.

Shrine of Burning Rage: This thing adds up really quick. it's better than it seems, if youve never actually played with it. can be slightly slower, but every spell you play, every turn you take, its a clock for you.

Abbot of Keral Keep: again, slightly slower, but he's got prowess, card advantage, and can progress your game if you're stalling out.

-Depending on the decks you're playing against at your LGS/playgroup, i would suggest Anger of the Gods (abzan company/living end/other GY decks) or Pyroclasm (tokens/aggro) over Bonfire of the Damned. Bonfire is amazing, but you're not gonna have enough mana or reliably miracle it to make it worthwhile. the other 2 options should fill in where you need them to.

-Leyline of Punishment is a good SB card against decks that run those pesky Auriok Champion, Burrenton Forge-Tender, or Kor Firewalker. Also a bonus against random good stuff like Kitchen Finks and the entire Soul Sisters deck. Really gotta luck out and have it in your opening hand and/or mulligan down to it, within reason, against some of the more heavy lifegain decks. i know you have Flames of the Blood Hand and Skullcrack in the main to help against that, but sometimes you need a static effect to shut that shit down.

-i wish Relic of Progenitus wasnt like $4 rn for whatever reason. its been printed like 5 times! that would be the ideal GY hate for you, i think. it triggers prowess, replaces itself, and is 1 mana. if you can panhandle for 10 bucks, you could probably pick up 3 SP copies of it somewhere on TCG.

-some utility burn dudes are Ash Zealot, Harsh Mentor, Young Pyromancer, Soul-Scar Mage, Thermo-Alchemist, Bedlam Reveler, Guttersnipe, and one i really like Grim Lavamancer. They all do some neat stuff and they all are <$1, except lavamancer, who you can find for about $2.50 in some places. none of them are game breaking (usually) but they could all be looked at, individually, and sorted out from there.

-Molten Vortex is cool because it turns your lands into Shocks.

anyway, thats what i got. +1 for having Browbeat and Flames of the Blood Hand in your deck. love those cards. Exquisite Firecraft is pretty spicy, too.

Xica on How does Protection work??

1 month ago

I would like to point an important tidbit.
Protection prevents damage (instead of hazy terminology like "can't be damaged"), and there are multiple red cards that stop damage prevention from happening.

Insult, Leyline of Punishment, Skullcrack (if its cast targeting source that lacks the "hexproof" granted by protection), Wild Slash, Wild Slash

clayperce on Need help with Side Board

1 month ago

First, welcome to Modern!

I'm normally on Ponza or Infect, so please take my inputs with healthy skepticism. But here are some thoughts from the other side of the table:

You might want to check with GoblinsMTG on Reddit too.

Draw well!

Sendaran on Cheese

2 months ago

For casual play Fire Servant or Furnace of Rath would be a more fun option for Leyline of Punishment. Leylines tend to be such a spoilsport move. And doubling effects stack for a glorious bath in flames.

If you want to win by x-spell, Banefire beats Fireball any day. If you need multiple targets, Comet Storm is better.

Caaarrlll on Elemental Bolt

2 months ago

Sideboards can go one of two ways: you can build them for your local meta, or for the general meta. Your local meta is just what you play against at FNM or wherever you play on a regular basis. This sideboard fully depends on the decks you often play against. Playing against a lot of lifegain? Leyline of Punishment or Skullcrack are good. A lot of Elves or Merfolk? Maybe Anger of the Gods or Sweltering Suns could be useful. Your opponents relying on their graveyards? Relic of Progenitus or Tormod's Crypt work well. Red has a ton of artifact removal, so take your pick there. Boil is always fun against blue decks. Like I said, this is completely dependent on what you normally play against.

As for the general tournament meta , Jeskai Tempo, Storm, Humans, Affinity, Death's Shadow, Tron, Burn, and Scapeshift encapsulate what most people are playing. You can see the details of the general meta at mtgtop8.com. Having a one-color deck really limits your sideboard in terms of versatility. For instance, you have no access to enchantment removal in mono-red (which isn't a big deal with this meta, but just making a point). This is why people will often add a second or third color to a deck, such as white, to open up more sideboard options. The above suggestions for the local meta can be used for the general meta, especially the boardwipes and the graveyard and artifact hate. What I suggest doing is browse through the decks on mtgtop8.com. Look at the most popular decks and figure out what makes them tick. Then, you can see how to hinder or even stop them. Once you've done that, look at the decks of the same color as yours, and see what they are putting in their sideboards and think about why they put them in there. Having done that, you'll be well on your way to building an optimal sideboard.

Looking at the mainboard, I think you may be able to cut one, maybe two lands, but one seems the safer option. I like being able to cast Crack the Earth on main phase 2 and basically lose nothing, but I'm not sure if it'll set your opponent back by any significant margin. Other than that, it looks pretty fun rather decent (don't take that as me saying it's tournament ready).

I hope I've helped, and if you have any more questions feel free to ask anytime!

Mr.Beaver on Modern Burn

2 months ago

I don't think you should run (m)any planeswalkers, they are usually too slow to work in burn decks, and with no defense, you might lose the game before you even have a chance to bring them out. I'd personally also only use one Leyline of Punishment also for a similar reason. I'd recommend Vexing Devil, another Rift Bolt, and Shock in stead of some of your creatures. I'm not well-versed in burn decks, so my advice may not be the best, but other than that, I like the deck a lot! :)

fuster on When a MTG player drops a mixtape

3 months ago

shrapnel_ Wow, this is a lot of suggestions. Some suggestions aren't bad (mostly old tech) but some of these suggestions are just scrub tier. In this whole list, there's only one card that I haven't actually thought about that's worth a look into testing, and I'll tell you which card that is later.

Firstly, I'll say that I don't think 4x Fireblast is incorrect but then again I don't think 2x is incorrect either. Determining the number of copies of a card you run in a deck really just depends on how often you want to see the card. For me, it is a great finisher but because you have to sac lands for it a finisher is all it is most of the time, so that's why I choose to run it as a 2-of. As I said in a prior comment, it sucks when you get multiple fireblasts clogging your opening hand or if you draw more than 2 a game. For me to want to run a card as a 4-of, I have say yes to the question of "If I could legally run 5 or more copies in this deck, would I do so?" Needless to say, the answer to that question is a hard No for Fireblast. However, saying "yes" to the question is also completely justifiable and logical and I don't think it's bad to run 4 copies. It just doesn't suit my personal preferences.

The great thing about Burn is that the deck can virtually ignore most forms of card advantage in the format. The correct philosophy for a burn player is "It doesn't matter how many cards my opponent draws if they are dead." For example, Shardless BUG is a great matchup for burn despite it being a heavyweight card advantage monster in the mid game. Unless your opponent is playing lands I think the extra card advantage Goblin Guide gives to your opponents is negligible (and I've even had games against lands where Guide made my opponents draw 3 cards in an entire 3-game match). The great thing is, if your opponent doesn't draw land, you get to know what your opponent draws next, so sometimes the drawback isn't even a drawback.

Read my primer for why I choose to run creatures in my burn list, as it includes the criteria for if a creature merits inclusion should you go that route. As per the criteria, Satyr Firedancer is not good enough for Legacy burn, as it doesn't immediately deal damage on it's own. You need another spell to get it started, and at 2 mana that's a lot to ask for just to maybe get a 2-for-one.

The main advantage of permanents in burn is the extra card advantage. If your opponent doesn't have the removal right away, you can hit your opponent for extra damage in subsequent turns without spending any cards to do so. That's why you don't see any creatureless burn decks. It's way too easy for those builds to gas out and run out of cards before killing your opponent because there's little to no repeating sources of damage if you choose to not run any creatures. As for permanents like Sulfuric Vortex, there's little enchantment removal that sees maindeck play, and I personally don't run enough copies to justify any opponents siding in enchantment removal.

Vexing Devil is pretty bad especially if you draw it past turn 3. At best it's 4 damage. At worst, it's a late game dead draw that chump blocks a Tarmogoyf.

Bomat Courier doesn't look too shabby, however. I'll see if any other Legacy burn players are testing it and how it works for them. This is your one suggestion that I actually haven't thought about that merits a look.

I used to run Magma Jet in older versions of the deck years ago but now it just seems too slow, even with the scry. Burn is all about hyper efficiency nowadays and 2 damage for 2 mana is not good enough even with a scry clause attached.

Ball Lightning is too expensive for a creature that can die easily. Spark Elemental is just worse than any of the 16 1-mana bolt spells that we run. I used to run Hellspark Elemental in older versions of the deck (before Eidolon and Swiftspear were printed), but it's pretty old tech at this point. Heck, every card you mention after that point is old tech.

Faithless Looting is useless in this 75. This is burn, play burn spells. Actually, it's slightly worse than useless since it generates -1 card advantage while dealing a grand total of 0 damage.

Glacial Chasm is also useless in our build. What exactly do we need this against? What fair non-combo deck are we slower than? With proper draws burn wins most damage races against decks that win using creatures anyway. In addition, saccing lands and eating a land drop is pretty horrible for us since we need to maximize our mana as early as possible. If we drop this turn 2-3 we've essentially wasted a play that could have been used to play a burn spell.

Leyline of Punishment is pretty bad. It's usually a dead draw if you don't start the game with it on the field and it doesn't deal any damage on it's own anyway so I don't think it's worth the dead draw risk. Patrick Sullivan (or some other Modern Naya burn player on SCG I don't remember exactly) wrote an article on why the Leyline was bad and even suggested that Skullcrack was a better sideboard card than Leyline.

I think Volcanic Fallout is a better Sideboard card than Flamebreak since most creatures played in legacy are X/2's. There's not many X/3 creatures being played at the moment. With blue creature decks running around in the format, I believe the uncounterable clause is more important than being able to nab an X/3 and getting around regeneration.

Load more