Leyline of Punishment


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

Printings View all

Set Rarity
2011 Core Set (M11) Rare

Combos Browse all

Leyline of Punishment


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.

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Recent Decks

Leyline of Punishment Discussion

lilgiantrobot on The Hulkbuster

6 days ago

Spine and Steel Hellkite can also deal with enchantments, but Leyline of Punishment and Chaos Warp should be heavily considered. Warp is a general catch all, and Leyline just laughs at fogs or other pillowfort options. Hour of Devastation is a nice spell to take out most indestructible creatures, even if you have to stack it with something else. You can also cut down on the creatures even more, and go Burning Sands. Wipe thier board, make them sac their lands? Thats playing red! And speaking of lands, your list looks severely lacking in answers to them. Ruination/Blood Moon will play very well at any table with multi-color decks.

bibopaam on Gruul burn

1 week ago

I mean, you might as well drop the green all together and swap Rhonas's Last Stand for Vexing DevilThe other greens are not doing a whole lot for you. Swap Leyline of Punishment for Skullcrack. Either is more of a sideboard card. Rancor or Bloodbraid Elfcould be a Monastery Swiftspear

NV_1980 on Purphy's Blasta Boys

1 month ago

Many thanks for your insights Fluffpocalypse. Here's what I am going to do with them:

  • I agree with you Leyline of Punishment would be better for this deck compared to Splinter Twin. Mostly because it doesn't need any other cards to be effective like Twin does. Also, like you've said, it goes a long way towards countering life-gain decks. I think I will try and make this replacement.

  • One of the reasons Splinter Twin is in, is because of Zealous Conscripts. Together they can generate an infinite amount of (tapped) Conscripts. If I'm going to take out Twin, Conscripts will probably go too. Thopter Assembly would indeed be a great replacement. Though its CMC is 1 higher than Twin's is, the amount of value it generates together with Purph more than makes up for that.

  • I know 36-38 lands are pretty standard for commander, but in a single color deck I think 35 still works pretty well. Let's just say that so far, I've not had any issues with mana shortages while playing it. So I think I will keep to 35 lands for now.

I'm going to have a look around and ask my friends if anyone has a Leyline of Punishment and/or Thopter Assembly to trade (I no longer buy cards). Once I have them, I will add them to the deck's description. Thanks again for your help. I hope the deck is worth an upvote :)

Fluffpocalypse on Purphy's Blasta Boys

1 month ago

Overall the deck looks like it has a really nice balance between strength and fun. Nice job! Some things I would change around a bit have to do with getting a little closer to the constant burn theme of Purphoros, as well as some options for utility:


Rather than Splinter Twin, Id say either a Sulfuric Vortex or a Leyline of Punishment would likely help to give a little more problem-solving capability to the deck. Sure burn damage is awesome on its own, but I cant tell you how many times Ive played against a dang Oloro that got to near 90 health within 10 turns without anyone able to answer their shenanigans. Even a single Sphinx of the Steel Wind can make another player really hard to pin down if left to their own devices for long enough. These enchantments ideally answer the overarching threat of overhealing - especially Leyline of Punishment, since it makes your damage (and other players damage) unpreventable.


I would think that maybe you could swap your Zealous Conscripts for a Thopter Assembly. I know that Zealous Conscripts is pretty good threat mitigation, but I would say that a Thopter Assembly would be a card that really provides a vast array of utility to your currrent kit. It acts like a token-generating Norin the Wary, and it makes five tokens all at once. Counting the creature itself, that amounts to 12 damage to everyone if the tokens are allowed to land...and the awesome thing is you can keep repeating this process over and over again! Even once the tokens are there, you now have five 1/1s to work with - perfect sac material for Goblin Bombardment or Ashnod's Altar...10 colorless mana or five pings can get you a surprisingly long way.


I dont know if this is just my personal preference talking or if for this build it really is viable, but as a rule of thumb for myself, I usually like running 36 - 38 lands. I would think taking out the Fire Diamond and Brightstone Ritual in favor of two more Mountains would be good, although probably not at all necessary.

All in all its a cool looking deck. I love red to bits so I couldnt help but comment - Purphoros, God of the Forge is like, one of my favorite cards ever. Good luck with tuning and playing the deck!

Icbrgr on Burning Man MODERN

2 months ago

Leyline of Punishment? Combined with Skullcrack should be more than enough to negate any life gain shenanigans... and help single color yourself for Blood Moon if you are truly interested in having that kinda tech... Which could mana screw/slow them down just enough for you to get the win in many cases despite giving up other utility spells granted by splashing WG.

JuQ on Stonebrow's Stompers

2 months ago

You could include Leyline of Punishment / City of Solitude / Conqueror's Flail to make sure nobody plays a Fog effect or any other shenanigans the turn you cast the Primal Surge. You don't seem to have a plan B if that attack fails, so better failproof it.

mr_funk on Monastery Swift Burn

2 months 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??

3 months 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

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