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

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Leyline of Punishment Discussion

Sendaran on Cheese

1 week 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

1 week 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 weeks 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 weeks 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.

shrapnel_ on When a MTG player drops a mixtape

3 weeks ago

Hey fuster. I REALLY like burn too. It is great to have a <$300 deck that can stand up to $3000 decks in the format. Everyone hates us though, I guess that's the tradeoff.

I second what Rusty_Shackleford says to having 4x Fireblast. You will rarely get more than two a game and having an 8 damage finisher AFTER dropping 4 mana on spells turn 4 is a pretty much guaranteed end. Fireblast is just insane.

Most burn lists do have 4x Goblin Guide in them. I don't like the card acceleration it gives opponents.

I used to run 4x Searing Blaze. It probably works GREAT with your fetchlands to trip the landfall. Consider Satyr Firedancer for passive removal as well.

The main card advantage of burn is the lack of permanents. Lacking artifacts/creatures/enchantments makes a lot of removals useless. Consider going creatureless as possible. I have creatures in my deck just because some like Monastery Swiftspear are so synergistic though.

Vexing Devil is NASTY. Worth a look into. Most people see it and choose to eat the 4 damage, which is great. I've also seen some people toying with Bomat Courier for a quick hand reload. Might be worth a look as well.

Magma Jet is slower, but the scry really helps me sometimes. I take it in and out of my mainboard since I have mixed feelings about it. Worth considering I think.

Ball Lightning, Hellspark Elemental, Spark Elemental, and Faithless Looting are all worth considering I think. I don't include any in my current deck, but have in the past. I used to run Hellspark Elemental with Needle Drop, Lava Dart, Faithless Looting, Keldon Marauders, and Quest for Pure Flame. It was fun, but not as fast as my current list (or yours).

I think Glacial Chasm as a 1-2x in burn has a lot of potential and isn't used often. If you drop this turn 2-4 with a deck that has no life gain or tendrils, you just bought yourself enough turns to win.

I toyed with Leyline of Punishment and Flamebreak in the sideboard for a bit. I kept a few Flamebreaks but ended up taking the Leylines out. I hope this gives you some ideas!

Icbrgr on Favorite deck in modern that ...

1 month ago

Burn/RDW has my vote for being competitive and user friendly .... If staying mono red the price tag is not too outrageous...there are competitive staples like Goblin Guide which have budget alternatives Spark Elemental/Monastery Swiftspear that really do the job.... RDW/Burn also has excellent SB cards like Blood Moon (which recently got more affordable) that really shuts down decks leaning too hard on those fancy mana bases... There is plenty of anti burn tech out there but the combo of Leyline of Punishment and Skullcrack can be enough to overcome and stay relevant.

Theorak on Neheb The Eternal

1 month ago

For fun: Witch Hunt, Rampaging Ferocidon, Leyline of Punishment just to make sure lifegain decks don't play around you.

Maaagic on The Perfect Kill it with Fire

1 month ago

When you play Mono Red Burn you end up having a lot of filler space available to customize your deck after adding playsets of Rift Bolt, Lightning Bolt, Goblin Guide, Eidolon of the Great Revel, Monastery Swiftspear, and Lava Spike. Along with that usually you run about 1 Shard Volley because drawing multiple can be devastating, and even 2 can be stretching it (but maybe play 2 if you think you can).

Some of the better options after that are Hellspark Elemental, Keldon Marauders, Vexing Devil, Searing Blaze, Grim Lavamancer, Shrine of Burning Rage, Exquisite Firecraft (which is a very underestimated card), Ball Lightning, and Magma Jet.

Then more tertiary options include Spark Elemental, Flame Javelin (which does not get hit by Inquisition of Kozilek), Chandra, Fire of Kaladesh  Flip, Chandra's Phoenix and Thunderous Wrath.

For the sideboard some good options include Blood Moon, Leyline of Punishment, Smash to Smithereens, Molten Rain, Curse of the Pierced Heart, Anger of the Gods, Dragon's Claw, Tormod's Crypt, and Relic of Progenitus.

Keep in mind that what cards I have recommended you do not have in paragraphs 2-4. Also you have stated that this indeed is a burn deck (like T4 kill you kind of thing) so I am treating it like that. And if this is the case you usually want to run 18 lands, maybe more (especially if you play with fetch lands). But if you are a more controlling deck then that is another story and I can go in-depth on the more controlling archetypes of Mono Red if you want.

Also Keldon Megaliths can be good, along with many other utility lands for red.

If you have any questions on the playability of any of the cards or different popular archetypes of Mono Red besides Burn then just leave a comment and I can go in-depth on it.

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