As an additional cost to play Lightning Axe, discard a card or pay .
Lightning Axe deals 5 damage to target creature.
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
|Time Spiral (TSP)||Common|
Combos Browse all
|Commander / EDH||Legal|
Lightning Axe occurrence in decks from the last year
All decks: 0.18%
Lightning Axe Discussion
2 weeks ago
Recently stumbled across Twilight Prophet , and noticed some similarities/differences to Dark Confidant . Is there potential for an application in stax or grindy mid game decks? Seems especially a list like Blood Pod could benefit, any list that has beatdown as a backup plan
- 2 mana vs. 4 mana ( Dark Confidant v. Twilight Prophet )
- Assuming normal mana curve, first card is turn 3 vs. turn 5
- Prophet requires ascending before giving ANY cards
- Confidant only loses you life, while Prophet gains you life and slurps all your opponents.
- Prophet is a superior blocker and body, 2/1 against a 2/4 flying.
- Topdeck manipulation doubles as Lightning Axe against all players by picking permanents with big CMC.
For anyone interested about ascend, 702.130b Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”
Give me your thoughts! Would you run it? If so, where?
2 weeks ago
I should say that even though I'm using the Modern pool of cards, I don't intend on making it a competitive deck. I just think that because a deck is casual and budget it doesn't necessarily need to be as good as it can be.
I'll probably make it Mardu since I think it shouldn't too hard to fit some cycling to help dig through the deck and enable Astral Drift for more blinks. It should end up shifting the archetype of the deck to control rather than aggro, which is something I'm totally in favor of.
I choose to keep red in deck because it helps with card draw and has way more discard outlets like Cathartic Reunion , Lightning Axe and I'll try to fit in Tectonic Reformation since lands will end up being almost useless in the late game.
I'll also be cutting almost all, if not all, copies of Unearth .
2 weeks ago
I think in an aggro deck the sheer power of Lightning Skelemental will outweigh the need for survivability that Flamewake Phoenix provides. Maybe just consider it over the Sedraxis Specter then if you are going purely for a red/black mana base and you can keep the phoenix still. Lightning Axe does seem like a solid option for removal and discard fuel. I recommended the 1 CMC spells I did assuming you might want the Dreadhorde Arcanist but if he is not an option then you could easily run something like Cast Down or maybe Angrath's Rampage instead. If you are going red/black then at this point I would also consider cutting Insolent Neonate , Sedraxis Specter and Tasigur, the Golden Fang and just adding some Instants and upping some of your current Sorcery counts from 3 to 4.
2 weeks ago
Firestalker, I think you made some really good point with the suggestions., and also some real tough considerations.
Honestly, Favorable Winds seems like it's too much. I didn't include it for the memes. I really thought that it would be nice to pump those phoenixes and all the other flyers to hit for massive damage. However, it almost never gets to my hand and when it does, it looks like a dead card for an agrressive deck.
The Lightning Skelemental over Flamewake Phoenix is a difficult one, but don't get me wrong, Lightning Skelemental is an amazing card. The thing is: most of the deck relies on the unearth mechanic and, ironically, the Unearth card. So, most of the cards don't stick until my next turn, espcially in Hell's Thunder 's case, where even when playing it from my hand or reanimating it, it won't surviving by the end of my turn. Flamewake Phoenix can use the Thunder's "power", so to speak, to come in and stay after he dies. At least in my mind, Sedraxis Specter would make a more suitable replacement, as, even tough it would be nice to have a flyer that causes my opponents to discard and a huge trampler that does the same, getting rid of the specter would enable me to cut out blue mana, more on that when I talk about Tasigur, the Golden Fang and Thought Scour .
A 4th Duress and Divest could be placed in the sideboard. Lightning Bolt I'm not so sure, maybe Lightning Axe would be more effective, even tough you've already pointed that I my already have enough discard fuel. Disfigure I'm not so sure about, maybe there's a better option for removal that's also budget. However, I agree that I should have some more interaction with my opponent's board. Vendetta I'll pass, since I don't think the deck race enough to the point that the life loss won't matter.
Now, Dreadhorde Arcanist is a problem. That card would definetly be good in this deck. The issue here is the price. Here in Brazil cards can be rather expensive. You see, while TappedOut says the average TCGplayer price is around $4,69 as of the time I'm writing this comment, here in Brazil it costs R$23,00 minimun, while a full playset would cost R$92,00. Just to give you context, I teach English to a private student of mine and get paid R$280,00 a month. So, the full playset would cost almost a third of what I get paid from my student. It's just not possible for me.
Tasigur, the Golden Fang seems like a card that could be cut out, since I'm already planning on cutting Favorable Winds but I'm not sure I'd replace with Gurmag Angler . Maybe I'd just put 1 Angler to act as a Phoenix enabler and a last resort big body. Maybe Tasigur will get replaced with the Lightning Skelemental and I'll find a way to include other 2 Skellies.
Thought Scour is good but I'll probably leave it on the Maybeboard to experiment with removing all the blue mana and working with a Rakdos manabase.
The manabase will probably just include Smoldering Marsh and Foreboding Ruins since I'll be removing the blue ones, and that should alliviate the pressure of the manabase. Also, as an aggressive deck, cards like Crumbling Necropolis wouldn't help too much.
I think I've talked about everyone one of your suggestions. If I missed anything just say it. Thanks for the attention and time spent to try and help me.
2 weeks ago
thinkoriginal, first of all, thank you a lot for sharing your thoughts on the list!
I see your point on Finale of Promise , but I'm still assessing if it's clunky enough to cut it. I think that with the right timing it's okay and it is easy for the deck to fill the graveyard so for the moment I won't invest on another Brazen Borrower .
Apart from that, I'm also keen on Fiery Temper , and I don't understand why the trend lately is to cut it, as you said, it's Chart a Course and Lightning Axe 's best friend (but at the same time I find it hard to make room for it in the list :s ). The spell I'm the less convinced of is Strategic Planning although it gets you a card, it can toss Phoenixes to the graveyard, and fuels delve... so I'm definitely trying that 3-1 split you commented.
Finally, when it comes to the sb I have to admit that it's been a mess, since every list I've seen so far has been different from the others. So what I'd like to know are the proportions of the different answers that I should carry (this many counters, this much removal...), and then I'll chose the options with which I feel the most confident... I hope i'm explaining myself.
Hahaha yeah I know Anger of the Gods is bonkers... the question here is: is it better than Sweltering Suns ? 'cause they do basically the same except that this one is more flexible and it plays better with Arclight Phoenix ... unless exiling opponent's creatures is worth the nombo.
3 weeks ago
This list looks really good. I've been running something very similar, with the only difference being that I cut Finale of Promise for a third Brazen Borrower , as Finale was good when I wasn't casting Treasure Cruise , and pretty rough when I was. I also cut one Strategic Planning for a Fiery Temper . This is a personal call, but in conjunction with Lightning Axe / Chart a Course , it is very powerful.
As for the sideboard, I really like having both Chandras, as they are very good against UW Control. I'd cut the Scions (they seem better with a list that runs Bonecrusher Giant and Thing in the Ice Flip, both which have performed only adequately) and either a Magma Spray or an Aether Gust , depending on how often you see things like Gruul or Mono-Black Aggro, Hardened Scales, etc.
1 month ago
Hello, I looked over your removal list and I'd like to throw in some card suggestions.
Wear / Tear - Any deck in these colors needs this.
Slaughter the Strong - Never under-estimate the power of a sac-wipe. It may spare your opponent's commander, but unlike Wrath of God it removes nasties like Avacyn, Angel of Hope , Void Winnower , Blightsteel Colossus as well as bypassing Gaddock Teeg .
Molten Vortex - Don't waste premium removal spells on hatebears. You can also remove nasty commanders and combo pieces like Gaddock Teeg , Edric, Spymaster of Trest , Kiki-Jiki, Mirror Breaker , Azami, Lady of Scrolls and Laboratory Maniac . The bonus is, its an activated ability so your opponent's counterspells can't bail them out either. Also helpful at delaying potential planeswalker ultimates as well.
Murderous Cut - A lot of blue decks will go out of their way to include Treasure Cruise , but they tend to forget this card exists. Unconditional spot removal at one mana is definitely worth a mention.
Darksteel Mutation - Place it on their commander. It's like Pacifism but with the added bonus of surviving board wipes. This means unless they have a sac outlet or enchantment hate you've practically exiled their commander from the game for 2 mana because it "removes" the commander without being able to send it to the command zone. Can also be placed on your own creature for an A+ chump blocker.
1 month ago
Thanks for your comment. Inrememberance.
Your right that the deck could be, needs to be more consistent.
The problem is that Miracle decks take a LOT of at least semi necessary parts to work right.
You say the deck is trying to do to much and that that is the reason for the too many semi necessary parts.
I disagree that the deck is trying to do to much.
Here is what the deck is trying to do:
Scry, stack the deck, discard, draw to help do the first 2 points o of point 1, point 2 above.
Counterspell, removal, to: A. Disrupt opponents, slow them down, so that can have the time to achieve the above objectives. B. To Prevent other decks from disrupting what this deck is trying to do.
Board Wipe. Related to Points 3,4 above.
So those 5 points show that the deck is not trying to do to much, those 5 things are semi necessary to necessary, and without those 5 points, things, the deck wont work period, let alone be a little less consistent.
So because of the deck needing those 5 points, things, and because that does make the deck a little less consistent, then all one can do is:
Put in those 5 needed points, things, parts, etc, into deck. If that makes deck go over 60 cards, then so be it.
The trade off of the deck working is WORTH the deck not being as consistent, not having as good of drawing odds, because the DECK NOT WORKING IS WORSE then not as good drawing odds, less consistency.
The deck has at least 18+ something SEMI VERSATILE DRAW CARDS THAT DRAW AND DO OTHER NEEDED THINGS.
The deck has about 9,10,11+ SCRYER'S THAT STACK THE DECK, DIG, GO THRU CARDS, PUT UNWANTED CARDS SO THAT THOSE UNWANTED CARDS ARE NOT AT, NEAR TOP OF DECK, SO THAT WONT BE DRAWN.
Because of the 18+ LOTS of draw, and the 9-12+ scryers, deck stackers, the deck is, has a lot more at least semi consistent, to consistent, better, drawing odds, etc, then you think.
You say that your decks have had draw in them. I seriously doubt your deck, decks had anywhere remotely close to as much draw, scrying, deck stacking as this deck has.
And even if you are, were to be right, and your decks were, used to be over 60 cards, and had a lot of draw, scry, and because of that, werent as consistent, then fine the deck is less conaistent, But better being less consistent, then to not have the needed parts and to not work at all, which is worse then being less consistent, etc.
Also Miracle decks will continue to be less consistent, needing too many needed parts to be more consistent, until such time as MTG, WOTC, makes better, atronger miracles, better draw, scry, discard, enablers, etc, IF EVER.
Because of that, the most optimized Miracle decks will, would be about tier 1.83 to about tier 2, to about tier 2.15, semi competitive, dark horse, spoiler, rogue, etc, decks.
As to what you said about running more fetchlands. I might be able to run 2 more fetchlands, by running 2 Alchemist Refuge, instead of 3, and 2 Halimar Depths , instead of 3 of them to add 1 blue black shockland and 1 blue black fetch land to add 2,3 Scheming Symmetry .
If I add that card, because its a great card for the deck, I would have to run the card, color black as a splash color. I dont think going Sultai, blue, black, green would work, with what the deck is trying to do.
While black has, is better removal then Wrath, Lightning Axe, Bonfire of the Damned, unless black's removal also enables miracle cards like Temporal Mastery, Wrath, thru scry, discard, just like with Lightning Axe, Magma Jett, etc, then while black is better removal, black's removal doesnt also enable miracles thru scry, discard, draw, etc.
Because of that running Black, Sultai, dumping red, lightning Axe, wont work as well for this deck, and what it wants to do.
1 possible, theoretical problem using scheming symmetry to tutor, search up the miracle cards and putting them onto top of library, is it allows opponents who have far nastier stuff then miracles in their decks to get those things and them use those things against the deck.
Also nust like with Noxious Revival, a weakness is opponents using discard, disruption, mill, etc, against deck.
Not sure if 7 counterspells would be enough to have a counterspell avaliable to stop a opponent from ether benefiting from Symmetry, an or disrupting. 7 might probably be enough, but might need 8 counterspells, instead of 7. But not enough room for 8 counterspells, instead of 7.
As far as adding 1 more Jace the Mind Sculptor. I would love to do that.
The problem is the only way I see to add 1 more Jace Mindsculptor is to either go with 5 scryer's, instead of 6 scryer's and either go with either 3 Serum Visions , or 3 Scour All Possibilities , instead of 2 of each.
Also Jace is 4 cmc. I have noticed in playtesting, that if run only 2 Jace, he doesnt come out often enough. And if run 3 Jace, he comes out too often, cost too much mana early. If I were to run 2 Jace, Like I do now, but with even more draw, scry, etc, that might or might not work, but then if I ran more draw, scry, I might then, would have too much, and also not enough room for the other needed things
And some people say this deck DURDLES(Does the same things over and over, without doing anything, with doing nothing else, and only just drawing, scrying a lot of cards, and have recommended cutting draw, scry down(which I disagree with)
Only other way to add 1 more Jace, would be to just add 1 more card slot to deck, and go with 1 more card over 60 cards, by adding 1 more Jace
I'll take another look at trying to figure out how to add 1 more Jace, but I dont see the room,etc, to add another Jace.
Thanks again for your comment. While I aggree with, and disagree with some parts of your comment, thanks for being constructive, and explaining your comment.
While I might probably not use all your advice, suggestions, I will try out some of your advice suggestions.