|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
|Time Spiral (TSP)||Common|
Combos Browse all
As an additional cost to play Lightning Axe, discard a card or pay .
Lightning Axe deals 5 damage to target creature.
Lightning Axe Discussion
1 week ago
averagenovice74 with the recent printings of a TON of support for UW, I honestly don't think control decks would homogenize into Twin. A twin deck probably doesn't want Teferi, Hero of Dominaria . Moreover, UW Control would probably also be a natural predator of Twin decks. Imagine playing Teferi, Time Raveler while holding Force of Negation . Twin cannot go off, and while they try to kill Teferi, you have the time to get into the late game and get Cryptic online.
Even in the absence of Twin, there are only 2 control decks: UW and Esper, and Esper is pretty fringe. They've basically homogenized anyway, but since it doesn't have a combo as the posterchild of the deck, it goes unnoticed.
If twin comes back, and Arclight decks don't die, then there will still be 2 UR decks. But at the same time, Twin would probably have an insanely good matchup vs Phoenix. A well-timed Thing flip or a Lightning Axe is about the only way they can stop the combo. That's why I thought the meta was so much fun when Twin was around: non-interactive crap like Pheonix couldn't exist.
Grixis Death's Shadow would return in big numbers if Twin was around. Grixis would be so good vs Twin; there's almost guaranteed diversity among blue decks. Especially because Grixis Death's Shadow cannot adopt the Twin combo itself.
2 weeks ago
3 weeks ago
Overall, I really like the deck. It's a solid concept that has some great synergies. There are, however, a few changes I would make. First, you probably want to add some Thoughtseize . Sieze can take more than Inquisition, especially things like Cryptic Command or Jace, the Mind Sculptor , and this change makes your disruption stronger. Not sure how many is correct though. Ball Lightning and Spark Elemental are both cute, but I'm not sure how much work they really do here. Some number of Ball Lightning could be good to pressure your opponent, but I don't think the Spark Elemental s are worth it. I would replace them with Fulminator Mage s. Fulminator seems so good to run in the main here. It works great with both Unearth and Thunderkin Awakener , giving this deck a land disruption dimension that also improves game one against tron. Then, I would add Kolaghan's Command . KCommand gives us another way to rebuy our elementals and also serves a variety of other roles at the same time. It's perfect here. I would also remove the Dragonskull Summit s and throw in one or two more fetchlands that can get swamps (this also pairs well with Fatal Push ), as well as more basic swamps (cut a mountain if you need to). This is where the sideboard comes in. With the Fulminators removed, You have a bit more space. Add a fourth Leyline of the Void to maximize your chances of starting with one. Some of the Claim / Fame s, if not all, should go too, as they can't get a Ball, Skelemental, or Fulminator back- basically all your best reanimation targets. Then, add in 3-4 Blood Moon , depending on the meta. Your two-color manabase, with the basic swamps, gives you yet another way of disrupting your opponent's mana. I also think that this means you can take the Damping Sphere s out, as your tron match-up is looking excellent with the blood moons and Fulminators. Add in a pair of Surgical Extraction if you can for even more graveyard hate. The Anger of the Gods is not a great interaction with your recursion, so I would swap them with Sweltering Suns , which doesn't exile and also can be cycled, and perhaps a Terminate or two to deal with larger threats. The other thing I worry about with this deck is that there aren't enough good ways to discard elementals to be brought back. Faithless Looting is excellent, of course, but swapping two of the Lightning Bolt s for Lightning Axe gives you another route to discard as well as a way to deal with larger threats mainboard. Put this all together and I think you have a very strong deck, with the ability to dish out large amounts of damage quickly, as well as use your hand-attack, KCommand, Skelemental, Fulminator (recurring every turn to blow up lands), and Moon to lock your opponent out of the game completely. Flamekin Harbinger serves as the glue to this disruptive machine. One interesting card I found as I was looking for other options was Bloodpyre Elemental . You can't hardcast it, so you'll have to get it back with Awakener, but it can be tutored for with Harbinger. One copy in the sideboard seems interesting.
Anyway, those are just my thoughts. The deck seems sweet and potentially very powerful, and I'm excited to see what it can do.
3 weeks ago
It looks better for sure ... moving from 15B/13R/5W (your original) to 16B/14R/9G (as I type this) is a Big Deal and will hopefully make the deck run much more smoothly.
FYI, here's how the numbers work out (all from the Frank Karsten article I mentioned above):
- 16B = 90% chance of BB by Turn 5.
- 14R = 90% chance of R by Turn 1.
- 9G = 90% chance of G by Turn 6.
Frank also did the math for Force cards ... with 2x Force of Vigor and 11x other G cards in the deck, there's a ~82% chance of having a green card for a Turn 2 Force. Seems decent, but I haven't played with the card yet, so I don't really know.
Good luck (and good skill) with the deck!
1 month ago
Servo_Token Thanks for stopping by with the suggestions. For the most part Throes of Chaos serves as a replacement for BBE since we're really trying to stick to the creatureless theme (at least mainboard) but I do see where you're getting with this. As means of protection Lightning Axe does serve that function very well so will adjust the numbers a bit and go down throes to up Jab and Harvest.
For Cindervines its really good I agree. Just number adjustments. Really fun though not having targets for OPs creature removal so a great prank for all.
Again thank you very much for stopping by and giving your 2 cents on the deck. :)
1 month ago
Hey bud, just wanted to drop some advice as resident Loam expert.
Your mana base is a little funky for this style of deck. Since you have so many of the triple cost enchantments, Fire-Lit Thicket is a must because it helps you cast either as easily as possible. 2 is enough, but I saw some other guy suggest taking them out without knowing what they're talking about.
You also don't have enough draw lands. I like 5-7 in a two color build. Forgotten Cave , Tranquil Thicket or the horizon lands need to be in here in full force. The cycle lands are about twice as good as the horizon lands, so definitely more of them in the mix.
Some lands to take out: Copperline Gorge and Cinder Glade aren't doing much for you and are kind of a wasted land slot. You're a loam deck, take advantage of that. you can also go down to 2 creature lands.
As far as your main deck goes, Throes of Chaos is a terrible card. Sure, it's fun, but if you want that effect just play Bloodbraid Elf . Throes is really just kind of a waste of mana because you could be doing so many other things. Flame Jab and Worm Harvest can go up in numbers. If you feel like you have to play throes for the fun factor, just play one and use it when you have nothing else to do. Or you can play like Lightning Axe or some other burn.
Anyway, I like the deck, I just think these few little fixes could make it a lot more effective. Have fun Loaming!
1 month ago
I'm not a big fan of Necrotic Wound ... it's just too inconsistent for my tastes (e.g., getting stuck with one in hand vs. Humans when they have RIP in play). I'm leaning towards Lightning Axe but also want to try good ol' Path to Exile .
I look forward to hearing how it goes irl! Good luck (and good skill)!
Lightning Axe occurrence in decks from the last year
All decks: 0.18%