Lightning Bolt

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH 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
Masters 25 (A25) Uncommon
Archenemy: Nicol Bolas (E01) None
Modern Masters 2015 Edition (MM2) Uncommon
Premium Deck Series: Fire and Lightning (PFL) Common
2011 Core Set (M11) Common
2010 Core Set (M10) Common
Masters Edition (MED) Common
Beatdown Box Set (BTD) Common
Anthologies (ATH) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common
Promo Set (000) Common
Promo set for Gatherer (PSG) Common

Combos Browse all

Lightning Bolt

Instant

Lightning Bolt deals 3 damage to target creature or player.

Price & Acquistion Set Price Alerts

A25

E01

MM2

Ebay

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Lightning Bolt Discussion

landofMordor on Soldier of Fortune, Boros' Final Stand

7 hours ago

Use Mistveil Plains and no other "put on bottom" effects. You can fetch the Plains via Arid Mesa or other Plains-fetches, since it has the subtype.

I said to use Comet Storm because it wins the game for you once you get infinite mana. It is redundant because you can win by any infinite-mana combo plus one burn-x spell, but since there are TONS of burn-x cards, you can put in multiple copies to have effectively 4-6 redundant combo pieces. Normal burn like Lightning Bolt is useless in cEDH, but infinite burn wins. For a "one combo, multiple paths", look at any cEDH Doomsday decks.

That is the only type of combo that matters in cEDH -- either completely lock out opponents for the rest of the game, or win the game immediately. To use a counterexample, your Personal Sanctuary + Wily Goblin + Pyrohemia combo is what's referred to as a "cute" combo: it's neat on paper and in casual, but in cEDH games it stinks because it doesn't win; all it does is kill weak creatures that true cEDH decks don't need by turn 5 (which is when you'd untap after casting Pyrohemia). You should be WINNING by turn 5 in cEDH, not just killing utility creatures.

Here's why the Lantern and its friends are bad: it costs 1 card (itself) and 5+ mana to use. Its benefit is putting a card into your library. That's pretty okay if you're going to do Sunforger shenanigans, but it's TERRIBLE for anything that's not an instant (such as the Gamble "combo"), because at that point there's no upside. Are you seriously hoping to shuffle your library and maybe draw the card you put onto the bottom of your library? That might work in casual, but it's a much weaker game plan in cEDH, when you could be spending that card and that mana on something like Vandalblast, which costs the same mana to overload, but I'd argue it is a much better use of mana. And that's just the first example I could think of. The Plains is good because it takes a land slot, not a spell slot, and can net-GAIN you mana as its worst case.

All the Fork things are bad, since they're only good if you have a good target and extra mana, at which point you should be winning already. Disrupt Decorum is fine, but is bad against combo decks (like most cEDH decks).

Void Winnower only affects your opponents.

You don't need anything to pull from exile. Why waste a card and a mana on re-buying a win condition when you could just play a second win condition? Also, there's no such thing as good lifegain in EDH unless it's part of an infinite combo -- as you said yourself, plain burn is bad in cEDH, and none of your opponents care about your life total when they're just going to win with Laboratory Maniac.

weter123 on Combo Mizzix COMPETITIVE Primer

18 hours ago

i would suggest Fall of the Titans over both Gut Shot and Lightning Bolt. i feel it much more flexible as it can be used as removal and to finish a player with low life total as well as be part of the infinite combo and tutorable by Firemind's Foresight

SilverLoonie on Kess, Doomsday Storm

1 day ago

Added some things, Morphic Pool is basically an non-fetchable Underground Sea I swapped Sulfur Falls for it, will add the actual Underground Sea when i get a copy.

Swapped out Snapcaster Mage for Mission Briefing Seemed like a good change, I lose the ability for the cost reduction to make it cost just U but you gain the Surveil, with Kess in play the Surviel is incredibly powerful.

These couple of changes also made my deck drop in competitive scaling, so not sure what happened there.

More changes to come soon like getting a copy of Imperial Seal, Underground Sea, Mox Diamond, and Timetwister.

Also need to try to reduce CMC a bit more, want to get the average to around 1.5 CMC

I want to add some more interaction Lightning Bolt and Flusterstorm being the big ones.

zellss on Izzet a burn deck?

2 days ago

Gattison

Good suggestions, but I had considered most of them. This deck has been turned into a draw value deck rather than a cast instant/sorcery deck.

Niv-Mizzet, Dracogenius has to be paid into to go off.

Talrand, Sky Summoner is too subject to removal. I had Murmuring Mystic in here, but removed him when I strayed from the casting. I would also not consider Thermo-Alchemist for this reason. I had Firebrand Archer in here, but also took her out for the same reason as Murmuring Mystic.

I will have to see if I have a Lightning Bolt. My instants/sorceries are based off of what I had on hand. This is the same for my land base. I did not think of Halimar Depths, but I don't think reordering the top three once is worth a land that enters tapped. Same with Skyline Cascade being a one time trigger.

I might put more mana rocks in, but I would have to find something to cut.

StopShot on Modern Winotaur (competitive)

2 days ago

Taurean Mauler would probably do nice in this deck. Metallic Mimic and Rageblood Shaman would help get it past Lightning Bolt range easily.

Liquidbeaver on Argent Moon: Liquimetal Control

3 days ago

Thoughts on switching Lightning Bolt with Lightning Helix in the mainboard (after fixing the lands a bit)?

M_Malcom on (Budget) UR Wizards

3 days ago

I think for modern you should just run Lightning Bolt instead of Wizard's Lightning that way you can just shoot without needing a wizard present.

JKRice on Kiln fiend

5 days ago

This was the first modern deck I ever built, so I have some suggestions

as you probably already know, the way to win with this deck is to get to 20 damage or ten infect counters. This means you have some thresholds to meet. The following suggestions will help you meet those thresholds in the most efficient way possible.

Section 1) Creatures

1: although Guttersnipe and Delver of Secrets  Flip are strong choices, there are better alternatives. I would suggest taking them out, especially since neither of them are auto-buffed by your spells like kiln fiend.

2: Monastery Swiftspear is one of the better cards in a kiln fiend deck, as it is auto buffed by your spells and has haste. You can sometimes get a turn 2 kill with swiftspear, something that doesn’t happen with guttersnipe or delver. I would reccomend four of them.

3: Immolating Souleater can be extremely good with this deck. If you pay 18 life to Maine him a 10/1, then play either Tainted Strike or Assault Strobe, you kill them.

4: Elusive Spellfist is a great card depending on the meta. Currently, with very board heavy decks like humans at the top of the meta, this is a strong choice.

5: Thing in the Ice  Flip would be a decent sideboard card, since you want to sling a ton of spells in one turn.

Section 2: Spells

1: I would take out Faithless Looting, Lightning Bolt, Mana Leak, Opt and Serum Visions. Even though these are good choices, you want a turn 2 - turn 3 kill, not consistency with your draw

2: Mutagenic Growth is your best buff spell, growing kiln fiend by 5 and monastery swiftspear by 3 for zero mana. This + assault strobe + Tainted Strike on kiln fiend is a win. Two of these + assault strobe or two of them + Tainted Strike on kiln fiend is a win. Three of them + assault strobe or three of them + Tainted Strike on monastery swiftspear is a win, which is possible on turn 2. This is the best card to help you reach your damage threshold.

3: Tainted Strike is an amazing card, growing kiln fiend by 4 and swiftspear by 2, while giving them infect. This along with Assault Strobe should be the main win conditions.

4: Because of the damage it gives you for the efficiency in mana, I would have four Assault Strobe and only two Temur Battle Rages. This is because it will accelerate your win by one turn, allowing you to beat out decks like storm or bubble hulk.

5: Manamorphose is surprisingly good in this deck. It grows kiln fiend by three and monastery swiftspear by one, while fixing your mana and replacing itself in your hand. This essentially means you have a 56 card deck, giving you more consistency in drawing into a threat or a win condition.

6: Blossoming Defense is a great card, saving your creatures at instant speed and buffing them. However, I would add two more Apostle's Blessing instead of this if possible, because it potentially makes your creature unblockable.

7: Gut Shot can function as a pseudo-Mutagenic Growth, pinging them for one and growing your creatures. I would only reccomend 2 or less.

Section 3) Lands

Obviously much of what I have recommended doesn’t fit with your manabase. These are some budget and nonbudget options for your lands.

1: I wouldn’t reccomend this, but if you want to be a complete troll, put in Gemstone Caverns. This allows you to kill someone on your first turn, because monastery swiftspear has haste and Mutagenic Growth is zero mana, meaning you only need one mana to play Tainted Strike or Assault Strobe after three mutagenics.

2: Gemstone Mine is a good choice, as the downside won’t matter because you will probably kill them turn 3.

3: Mana Confluence/City of Brass could give you the mana consistently you need to play 3+ colors. If you do run these, I wouldn’t reccomend playing Immolating Souleater.

4: the pain lands (Karplusan Forest/Yavimaya Coast etc.) are great budget choices in the deck. Again, don’t run these with immolation souleater.

5: fastlands (Botanical Sanctum, Copperline Gorge etc.) are also good in budget, as the downside won’t matter because of the speed of your deck. Also, you can run these with Immolating Souleater because they don’t ping your life total

Well i hope that helped but I’m fine if it didn’t

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