|Commander / EDH||Legal|
Printings View all
|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|
|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 deals 3 damage to target creature or player.
Price & Acquistion Set Price Alerts
Lightning Bolt Discussion
7 hours ago
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.
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
1 day ago
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.
Also need to try to reduce CMC a bit more, want to get the average to around 1.5 CMC
2 days ago
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.
2 days ago
3 days ago
3 days ago
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.
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.
Section 2: Spells
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.
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.
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.
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