Magma Jet


Format Legality
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Common
Theros (THS) Uncommon
Duel Decks: Heroes vs. Monsters (DDL) Uncommon
Duel Decks: Jace vs. Chandra (DD2) Uncommon
Fifth Dawn (5DN) Uncommon
Promo Set (000) Rare

Combos Browse all

Magma Jet


Magma Jet deals 2 damage to target creature or player. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

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Recent Decks

Magma Jet Discussion

xseiber on mono red burn

1 week ago

Here's an "improved version", still trying to take Budget-constraints into considerations:

Or here's the breakdown-list:

Instant (21) 4x Lightning Bolt 4x Magma Jet 3x Searing Blaze 2x Searing Blood 4x Searing Spear 4x Shock

Creature (12) 4x Guttersnipe 4x Kiln Fiend 4x Monastery Swiftspear

Land (18) 18x Mountain

Artifact (5) 2x Dragon's Claw 3x Shrine of Burning Rage

Sorcery (4) 4x Rift Bolt

In my opinion, having a a deck that caps out at 3 CMC, I think 25 land is a very aggressive number, where you'll most likely draw your lands instead of a kill-spell that you need to push lethal. Of course, if you want to play with 21-25+ lands, might I suggest Seismic Assault, and to a lesser extent Shard Volley? It turns your dead-drawn lands into Shocks. Lightning Bolt might seem expensive but compare to stuff like Lava Spike, it's cheaper and it's super-relevant in most, if not all, decks that runs Red {R}. Same rational with Rift Bolts, however Rift Bolts require a 1-turn set-up, so it's really up to your discretion and personal tastes. I had thoughts and reservations about both Searing Blood and Searing Blaze, they both require your opponent to run creatures, but with the exception of Blood, Blaze hits for 1 and can only be played if your opponent satisfies the condition of having a creature and can kill slightly tougher creatures than Blood when you meet that Landfall condition, or if you're hitting yourself. Searing Blood on the other hand, can only hit creatures, but if it kills one, you get a free Lightning Bolt to your opponent's face.

I cut both Bedlam and Stormblood out since they don't contribute to any immediate threats to smack your opponents with, unlike Guttersnipe that provides 2 direct damage or Kiln for a surprise +3 (or more) attacks when resolved, as a Monastery Swiftspear 5-8.

Edit: I also cut Pillar of Flames because it's just too slow IMO, even though it's a 1CMC, Shock beats it by virtue of being an Instant where you can hit them on their End step.

TheBloopKing on Wait, I can Attack?

1 week ago

Never missed the deck premise. Just think that there should be some traditional strategies. If you want to run Firesong and Sunspeaker and top it off with a Resevoir. You need more cheap spells to make it reliable. I would be running atleast 10 cheap burn and 5 big burn spells. Magma Jet, Fiery Impulse, Thunderous Wrath, Staggershock, Lightning Bolt, Lightning Helix, Chain Lightning with bigger spells like Earthquake and Starstorm.

You would also want to top it off with guys like Monastery Mentor, Soul-Scar Mage, Young Pyromancer, Guttersnipe, Bedlam Reveler who all benefit from playing lots of spells and add an advantage by playing spells

Quiet_Listener on Miracle Burn

2 weeks ago

You're very likely to end up with uncastable miracles in your hand with 8 of them in your deck. Cards like Faithless Looting might be helpful with ditching surplus miracles and lands, and being able to set off Madness at will. I would consider switching out Lightning Axe with Magma Jet, as your plan should really be to hit your opponent not their creatures, and the latter will be better at setting up the correct timing for your miracles.

BioProfDude on Mono-red Pauper Burn

3 weeks ago

Boza, one last comment as this article came out yesterday after I wrote my comment to you yesterday. Alex Ullman at Channel Fireball wrote a nice summary of the Top 8 decks at Grand Prix Las Vegas (June 14 - 17, so just a couple of weeks ago). Notice that a burn deck made the top 8 and that our main boards are nearly identical. 4x Fireblast and 4x Curse of the Pierced Heart (I run 3x, but that player shaved a Forgotten Cave to make room for the extra copy). The player also ran 1x Shard Volley and 1x Magma Jet while I have 2x Magma Jet in my list above, though, as I noted in an above comment, I have been tinkering with the 1x/1x configuration. Otherwise, main boards are identical.

Here is the link to Ullman's article:

Thanks again for your thoughts and comments!

BioProfDude on Mono-red Pauper Burn

3 weeks ago

Boza I would add that looking over the Pauper deck lists I see my deck as the most common competitive build (off by maybe 2 to 3 cards-- the Shard Volleys and Magma Jets causing the most variation, with many playing 4x Curse of the Pierced Heart, always with 4x Fireblast):

Note that Pauper burn decks have fallen out of favor a bit, so one needs to dig quite a bit to find the true burn decks (not the mono-red aggro or "R," which is either aggro or goblins). The above site provides results from leagues and from the Sunday Pauper Challenges.

Anyway, I know that there are a variety of builds for this, and I just happen to think the above build works very well for me and for my play style. Thanks again for the comments, thoughts, and suggestions!

BioProfDude on Mono-red Pauper Burn

1 month ago

Boza, that 4x Fireblast is exactly what Steve Rubin runs (see above link to his deck list). Honestly, I haven't had any problems with it. I do fairly frequently use it to finish games, and I have even cast-by-=sacrificing 2 copies from my hand to finish games. It's too important to relax on the number. It's worth noting that games don't usually go past about turn 7 or 8, so I want to ensure I get a Fireblast in hand. To ensure that, 4x has proven to be the optimal number.

Thunderous Wrath is amazing if you draw it and have mana-- it's absolutely and 100% terrible to have in hand. I did play with this for a while and, in my experience, it is exceptionally inferior to Fireblast.

3x Curse of the Pierced Heart is also main in Rubin's build, and I have had amazing luck with it in the main. Occasionally I side it out, but probably 75% or more of the time they stay in. I do currently run a build with 1x Shard Volley and only 1x Magma Jet, but I have yet to decide whether this is better. Sometimes it is, sometimes that scry is awfully useful. That's a piece with which I'm still tinkering.

19 lands is pretty well balanced for this build. Unless I play a pretty serious land destruction deck (which happens very rarely), I don't really have mana issues with this build. It's about knowing when to keep and when to mulligan, I guess. Even against a land destruction deck I have a pretty darn good win percentage. That's when Fireblasts come out of the main.

Thanks for the thoughts/comments!

geoffw on 3rd Degree

1 month ago

I wonder how well the X-spells and Reverberate will work here. Burn generally wants to be able to operate on as few lands as possible and end the game quickly, and these all need you to draw a lot of lands over many turns to become useful. They also have an additional anti-synergy with Shard Volley which wants to eat any extra lands you find.

Other budget creatures to consider for burn include Keldon Marauders (guaranteed 2 damage, max 5), Hellspark Elemental, and Abbot of Keral Keep. I might also consider the new Ghitu Lavarunner. It works well in pauper, so it at least might not be terrible in modern as a budget replacement for Goblin Guide.

I personally like to have at least two Magma Jet to scry land away or dig for whatever I need, and I like anything with the name "searing," such as Searing Blood or Searing Blaze (honorable mention to Smash to Smithereens), though these are sometimes better for sideboards until you know whether your opponent is playing valid targets.

Has anyone tested Flame of Keld for this type of deck yet?

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