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

Printings View all

Set Rarity
Mirrodin Besieged (MBS) Rare
Mirrodin Besieged: Mirran (MBM) Rare

Combos Browse all



Choose one - Slagstorm deals 3 damage to each creature; or Slagstorm deals 3 damage to each player.

Price & Acquistion Set Price Alerts




Slagstorm Discussion

DeviousPenguin666 on Harbinger of Doomy Doom Doom

1 week ago

Props for mismatched Blood Moons! If you're looking for suggestions, I might consider doing a 2-1 split of Anger of the Gods - Slagstorm, and the same thing with Wrath of God - Day of Judgment. This is for Meddling Mage protection, but it may not matter too much if Humans isn't too big in your meta. Sweet deck overall, +1!

BMHKain on How can I bring Superfriends ...

1 month ago

Fair enough. Deserted Temple gets the chop, & I'll see about Slagstorm...

Also might be removing Browbeat for Faith's Reward, & Rings of Brighthearth for the Stone...

I think that should do it for the deck. Objections?

PookandPie on How can I bring Superfriends ...

1 month ago

Browbeat can be... okay. Generally speaking, it's bad to give your opponents a choice, but you'd be more apt to decide on whether or not to play that card based on your playgroup. Taking 5 (or even 8) damage is usually chump change in comparison to denying someone three cards that could potentially do more damage or enable an infinite combo, after all.

Anger of the Gods has several cards of similar function. Slagstorm, Flamebreak, Steam Blast, things like that.

Faith's Reward is a reasonable card, and Oblivion Stone is solid. If you happen to draw both, they're phenomenal, but only if you have 9 mana. That seems a little bit tough to reach, to me.

To explain Chant of Vitu-Ghazi:

You cast it (probably convoking a few mana off of its cost to boot), and then perform damage with a creature-- you can freely swing Firesong and Sunspeaker for example. The damage gets prevented, which means you gain life. This triggers FaS's second ability. The damage from the second ability gets prevented and you gain 3 life. This triggers FaS's second ability again. Rinse and repeat.

The lifegain traces back to the white instant, which is why FaS's ability triggers in this case, but not in the case of Spiritualize (which was a delayed trigger, not the spell itself). Note that a new ruling may very well change this as Dominaria's still a ways away.

Anyway, the big thing about Chant of Vitu-Ghazi is that, if you control AEtherflux Reservoir, you can turn the infinite life you gain into arbitrarily large amounts of damage.

To explain the Hallow combo, you cast FaS, and with them on the stack, cast Hallow targeting them. Even after FaS resolves, Hallow will continue to affect FaS until end of turn. The relevant rule here is 400.7b, which reads:

"400.7b Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes."

Hallow functions the same way as FaS do, except it's not as safe to just outright attack with FaS as it is with Chant of Vitu-Ghazi (as the latter prevents all damage from all creatures, and Hallow just prevents the damage from your own).

Deserted Temple is good, but in order to generate infinite mana from it, you need a land that produces multiple mana at a time and a way to either untap it, or copy the untap of the Temple (like Rings of Brighthearth). Boros isn't so great in the realms of lands that tap for multiple mana: You have access to Serra's Sanctum and Nykthos, Shrine to Nyx, but I don't think you run enough colored permanents or enchantments to make those work. You can run Deserted Temple, but I don't think you'll get infinite mana out of it in Boros colors that easily. It's pretty awesome with Maze of Ith, though, if you want to try running that.

xyr0s on Grimoire: Radial Control

2 months ago

Yeah, I guess something must be missing from a sentence like this ;) "Before to start, i would like to remind few things, i learnt some changes from about some changes from , and totally change some strategies/sinergy from ." Whatever you learned, I hope it is useful.

I guess you learned something about manabase, since you've changed a bunch of lands. Looks a lot better now.

My points, made simple:

  • You play a lot of cards with extra options. Those extra options comes at a mana-cost. That cost makes the cards weaker than cards with a similar, but more limited, effect. Examples: Crackleburr has roughly the same effect as Lightning Bolt, but look at the cost: 3 mana to play Crackleburr, wait for next turn, then you need 2 other creatures in play (to tap for activation cost), and another 2 mana, before you get your first Lightning Bolt out of Crackleburr. Oh, but Crackleburr has an Unsummon option too. Yes, at the same, very high cost. 5 mana for the first Unsummon, and you need Crackleburr to be tapped to play this. You have so many options with Crackleburr, but paying them is a challenge (and since it has 2 toughness, it is easy for opponents with boring removal cards to simply kill it). And most likely, your deck will simply be better for bringing 4 Lightning Bolt instead of Crackleburr.

  • Anything that says "opponent chooses" in one form or another, is a card you should read as if you always get the worst option on. You might occasionally meet an opponent, who'll give you the choice that's best for you by mistake, but you should never assume that your opponent is stupid enough to help you.

  • Have you heard the term "win-more" used to describe cards? If not, it describes cards that are only good when you are already in a winning position, but which are incapable of helping you if your opponent has the upper hand. Pain Magnification is such a card. It is only good when you are so far ahead of your opponent, that you can deal 3 damage at will. In this deck, 3 damage is either from Slagstorm or from attacking creatures.

  • Early pressure is not made by a single aggro card. You have to follow up with more, right away. I mean... do you seriously think that anybody plays a deck, that can't either handle 4 damage, or a creature with toughness 3 in the early part of the game? Esper Stormblade looks like it supports this strategy a bit more. Early pressure, at least the way I understand it, is when you have enough of those low-costed threats to overwhelm the cards any opponent might bring to survive early game.

StopShot on

3 months ago

I'd consider running Slagstorm over Anger of the Gods. While exile can be pretty brutal, I don't think it matters that greatly compared to having the option to either deal 3 to each player as well. Since this is a burn deck I think it would be useful to have a boardwipe that can also function as a burn spell against your opponent.

Steel_Golem on Mono-red dragons

3 months ago

Slumbering Dragon is a must for a dragon deck imho. They are cheap CMC, so opponents are reluctant to use removal on them, but if you don't, they either slow the game down or grow into monsters. I personally prefer to use Geosurge over the shaman because the shaman is quite vulnerable to removal and doesn't help to activate their dragon abilities. I'd replace it with two more Urza artifacts if you don't like the idea of geosurge.

After a few play tests, I found I could get out a big dragon like Balefire by turn 5 with a shaman on T3, and an Incubator on T4. A geosurge will do all that for you on T4. Although your deck wasn't offering much to slow down your opponent before that time except for your bolts and slashes. Frequently the only things on the board before then were the shamans and outcasts which I don't imagine you care to chump block with or fling.

Slumbering Dragons and Slagstorm would much improve the deck against creature intensive decks. If they weren't $5 a piece, I'd have 4. Check out my deck and see what you think Dracomancer

chadsansing on

3 months ago

Very cool concept!

I worry about the fragility of depending on your commander for your combos, although a Boros commander is certainly great for this deck. Gisela, Blade of Goldnight, might be the best one for this deck, but I bet Razia, Boros Archangel, would work well, too. I might suggest that Avacyn go in the 99 as a trigger for Repercussion.

Neheb, the Eternal also seems broken for this deck.

Have you ever tested with other creatures and spells that might trigger Repercussion more frequently? With more tutors to fetch for it, like Academy Rector, Idyllic Tutor, and Plea for Guidance?

In terms of spells that might reasonably consistently trigger Repercussion, have you tested with additional, efficient "...damage to each creature" spells like Balefire Dragon, Anger of the Gods, Bloodfire Dwarf, Bloodfire Kavu, Breath of Darigaaz, Caldera Hellion, Cave-In, Chandra, Flamecaller, Devastating Dreams, Faultline, Firespout, Firestorm, Incendiary Command, Pyroclasm, Kozilek's Return, Krark-Clan Shaman, Magma Vein, Martyr of Ashes (+ Proclamation of Rebirth), Meteor Blast, Pyrohemia, Rupture, Ryusei, the Falling Star, Scourge of Kher Ridges, Scouring Sands, Slagstorm, Slice and Dice (cycled), Starstorm, Subterranean Tremors, Sulfurous Blast, Sweltering Suns, Thunder Dragon, Tremor, Electrickery, Volcanic Fallout, Volcanic Spray, Whipflare, or Yamabushi's Storm?

It seems like tutor, ramp, win with direct creature damage is the path to victory with or without Avacyn, so the more cards dedicated to those three things, the better.

Happy brewing!

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