Spark Jolt

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Spark Jolt

Instant

Spark Jolt deals 1 damage to target creature or player. Scry 1.

TypicalTimmy on Card creation challenge

2 years ago

Lightning Rod

Artifact

Spells you cast that have the name Lightning Bolt, Shock or Spark Jolt deal 1 additional damage to the chosen target.


Well that would certainly shake up Modern, and probably a few other formats as well... o-o

Combine with Thrumming Stone and you can either call the deck Thrumming Rod. Lightning Stone doesn't quite convey the combo going on there. I think Thrumming Rod works best. Use fast mana spells to ramp Rod out on T1 - T2 then go off with 1-cmc blasts to the face with hopes of landing Rods. Nasty business.

Let's repeat the challenge. At first I wasn't sure about this, but it was actually quite fun trying to think of something to build around.

Kaowool on Killer instants

4 years ago

I'm curious about how the "scry" mechanic would work if I cast Spark Jolt when Burning Prophet is on the battlefield?

I also hesitate to replace my mass removal Blazing Volley by Scouring Sands to go with the theme. Is the cost of 1 extra mana for scry worth it?

No Lightning Bolt in the deck yet (since I don't own it, I will definetly have to buy some).

Ziusdra on Card creation challenge

4 years ago

Ral, Bolas' Errand-Boy

Legendary Creature - Human Wizard

Haste

Whenever you cast an instant or sorcery that targets Ral, Bolas' Errand-Boy, you may exile Ral and return him to the battlefield before that spell resolves. Copy that spell. You may choose new targets for the copy.

When Ral, Bolas' Errand-Boy becomes exiled for the second time in a single turn, return it to the battlefield transformed.

2 / 2


Ral, Izzet Guildmaster

Legendary Planeswalker - Ral

+1 Search your library for a card named Lightning Bolt , Lightning Strike , Shock , Spark Jolt , Rift Bolt , Lightning Javelin , or Rhystic Lightning , reveal it, and put it into your hand. Shuffle your library afterward.

-5 You get an emblem with, "Whenever an instant or sorcery you control deals damage to a player, copy it. You must choose new targets for the copy."

3


Pretty straightforward. Burn your opponent to death. Actually functional as a commander.

Wildcard or ninja'd challenge

ZendikariWol on Feather, Jank Redeemed

5 years ago

You have a couple spelling errors in the description. Hate to be that guy, but I feel it's better you know, ya know?

"shuold" -paragraph 1, there's a properly-spelled "should" in there too, but trust me I'm not just playing gotcha!.

"not" -paragraph 7, I'm assuming you meant "now"?

Anyhow, down to the actual deck. You have a couple bulk cards I'm honestly a little perplexed by the inclusion of.

Cathar's Companion is a strictly worse Seeker of the Way.

Flamewright, while a fun card, doesn't have any synergy with the deck.

Shower of Coals is just not a good card. 4 damage for 5 mana? I know it's repeatable but it's really not great. I have a pretty hefty removal package and Imma be linking my deck below, if you'd like to look.

Assemble the Legion is in the same vein as Flamewright; a great and very fun card, with little to do with this deck. In fact- you should make a Marath, Will of the Wild token deck!

Pump spells that probably have better alternatives include Astral Steel (unless you're planning to have 5+ mana up), Captain's Maneuver (though a ton of fun, how often do you actually cast it?), Dual Shot (very weak), Enrage (also overcosted- love the flavor text tho), Kindled Fury (not bad, but there are better out there that do the same thing), Lithomancer's Focus (usually just a worse Brute Force), Onward / Victory (you can never cast the good half if Feather's out), Orim's Touch (there are just a lot of better protection spells), Radiate (worse version of Zada, Hedron Grinder or Mirrorwing Dragon), Spark Jolt (scry 1 for 1 every turn is decent, but better alternatives, bla, bla, bla), Sure Strike (worse Invigorated Rampage), Surge of Zeal (usually worse than Expedite, right?), Tandem Tactics (good, not great tho).

Sorry I kinda gave you a LOT of stuff. This is about what my Feather brew would be if I made it in real life. Fortunately I use tappedout to build my ideal deck and make sure I don't waste all my money on "ooh that's really good, I'll use it sometime" cards. Feel free to yoink some ideas from my brew!


Feather's No Lightweight

Commander / EDH ZendikariWol

SCORE: 6 | 3 COMMENTS | 857 VIEWS | IN 3 FOLDERS


CounterSpiel on Hammertime

5 years ago

Gonna add Hammer of Ruin , and leave out Spark Jolt .

clayperce on Hammertime

5 years ago

CounterSpiel,
Hammer of Ruin , maybe?

Also, though it falls absolutely flat on the art, the Flavor text on Spark Jolt is kinda neat.

Heretical_Tarp on Dark Purple

5 years ago

It's great that you've identified a core plan to victory for this deck - attacking with an unblocked Master of Cruelties. That's not a very good plan for the Modern format, but it's your plan here so we're sticking with it.

Uh, by the way... is this supposed to be a Standard deck from RTR/THS standard? I was halfway through this comment and I realized it's all cards from that time. If so, most of these comments should still be valid. All of these are just my opinions and I can't account for your meta or what you find fun.

I advise you to identify which cards are contributing to that game plan, and which are not - then you can cut the cards that aren't. Every card in your deck should be winning you the game. I don't know what your budgets are like, so I'm just going to recommend whatever comes to mind. The fact that you're playing Lightning Strike over Lightning Bolt suggests you're on a budget.

For example, some cards which don't help you:

  • Pyxis of Pandemonium: This doesn't do anything. It literally does not affect any zones you care about. You aren't going to get to 7 mana, and if you were, you'd have better things to do, like Cyclonic Rift.

  • Sire Of Insanity: This card has power, but it doesn't contribute to your plan. The plan is "land a hit with Master of Cruelties", not "punch face with fat beaters". You don't need a 6-mana attacker that doesn't help Master land a hit.

  • Vortex Elemental: If you want a blocker, you can do better than this. Also, why do you want blockers? Play, like, another draw spell here, or Chromatic Lantern - anything which helps you Master sooner.

Also, there are cards which are just too situational or too weak:

  • Slaughter Games - This doesn't contribute to your game plan, it obstructs the opponent's. But you can get much better disruption than this. You want a Thoughtseize here instead. It's cheaper, and it'll hit more often.

  • Voyage's End - I get what you're going for here; bouncing a blocker will let you get in, or keep you alive if you're under pressure. But this just doesn't do enough - most creatures your opponents play will be cheaper than Master, so you're unlikely to be attacking into a single blocker with the opponent having no removal. Think about how specific the situation for this to win you the game is! You can do better with this slot. Also, you already have 4 of this effect in Cyclonic Rift, which is alright because it can win you the game from much further behind.

  • Spark Jolt - Again, I get it - it lets you find Master, or finish the opponent off after you have. But it doesn't do enough, and you already have plenty of burn. Most of the time this card is dead, so you can do better.

  • Aqueous Form: Ah, now we're talking. A card that guarantees your Master gets in! Except, it doesn't stop removal, and the scrying doesn't help you find a Master - what else are you gonna put this on, an Omenspeaker? Too situational in my opinion. Thassa, God of the Sea is your best unblockable source.

So, what cards do you want instead? Well, more powerful ones. I'll contrain myself to RTR/M14/THS Standard

  • Chandra, Pyromaster - This card removes blockers, finishes opponents after a Master hit, and digs for Master. No card can win you the game from any position, but this is powerful and versatile enough to justify playing.
  • Far / Away - My replacement for Voyage's End, this clears double the blockers and can actually get rid of things permanently.

  • Hero's Downfall or Dreadbore - I'd upgrade Doom Blade to one of these. Your deck isn't exactly beating with a ton of creatures, so being able to remove planeswalkers will be important.

  • Thoughtseize = Slam dunk include. For one mana, counter a removal spell, remove a blocker, or stop an attacker... sort of. Beats Slaughter Games by a large margin, since you don't have any other ways to look at your opponent's hand.

Anyway, there's not too much you can do with this basic plan and this card pool - even allowing all of Modern, you'll only get so far - but I hope this helps you focus on cards which often advance your plan, rather than cards which maybe help sometimes but usually do nothing.

lil_cheez on Shrapnel goblins

5 years ago

I'd suggest to get Barbarian ring out for Ramunap Ruins

the needle drop problem... maybe Spark Jolt?

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