Wizard's Lightning


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Wizard's Lightning


This spell costs less to cast if you control a Wizard.

Wizard's Lightning deals 3 damage to any one target.

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Recent Decks

Wizard's Lightning Discussion

FastIsFaster on Lazer Zap - Turn 4 Win (Post-Rotation)

6 hours ago

Just my opinion, but I feel like Adeliz, the Cinder Wind is best in a hyper aggressive build. I would rather have something like Warlord's Fury or Crash Through than Ionize in almost every case with this deck, as it allows you to cast a low cost spell, and draw a card to potentially draw another. Just think, on you turn would you rather spend three mana on Crash Through, draw a card, lets say Opt, cast that, and opt into a Wizard's Lightning, or would you rather hold up 3 for Ionize? Given you can sac Siren Stormtamer, you don't really need to worry about countering your opponents spells unless they target your creature, which is what the tamer is for.

drsnailtrail on U/R Wizard deck Rotation proof

15 hours ago

on the topic of Dismissive Pyromancer vs League Guildmage, I'd say that Dismissive is a better card on the sole respect that it can also fill your graveyard with stuff you don't necessarily need at the moment but might be able to bring back with jump start. Keep that in mind, it might be a good idea. Plus it costs less mana, so that's a positive in itself.

On the subject of what I'm putting in my version, I think I'm replacing Soul-Scar Mage with Siren Stormtamer, as Stormtamers ability is REALLY hard to counter, and it can counter Planeswalker abilities as well. Better get your copies now before it skyrockets! As for a two drop, you've got it going good with Electromancer, he makes it so that both Lightning Strike and Wizard's Lightning are Lightning Bolt in Standard, which is crazy powerful and so valuable it's a big reason I'm looking to make this deck viable post-rotation. All in all, I'll be watching your deck to see what you come up with. Let us know how you do in tournaments!

Elf0491 on Izzet counter burn

1 day ago

Heyo! Not sure when you last checked spoilers (they are all out at this point), or what your budget is, but I have some suggestions. I've also been trying to put together some ideas for an Izzet deck, and here are some of my thoughts:

The biggest thing I see is that the damage in this deck seems really low. You don't have many creatures that can get through blockers, and most are too small anyway. The passive burn from Electrostatic Field is nice, but if you don't get two of those in play and have them stick, you won't have enough damage to kill your opponent. To increase your damage, I highly recomend:

  • Swap in 4x Guttersnipe and take out 4x Ghitu Lavarunner. This increases your passive burn damage, and evens out your mana curve with a 3 drop.

  • Swap out your Negates for Ionize. You can keep them in the sideboard, but I think starting with Ionize will be better in most matchups. Plus, more burn!

  • Add a few copies of Risk Factor. It can be extra damage, give you more cards, and can even be cast from the graveyard like Chemister's Insight. Consider replacing a few copies of Disperse or Syncopate for them.

A few other cards to consider, based on your preference:

  • Wizard's Lightning instead of Shock. With 7 wizards, it will usually be an extra damage for free!

  • Not a huge fan of Disperse, as I think more damage or draw power could be more useful. An alternative could also be Unexplained Disappearance, as it lets you surveil, though it can only target creatures.

  • River's Rebuke and/or Sleep could be great additions to your sideboard (maybe 2-3 combined), and would help you deal with creature heavy opponents.

Finally, if you wanted to go a different direction and get some powerful creatures, you could look at adding a few copies of Enigma Drake, Crackling Drake, and/or Niv-Mizzet, Parun. It would give you something a little more powerful to do in the mid-late game.

MeagherMan101 on W-Izzet Counter-Burn (GRN)

1 day ago

Hey man, really appreciate the comment, had plenty of views just no interaction so i appreciate some feedback.

Opt might just be better and I do have a playset lying around so I'll be sure to try them both out. I just like the idea of turning dead draws later into damage with Guttersnipe and a (possibly) better draw.

Like I said I do REALLY want to put Risk Factor in there as it looks super fun to play with, especially with Goblin Electromancer and Guttersnipe.

I agree about the drakes now, I'll take them out or maybe chuck them sideboard.

Shocks are alright but Wizard's Lightning does it's job but better with the amount of wizards in here as well as lightning strike often just costing 1 red anyways.

My biggest problem now is what to move where if I'm bringing in Risk Factor...

Sideboard I've not put any time into as I've been busy this weekend but I'll make sure to properly look into it this week.

Thank you for taking the time to calculate the damage of my deck, I hadn't even had the though to do that but I'm glad it's as scary as turn 2 wins!

Bxbx on Standard Izzet

1 day ago


the mana-base and the balance of creature- and non-creature-spells look good. The problem I see is that your threats like Enigma Drake and Erratic Cyclops have relatively high mana-costs and do nothing the turn you play them. They can easily be dealt with with cards like Cast Down, Assassin's Trophy or Teferi, Hero of Dominaria.

So my proposal is to add Siren Stormtamer, so that you can cast Erratic Cyclops on turn 5 with protection. This way you could maybe also add Wizard's Lightning because of Siren Stormtamer and Goblin Electromancer. Wizard's Lightning also works well with Erratic Cyclops because of its cost-reduction - you get to pay one mana for a 3cmc-spell.

You could maybe cut Blink of an Eye because you would usually want to cast it with kicker, but even then it is a 2cmc-spell, so it doesn't work well with Erratic Cyclops.

Another card that seems to work nicely with Erratic Cyclops seems to be invert//invent. When you cast invert//invent the cyclops will get +1 power, so when invert//invent resolves, you'll have an 8/1. Unfortunately, I cannot link the card right now.

You could also think about adding Opt and Radical Idea. They have no high cmc, but are great for filtering in the early turns and Radical Idea lets you discard needless lands in the lategame.

That's all for now. Have fun

FastIsFaster on UR invent control

2 days ago

I feel that Doublecast works best when you have some targets like Shock, Lightning Strike, or even something like Opt. Running Goblin Electromancer even makes things like Wizard's Lightning very playable. If you aren't really interested in running those, I would drop Doublecast and consider some other spells. Overall this deck looks like a slow burn deck rather than a control, so if you are taking the control out I would suggest Syncopate, Essence Scatter, and more blue spells, and if you are playing burn it should have more instants and actual burn

Elf0491 on Guttersniped

2 days ago

Pretty solid looking burn deck! Two quick comments for you to consider, as we are about to rotate into the Guilds of Ravnica set. First, you might want to consider Electrostatic Field. It's the same exact idea as guttersnipe, and might deter some early damage by blocking. I'm not sure what you would swap out for it though, so that's just an idea.

Second however, I agree that the Wizard's Lightning Isn't great in this deck. With only 4 wizards, chances are you'll cast it for full price 90% of the time. I would highly advise replacing them, and the new Risk Factor could be a great card to fill that space, offering powerful player damage or card draw, both of which would be very helpful.

stensiagamekeeper on Guttersniped

5 days ago

17 lands is nowhere near enough when you are casting 4 and 5 cost spells. I used a hyper-geometric calculator and with 17 the chances of having 4 lands became 50/50 around turn 6 and for 5 it's turn 9 (assuming no mulligans or Dark-Dweller Oracle shenanigans). I'd suggest upping the land count and then including something like Tormenting Voice or Dismissive Pyromancer so that you'll hit your land drops early but will also be able to turn them into real cards late game. No matter what archetype, if you aren't running some form of scry or looting you are asking to get wrecked by variance.

Since you built this Lava Coil and "risk factor" have been spoiled and I think both would be great includes.

And one more thing, I think you have a little too much faith in Guttersnipe. While I love me some guttersnipe at the end of the day it's a 3 drop 2/2 that needs to survive a turn to do anything. If he gets removed your deck is going to really struggle to get the burn to add up to 20. What I'm trying to say is 12 burn spells that can't target players is probably too many. Wizard's Lightning and Viashino Pyromancer are possible alternatives.

Anyways apologies for being so negative but hopefully this helps.

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