Ball Lightning

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ball Lightning

Creature — Elemental

Trample (This creature can deal excess combat damage to the player, planeswalker or battle this is attacking if lethal combat damage would be dealt to all blocking creatures.)

Haste (This creature can attack and as soon as this comes under your control.)

At the beginning of the end step, sacrifice this.

nuperokaso on Balls Lightning

5 months ago
  1. Considering that you play Ball Lightning, you should play a mana-base that is almost exclusively red. I suggest that you play 1 Swamp for situations when your opponent plays Path to Exile. Rest of the lands should be dual lands - Sulfurous Springs, Blackcleave Cliffs, Blightstep Pathway  Flip, Foreboding Ruins, Reflecting Pool.
  2. Thud could be replaced with Callous Sell-Sword. The disadvantage of Sell-Sword is that since it targets the creature, it can be killed in the response. Other than that, it's an advantage.
  3. Consider playing Witch's Mark instead of Thrill of Possibility. It's better against counter-spells, and if there is no benefit to play it as an instant, the Wicked role is a clear upside.

cptnkak on Boros Burn

5 months ago

Have you seen Ball Lightning

pedroedmarcos on How Phase out and "At …

5 months ago

Hey there,

So, Lets say I cast a Teferi's Veil on my Ball Lightning and in the end of my turn I stack the triggers on a way that it phases out before the sac trigger resolves. Will I have to sacrifice them?

Coward_Token on Murders at Karlov Manor

9 months ago

neo!Massacre Girl: Any good non-symmetrical burn creatures that can take advantage of this in mono-black? (Stuff like Plague Spitter will wear down your own stuff)

Kylox, Visionary Inventor: Very expensive at 7 MV, but seems fun. Works well with token-making spell cards. (Any good Ball Lightning-type token creators?)

Case of the Ransacked Lab: Finally a mono-blue noncreature Goblin Electromancer at this mana value! It turning into a quasi-Archmage Emeritus later on is just the cherry on the top. I like Cases in general too, being obviously very similar to Classes.

Dog Walker: disguise flavor feels kinda weird here

Delney, Streetwise Lookout: AFAIK e.g. Welcoming Vampire doesn't work with stuff like this. At least Esper Sentinel is still good. Also, neat Spark Double imitation with commanders like Lotho, Corrupt Shirriff

seshiro_of_the_orochi on Card creation challenge

10 months ago

Jareth, the Goblin King

Legendary Creature - Goblin Noble

When ~ enters the battlefield, create X 1/1 red goblin creature tokens.

~ gets +1/+0 for each other goblin you control.

Other goblins you control have Trample, Menace and First Strike.

1/3


Create a Ball Lightning style card that can be your commander.

DreadKhan on How does Clever Concealment work …

11 months ago

From what I understand it appears that if you can phase the Myriad tokens out, they won't exist for game purposes during the end step, when they'd be exiled normally. The way Myriad works it sets up a single trigger, in contrast with something like Ball Lightning that would still die at the next end step. Thus, I think you get to keep any copies that you manage to phase out.

Azoth2099 on

1 year ago

toxicsunshine22

Hey dude! Gonna try to keep this brief and not go down a brewing rabbit hole lol.

Have you considered extra combat phases? Your Commander's strategy obviously hinges upon you being able to attack with it, so doing it multiple times a turn is the way to go imho.

Although I wouldn't go overboard with it, there are a few worth thinking over such as Aggravated Assault, Combat Celebrant, Breath of Fury (extra good if you're running creatures that want to be sacrificed on your way to drawing cards via your Commander, Cathodion for example), Seize the Day, Savage Beating & World at War.

Creatures that sacrifice themselves could also be great, stuff like Ball Lightning, Groundbreaker & Lightning Skelemental can do a lot of damage. Blood Pet, Goldhound, Reckless Barbarian, Generator Servant, Tinder Wall, Wild Cantor & Basal Thrull draw and ramp you at the same time, which is pretty neat. Eldrazi token generators like Sifter of Skulls, From Beyond & Awakening Zone can help you keep that engine running in longer games. Haywire Mite, Caustic Caterpillar &Cankerbloom draw, control the board and replace their presence on your own board for a great rate.

There are a few value pieces worth thinking about as well, like, Pitiless Plunderer & Korvold, Fae-Cursed King.

Lastly, you need a lot more mana dorks, my guy. As many as possible.

Sorry for being so long-winded! Cheers!

Icbrgr on

1 year ago

Great advice all around DreadKhan!

Meekstone seems like a great tech card I like it!... I also love Ball Lightning too and think I would gladly reduce my Thunderous Wrath count for some... I'm definitely gonna up my Fireblast count too... I was just nervous about playing it alongside Shard Volley but maybe it will work out... I'll make some adjustments thank you!

Load more
Have (3) metalmagic , TheRealSpecialK , jakobgui
Want (0)