Beacon Bolt

Beacon Bolt


Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.

Jump-start (You may cst this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Beacon Bolt Discussion

wallisface on Less clutter?

1 month ago

The revamp is better but not by any notable margin - both decks have too much inconsistency to pick up on the differences from game-to-game.

I think you need to work towards getting playsets of your cards. The following list below just uses more copies of what you’re already running, and will play significantly stronger than what you’ve got now:

Rhadamanthus on How do you count cards …

6 months ago

Face-down exiled cards don't have any characteristics, so they aren't counted towards things like Beacon Bolt or Crackling Drake.

406.3 Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards "exiled face down" can't be examined by any player except when instructions allow it. However, once a player is allowed to look at a card exiled face down, that player may continue to look at that card as long as it remains exiled, even if the instruction allowing the player to do so no longer applies. A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule 707.4), the card is turned face up just before the player announces that they are playing the card (see rule 601.2).

legendofa on How do you count cards …

6 months ago

With Shared Fate out, people exile cards from decks they don't own face down, so the owners can't see what gets exiled. How would you calculate Beacon Bolt's damage or Crackling Drake's power?

Omaux on The Wiz and The Hound 3.2.0

1 year ago

Hey! I'm enjoying your brew! I want to make a deck for the Good Pupper myself, and I wanted your opinion on a couple things.

First, I'm all for the extra combats and the lack of creatures. I think its a fun idea for the commanders.

Second, I think you're missing some board wipes. Maybe add cards like, Devastation Tide, or Cyclonic Rift?

Third, what are your thoughts on cards like Expel from Orazca, Set Adrift, or Noxious Revival? They could be really useful in turning things you want into frisbees for Good Pupper to fetch.

Fourth, what about cards like Exploration or Mina and Denn, Wildborn? That way you could use the lands more efficiently that you steal with Good Pupper.

Fifth, what about cards like Stolen Strategy or Mind's Dilation? More ways to steal the things.

Sixth, do you think that adding more equipment and auras might be good to protec and pump Pupper? like Darksteel Plate or Sword of Truth and Justice?

Also, a fun removal spell is Beacon Bolt. It's nice because it works with your exile too

I really love this partner pair and would love your opinions. I'll link my deckbrew once I have one. :)

Epicurus on This deck should never work

1 year ago

Burgess_Buttonworth, I don't think jump start is worth it for you. You're talking about cards that you are going to discard only after drawing from a shuffled 59-card deck. And only exactly at that time. The only way to ensure that you'd have even one of them in that draw would be to run a lot of them. Like 4-8, at least. However, if you were going to run them just on the off-chance that you do pull them on the reset, the only one I'd use is Risk Factor. Beacon Bolt is good too, but again is only crowd control. It helps you stay alive so that you can die on your own terms, but doesn't help you win. All the others are just straight up not right for this deck.

Perhaps some Bloodghast? But again, you don't have anything except the reset button to get those cards into the graveyard.

I like the addition of Chandra, Awakened Inferno (props to Kiran_M for that suggestion). I think the DOT from her emblems was needed.

Anacksunamoon on My1

1 year ago

More Handy Deck tech:


Beacon Bolt

Clout of the Dominus

Role Reversal

Mind Stone

Gilded Lotus

Thran Dynamo

Coalition Relic

Potential Win Conditions:

Insurrection (strong if a player has a creature deck popping off)

Jin-Gitaxias, Core Augur (flash him in at the end of an opponent's turn to make them discard their whole hand)

Nezahal, Primal Tide (can protect itself from removal by exiling out whenever targeted. Also draws cards when people try to remove it, or do anything else)

Hav0cD3m0n on Love and Hate

1 year ago

Hello there. You should put Brainstorm , Guttersnipe , Chemister's Insight , Beacon Bolt , Treasure Cruise , The Locust God , Jori En, Ruin Diver , Arjun, the Shifting Flame . I think you should play spells that make you draw x cards like Blue Sun's Zenith and Pull from Tomorrow . Epic Experiment can finish a game if you have enough instants and sorceries (Maybe you can play more as they're a lot of draw in them).

ScionsStillLive on Twilight of the Thunder God

1 year ago

You DEFINITELY need more land cards. A typical commander deck runs 35-40 lands, and having 11 cards that cost 6+ mana with only 10 lands is not enough. I know your commander can kill an opponent by not having enough lands, but seriously dude, get some more.

Some other things:

God-Eternal Kefnet and Brainstorm are cards I highly recommend. Some jump start cards like Beacon Bolt and Chemister's Insight can also help.

More utility lands will be good. Reliquary Tower , for instance, is a staple in a lot of commander decks. The Magic Mirror also does the same thing, but better. You could turn your deck to more of a card draw deck, and an alternate wincon for that is Jace, Wielder of Mysteries . Thundering Djinn is also useful with a lot of card draw.

Also, you need to take out one Izzet Charm as you have two.

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