|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Rare|
|Commander 2015 (C15)||Rare|
|MTG: Commander (CMD)||Rare|
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Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Chain Reaction Discussion
4 days ago
6/22 Update: Adding some Modern Horizon Slivers and Synergies
1 week ago
Considering your on a tight budget, Id cut these:
Rhythm of the Wild (unless you play vs alot of blue control, Love this card but I cut this quick when I realized how many things it doesn't affect that I care about)
Chain Reaction (maybe keep, it kinda liek blasphemous act but you would have a betetr idea how well it does in your group!)
Chancellor of the Forge
Atarka, World Render
2 weeks ago
In: Lethal Vapors
Out: Chain Reaction
1 month ago
Before I begin, I'd like to preface this with the fact that I want this to work, you have no idea.
1.) How do you intend to fish out Genju of the Spires ? It seems fairly important for the deck to run, but I worry it will get flooded out of the odds by the 56 Mountains.
2.) How do you cast things when there's little/no land on your side of the field? I think a deck like this would appreciate some kind of ramp, especially since Fling is going to get hella pricey after the first one or two castings.
What others already said:
Jaya Ballard ; doubles as draw power.
Chandra, Torch of Defiance ; also doubles as an additional source of damage.
Pyromancer's Goggles ; more for spell duplication, but still. Why wouldn't anyone want to duplicate Fling here?
Neheb, the Eternal ; almost necessary with how much Fling will cost down the road. You'll get at least 4-6 mana in the post-combat main phase for the Fling you casted earlier.
Crucible of Worlds ; it would be good to have at least a second form of land recursion. It's one the best pieces you can hope for outside of Green.
Crawlspace ; see above.
Repercussion ; another form of creature suppression in its own way.
Fire Servant ; even more Fling mileage; doesn't double damage dealt to you.
. . .
That's all that comes to mind off the top of my head. I'll be interested in seeing if/how this deck progresses.
1 month ago
2 months ago
2 months ago
The answers to your questions vary more based on your deck than they do based on your meta.
If you are playing a control deck, 8ish counterspells is usually sufficient (providing you've got plenty of card draw to make sure they show it). I usually go for some selection of Disdainful Stroke , Arcane Denial , Counterspell , Negate , Essence Scatter , Dissolve , Sinister Sabotage , Swan Song , Commit / Memory and if you can afford them Pact of Negation , Mystic Confluence , Cryptic Command and Mana Drain . Important to remember that Cryptic is not as good in commander as it is in 60-card formats, and Force of Will is mediocre at best. If you are NOT playing control, don't play counters.
Board wipes, if you are playing a heavy creature based aggressive deck, should be zero. If you are playing control, three-four. If you're playing superfriends, 8-9. At least two of Wrath of God , Day of Judgment , Supreme Verdict and Damnation should always be the first ones you put in, followed by Merciless Eviction , Blasphemous Act , and Austere Command then some selection of Cyclonic Rift , Evacuation , AEtherize , Settle the Wreckage , Fumigate , Kaya's Wrath , Chain Reaction , Akroma's Vengeance , Terminus , In Garruk's Wake , Necromantic Selection , All Is Dust and Kindred Dominance . Prioritize your picks to 1) be cheap so you aren't restricted from casting them and 2) be flexible - Merciless Eviction and Austere Command should be high pirority picks, and things that bounce/tuck/sacrifice are good for indestructibility.
As for spot removal... play little to none. Unless your deck focuses on it, it's fairly weak. I'd run things like Hero's Downfall / Vraska's Contempt / Beast Within / Swords to Plowshares / Path to Exile because they are cheap, flexible, and can deal with hard-to-answer permanents, but I wouldn't typically run more than two-three in a deck. The exception, of course, is right here: Shameless self promotion.
Remember that you're playing in multiplayer pods. If you spend one card to answer an opponent's one card, you're down by the two cards your other two opponents didn't have to spend. That makes both spot removal and counterspells much worse than usual. Board wipes are by far preferable to both options.
3 months ago
Game One: regular
Ravenous Slime out, cast Blasphemous Act , killing everything except the slime, then cast Tectonic Break for 7, leaving opponents with 2 and 1 land. (one opponent had already been taken out by a lethal attack from another one). Attack twice with the 58/58 slime for the win
Game Two: star
Died to Vaevictis Asmadi, the Dire after three swings with Strider Harness (should have realized it was a three turn kill). Resolved boundless realms for 12 but died before I could use the land. vivicutus killing omnath twice really killed me, plus having no way to kill vivictus. Might need more creature removal. Vaevictis Asmadi, the Dire with Helm of the Host really took over the game because me and his other opponent had no creature removal.
Game Three: star
Right opponent had Repercussion and I played Chain Reaction to kill one opponent )dealing 21(=7x3), the mono red player (R op) was down to one land because I played Tectonic Break for three, me and my left hand partner both won because we killed the mutual opponent (and my right hand op and his left hand op were dead)
Game Four: star
Ghalta, Primal Hunger player (my R ally) killed my left ally, then I took my right opponent out after casting Tectonic Break for his four lands. Right op concedes, then ghalta attacks my left opponent and I finish him off with Omnath plus tokens, with Greater Good backup for 9 more sac damage and then Magmatic Force to close it out forsure because he would take 3 his upkeep, the 3 more R ally, then 3 on mine. (we had to finish up quick because the shop was closing). Me and right ally won together.
op: opponent, r: right
star: multiplayer format - TLDR:5 player game, the two people sitting directly on your left and right are your allied (therefore not your opponents, for cards that say that. plus you cannot attack them). The two other people are your opponents and you win if they both die.
Chain Reaction occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%