Chain Reaction

Chain Reaction

Sorcery

Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.

Latest Decks as Commander

Chain Reaction Discussion

Profet93 on A GRUUL-ing X-perience (OVERKILL)

1 month ago

If you're looking for removal, aside from your X-board wipes, Song of the Dryads is cool because it can screw with mono red and black by targetting their commanders due to their lack of enchantment removal. Do note it says permanent so you can target opposing coffers, cradle, nykthos, field of the dead, etc... Bonus points if you strip mine it in response to their enchantment removal.

Other removal includes Lightning Bolt as it is cheap instant speed removal that hits many targets

Chain Reaction / Blasphemous Act also work, but I take it you wouldn't want a Non-X wipe.

Decimate - While requiring all targets, is a 4 for 1 that might be worth looking into

While probably not what you're looking for, Volcanic Offering is a fun often overlooked card. Instant speed (usually) 4 for 1 removal with a hint of politics. This works best in metas with powerful non basics.

Duplicant > Steel Helkite? Steel usually works best in mono red or black that can't target artifacts and enchantments. It only costs 1 more mana for an immediate effect rather than requiring combat damage and additional mana.

Chandra, Torch of Defiance > Domri Rade? Doesn't require a creature, acts as ramp, draw, and a wincon all in 1. Or does the extra mana bother you given your lower curve?

No Reap the Past ? Or does the random part bother you?

Lastly a power card such as Jeska's Will might be worth considering as well.

I'm looking forward to your response for each suggestion :)

jakeyuki12 on Aurelia Angel Tribal

1 month ago

Hiya! Welcome back to MTG! Long time Aurelia player here. I've got a few suggestions as well as some food for thought.

Scaling up to multiplayer from single player makes how one builds a deck very different. Aggro becomes extremely more difficult since you've got 3 opponents with 40 life instead of 1 opponent with 20 life. Control also becomes much more difficult because you've got 3 opponents to answer instead of 1. Thus, the decks that flourish in commander are midrange, combo, and ramp decks (combo doesn't care about how many opponents you have, midrange and ramp decks are built to last- perfect for the war of attrition that is inherent to multiplayer). Because of this change, things like ramp and card advantage become much more important, as do board wipes.

Thus, step 1, make sure you have enough board wipes, ramp, and card advantage. The accepted number is about 10 pieces of removal (a mix of board wipes and single-target removal), 10 pieces of ramp, and 10 cards that consistently generate you card advantage. A word about your removal- EDH is a vintage format, so it has access to the best removal across MTG's history. So, I recommend you replace a lot of the removal you have now with more efficient and more effective removal. I won't recommend expensive cards since you're just returning, but stuff like Swords to Plowshares , Path to Exile , or Generous Gift are all pretty good. Red has got some cheap, good board wipes like Chain Reaction or Blasphemous Act .

Next thing to think about- why angel tribal? Now, if the only reason if "because it's cool," then that's good enough. So, if you want to do the cool thing, we might as well run cards that either a) reward us for doing the cool thing (play big angels!) or b) make doing the cool thing easier to do. In other words, we want payoffs for playing angel tribal. You already have a few in the list ( Bishop of Wings , Lyra Dawnbringer ), I recommend looking for more. I suggest looking to the recent Kaldheim set as it released a lot of cool new angel tribal payoffs (and new angels!).

Finally, a word about your mana curve. A popular YouTube channel ran the statistics on a large number of games and found that, on average, a deck casts 1 card that is 7 cmc or higher per game. When we look at your deck.... well, we begin to see how that might be an issue. The thing we don't want to happen is for your hand to get stuck with a ton of cards that you don't have the mana to cast- you don't get to do the thing! So, we either need to trim down heavily on the bigger angels or find a way around that large mana cost. Are you going to run more than the typical 10 ramp to have access to more mana? Are you going to cheat them into play somehow? Are you going to find ways to reduce the cost of the angels? It's up to you to decide! I would recommend a mix of both- trim a bit on the higher end AND find ways to circumvent the big mana cost so that you don't have to trim too much. That way you still get to do the fun thing, just more realistically.

If you want an example of an Aurelia angels build, you can find a good one here: Aurelia RW Angel Reanimator This deck tackles the mana curve problem by leaning into reanimation!

Azeworai on Land Twins

2 months ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

Tiny_Sir on One Imaginative Boi

4 months ago

Mainboard Cuts: Worn Powerstone kinda sucks. I'd rather pay one more for Hedron Archive or even Sisay's Ring.

Cathartic Reunion is just better Tormenting Voice in your deck. Run Chandra hugging mom instead of Tormenting.

Cuts from the Sideboard listed cards:

Prismatic Geoscope: Running 18 basics means you might not always get 3 mana from it, more like 2. Eitherway I feel it's bad as a rock and lackluster as a cage target.

25 cards I'll suggest for <15$ (EDHREC TCGPLAYER listed prices, may be higher or lower):

  1. Final Parting: Double tutor, one to the yard one to hand. Good investment for 5 mana. It's no Buried Alive but we can't expect many cards to be. (Price: .90)

  2. Cephalid Inkshrouder: Discard which doesn't matter to make shrouded Mairsil? Hell yeah. (Price: 0.29)

  3. Soliton: Another U: untap is solid. (Price: 0.10)

  4. Forbidden Alchemy: Basically a draw 4 most of the time for 3 mana and can be flashed back if you discard it or mill it another way. (Price: 0.11)

  5. Pestilent Souleater: Can be a backup win con with a card or two that can also pump. (Price: 0.10)

  6. Blighted Bat 1 for haste is worth it when not having Anger in GY or Hammer of Purphoros on board. (Price: 0.05)

  7. Twisted Abomination: Get a land with it then give Mairsil regenerate for a black when his commander tax is too high. Can never have too much protection when the commander is the whole gameplan. (Price: 0.03)

  8. Magus of the Bazaar: Draw 5 for tap on Mairsil. What's not to like? (Price: .46)

  9. Etherium-Horn Sorcerer: 3 To replay Mairsil isn't bad. Also can just be a cascade card if need be. (Price: 0.15)

  10. Cinderhaze Wretch: Untap affect + can be used to disrupt enemies. Also can be used on yourself if you really want for some weird reason? (Price 0.26)

  11. Dreamscape Artist: Discard isn't a downside, and it ramps. Can be put on Mairsil as well if need be. (Price: 0.26)

  12. Vector Asp: B: infect is very strong. Especially with following card. (Price: 0.20)

  13. Spikeshot Elder: This plus infect is a gross combo. Even without R to deal 4 to any target is strong, better than lightning bolt! (Price: 0.21)

  14. Grinning Ignus: A way to bounce Mairsil that's ALSO ramp. Pays for a commander tax! (Price: 0.16)

  15. Frantic Search: Free loot isn't ever bad. Instant speed too. (Price 0.47)

  16. Sinister Sabotage: You don't have much interaction. These next 3 are just interactive pieces to stop your opponents from racing you. Sinister is a good counter that also can basically draw a card with Surveil. (Price: 0.12)

  17. Terminate: No regen for them! Instant speed kill. Nice. (Price: 0.44)

  18. Arcane Denial: Great counterspell that's not mana intensive. (Price: 0.46)

  19. Perplex: Either a counter, makes an opponent lose their hand, or you can transmute to tutor for a 3 drop such as Rings or Commander's Sphere. Very versatile. (Price: 1.24)

  20. AEtherize: Bounce all attackers is a good way to protect yourself, since you already have many ways to protect Mairsil. (Price: 0.23)

21/22. Isochron Scepter/Dramatic Reversal: With enough mana rocks infinite mana and with that you can win for sure. (Price for both: 5.30). I think it's a worth it investment.

  1. Whispering Madness: Wheel that can be repeated. With GY synergies it's amazing. 10/10 (Price 0.57)

  2. Chain Reaction: Boardwhipe most of the time. You need some mass removal. (Price: 0.67)

  3. Pyroclasm: Clears tokens easily. (Price: 0.16)

Total Price: $12.94

Some pump activated abilities may be a good other add.

mitcho78 on Geralt of Rivia

5 months ago

protection Hammer of Nazahn Darksteel Plate Shield of the Oversoul Indestructibility Timely Ward Bastion Protector Boros Charm Heroic Intervention Valorous Stance Inspiring Call Flawless Maneuver Deflecting Swat

wipe boad and boost yourself Subterranean Tremors Storm's Wrath Deafening Clarion Hammerfist Giant Fault Line Warmonger Starstorm Scourge of Kher Ridges Pyrohemia Chain Reaction Ryusei, the Falling Star Lavabrink Floodgates Into the Maw of Hell Shivan Meteor Star of Extinction Blasphemous Act Volcanic Offering

other fun card Coalhauler Swine

fighting for exemple Titanic Brawl Dromoka's Command Khalni Ambush  Flip Inscription of Abundance Ulvenwald Tracker

redirection Spitemare Boros Reckoner Rite of Passage Pariah's Shield Pariah

same effect Vigor Retaliator Griffin The Ozolith Phytohydra

get back monarch Soltari Visionary Zealot il-Vec Loyal Apprentice Lieutenant Kirtar Selfless Spirit Blinkmoth Nexus and all flying creature Academy Raider Haunted Cloak Shadowspear get trample Captain's Hook Cobbled Wings Pyreheart Wolf Trailblazer's Boots Frontier Warmonger Court of Ire Regal Behemoth and creature with trigger

boost and finish Pathbreaker Ibex Thunderfoot Baloth

become huge Inquisitor's Flail Solidarity of Heroes Hydra's Growth Invigorating Surge Furnace of Rath Kalonian Hydra Duelist's Heritage on yours creatures and on a creature attacking you

Block more or become blocked Bloodthirsty Blade and all goad Nemesis Mask Lure Brave the Sands can block 2 creatures with your commander Entangler Goblin Diplomats

juste some exemple, make a choice now :)

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