Electrodominance

Electrodominance

Instant

Electrodominance deals X damage to target creature, player or planeswalker. You may cast a card with converted mana cost X or less from your hand without paying its mana cost.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Ravnica Allegiance (RNA) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Electrodominance occurrence in decks from the last year

Standard:

All decks: 0.11%

Modern:

All decks: 0.1%

Commander / EDH:

All decks: 0.01%

Latest Decks as Commander

Electrodominance Discussion

Magnanimous on Pioneer No Mana Cost

3 weeks ago

Aetherworks Marvel, Unexpected Results, Omniscience all fit the description but aren't great.

Reanimation like Blood for Bones and Bond of Revival could work if you just wanted to beat down with huge threats.

I'm guessing the Expertise series, Electrodominance, and As Foretold aren't what you're looking for.

Dubious Challenge, Madcap Experiment, Jalira, Master Polymorphist, and Dreamshaper Shaman also work.

Burgess_Buttonworth on This deck should never work

4 weeks ago

Kiran_M Irencrag Feat wouldn't work since I have to cast Electrodominance and that actually casts the card so I would be casting Restore Balance. I'd also have to cast Madcap Experiment. Braid of Fire is the only ramp I could think of that doesn't take too much space in the deck. I just updated the deck to include Risk Factor and I think I'm really liking it.

RoaringBunny on Omnath, the Molten Pinnacle EDH

4 weeks ago

WarSpaniel: Electrodominance's purpose is simply spot removal. I like that it can target anything, destroy a creature, burn down a planeswalker, or kill off a low opponent. The deck generates a lot of mana so it is easy getting x high enough for most targets. The second clause, allowing you to cast a spell of x lower cmc for free (ignoring timing restrictions), can be used for tricks and does not force you to slow your roll to deal with a threat. I added the card about a year ago and have been enjoying it.

Sedohr on A Thousand Burns

1 month ago

Thanks for the suggestions! I posted an update with some changes I made after playing a bit more. I tested some of the cards suggested as well to varying success.

Carnival / Carnage just feels out of place in the deck if I can't potentially use the second option. The combo of 1 to creature/planeswalker and 1 to player could combo sometimes for Chandra's Spitfire, but in most cases a Shock does the same or better. With burning the player I want as much damage as possible to kill them quickly, and 1 damage generally won't take out a planeswalker unless the opponent is being greedy. I'm actually tempted to remove Chandra's Outrage for a spell with more singular damage. In the same scenario the combo of hitting creature+player can combo for Chandra's Spitfire, but I'm finding I am losing more to creatures with toughness 5+ that I can't get around since all my burn spells cap at 4 damage.

Collision / Colossus would be a decent sidedeck card if I note they are going heavy on flyers since it does 6 damage. Otherwise I'm generally better off with my other burn spells since they are more versatile and allow me to target more options.

Chandra, Flame's Fury isn't a bad option, but the 6 CMC is restrictive on this deck. Generally I'll cap at 4 mana, so I would struggle to play this card without more mana ramp elsewhere such as Runaway Steam-Kin. At that point the deck focus is shifting away from power 1 creatures to just burn, so I feel this would execute better in a more general burn based deck than power 1 creature aggression. Chandra, Acolyte of Flame feels like it would fit the deck better with lower cmc, creating 1 power creatures, and can bring back my spells since most are 3 cmc or less.

Electrostatic Field Actually got me a bit excited. The extra damage per spell would happen somewhat often as long as I have cards to play, but as the game goes on I'm top drawing more and run out of steam for it. I also thought it would trigger Cavalcade of Calamity, so if I ran out of spells I could attack and still trigger that for 1 damage. It's a defender though, so that's not an option sadly. Basically it was good early game and if I have Torbran, Thane of Red Fell that would get crazy real fast. Generally though later on I won't have spells to keep triggering it, and I would be better off with a power 1 creature to at least nibble or trigger Cavalcade of Calamity.

Electrodominance is tempting, but I feel it falls a bit short since the average CMC in the deck is so low. On average I would cast a 2cmc creature or spell with it, so in that case it's 4 mana to do 2 damage and play that 2cmc card. Not great compared to a shock which does it for 1 mana. If I get to 3 mana it starts to become okay, since that would do 3 damage and drop a 3 cmc creature or another burn spell for 5 mana total. That's pretty much were it caps though, as I only go up to 4 CMC and only have a few at that. For a 4 cmc spell it would cost 6 mana, and that would do 4 damage on top of dropping a 4 cmc creature/spell. That sounds pretty good, but not often in this deck since most are 1-2 cmc with a few 3. This seems like it would go much better in a pure red deck or blue/red. Maybe with something like Irencrag Feat and other high cmc creatures/spells.

For Anax, Hardened in the Forge the only real part that matches the deck theme is the on death ability for red creatures. The idea I had was if he is on the field and I have other 1/1, 1/2, etc I could be even more careless with the creatures. As they would trigger Cavalcade of Calamity, and when dying create a 1/1 satyr token which I could use the next turn for another trigger of Cavalcade of Calamity. The deck slots are kinda full so I'm having a hard time finding something to test it with, other than maybe removing Burning Prophet. I could see this working in a more general burn based deck too, since if we factor in a possible Torbran, Thane of Red Fell, those satyrs are doing 3 damage each.

For Torbran, Thane of Red Fell, I have another deck with legendary creatures in a similar fashion and usually land on 3. The reason are I'd rather draw him in most games and have an extra than not at all, because as mid game comes he can help push the final nail in the coffin or give me some extra teeth if I'm running low on creatures. Additionally he is a high priority target, so if the enemy deck has any type of removal he is likely going to get removed within a turn or two. In that case, I would rather be more likely to draw another to get on the field. In my play time so far as well, I still have a decent amount of games where I don't even draw him at 3x in the deck. Although that's more just the shuffle because I've had all 3 show up in my starting hand sometimes too and force a mulligan from me.

mayonice on Klothys, Burning the Destiny

1 month ago

galonda I personally don't like Electrodominance, but you can switch it up with something else too. Constant Mists is a great fit, but was just a bit too much to fit into my budget. I'll add these into the maybeboard though!

salttotart on A Thousand Burns

1 month ago

I was looking over this and I like the concept. I would add some conditional burn to the sideboard, such as Carnival / Carnage for those times when a planewalker is present and Collision / Colossus for when flying hit the board. I also liked adding some bigger burns and run a pair of Chandra, Flame's Fury, Electrostatic Field to make the sorcery/instants hit harder, and Electrodominance for some burn plus a freebie.

Bolo33 on Please Help - cheap deck ...

2 months ago

Standard. Cheap?

That's hard to bear, for most. The thing I do to keep my decks cheap is avoid Shock Lands( Steam Vents and the like) and cards like Fabled Passage . I'm not denying their value, but are they really 10-20 times more valuable (in the game) than a card like Temple of Epiphany ? They both tap, and both give an add on.

Also, Sleeves exist, to protect cards. Cards can be bought cheaper when they are in a less-than-new condition. And foils are also a bit unnecessary, if your goal is to stay cheap.

Now for an actual idea. I was looking at the cards you liked at the top of this post. Pteramander and Crackling Drake are both big on instants, and getting Humongous as a result of them. Enigma Drake has already rotated, it is no longer standard legal. Two other red and blue cards that get Gargantuan as a result of instants/sorceries are Erratic Cyclops and Wee Dragonauts . Cards that help you cast such spells are Goblin Electromancer , and (sorta) Spellkeeper Weird . The instants/sorceries you want to cast with this can be damaging type, card advantage type, orcreature buff/debuff, or even the first two of these combined. (Counterspells are essential, too)

For Damage, Shock , Lava Coil and Electrodominance are good. Card-Drawing, Opt , Winged Words , and Chemister's Insight all draw and give card advantage. Infuriate , Sure Strike , and Sonic Assault both buff/debuff. Ral's Outburst both damages and gives card advantage. For a damaging deck, you may want Electrostatic Field . For a card-drawing deck, The Magic Mirror and Niv-Mizzet, Parun make a great combo. If you want to simply buff your creatures to victory, make sure to keep the pumping creatures.

Counterspells are essential, I find Quench is surprisingly useful. Ionize is great too, and everyone seems to love Mystical Dispute too, although it is pricey. Convolute is a cheaper (monetary-wise) thing to use.

I hope this helped you decide on cards!

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