Firebolt

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Firebolt

Sorcery

Firebolt deals 2 damage to any target (creature, player or planeswalker).

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Fluggleshmuggits on Cube Eternal

3 months ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

LethalKitten on Burning Madness

9 months ago

Edit: Took out a copy of Reckless Charge and Firebolt for 2x Bump in the Night. Good suggestion!

Nemesis on

2 years ago

Borkul on Burn baby burn

2 years ago

Firebolt?

Metropolis39 on Manifest Destiny

2 years ago

Sprite Dragon will be great once ikoria comes out. shock is bad dont play shock, there are better versions like Burst Lightning and Firebolt enigma dragon is also pretty weak, Thing in the Ice  Flip is an auto include in this sorta deck. consider Monastery Swiftspear and Kiln Fiend as well. Manamorphose is super good

Spell_Slam on

2 years ago

Grixis is always fun.

You are running a few sub-optimal cards that have strict upgrades. Quench could easily be Mana Leak. Shock could be an extra copy of Lightning Bolt and maybe a Firebolt or Flame Slash. I personally recommend Firebolt.

One of the greatest strengths of Blue is its cantrips. I would cut the Faithless looting to have a full playset of Preordain and even add Ponders to the list. This gives you a lot to do to fill out your curve every turn and can help prepare a Delver to flip.

One of the cool things about being Grixis is being able to play cards like Terminate, Jilt and Probe all in the same deck. The last two are for a more controlling approach, but Terminate fits in your tempo deck very well and could take the place of some of your burn and/or Edicts.

If ever you want another good, flexible creature to play, Mulldrifter is great for this kind of strategy. It draws you cards for cheap in the early game and is also a great threat in the late game.

You are playing a very balanced mana base that doesn't quite reflect your deck's colour composition. You have very few red cards. You probably don't need any Swiftwater Cliffs and could be playing more basic islands to speed up your deck instead. Rupture Spire is also unnecessary fixing. It could easily be more copies of other duals or just more basics.

Olsen on Mono R Thermo-Archer LD

3 years ago

Electrostatic Bolt for small creatures and affinity. Jaya's Greeting for Lightning Bolt + scry. Magma Jet because scrying is good. Firebolt we love to flashback.

Firewild Borderpost & Veinfire Borderpost because of Raze and it triggers Archer.

Spell_Slam on Wildland Fire

3 years ago

Cool idea for a deck! I think you could try to build around your commander even more.

In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.

All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.

There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.

With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.

Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.

Chainflinger is decent in PDH and would fit nicely in a deck like yours.

Firebolt is very good in general and gets even better if you're milling it into your graveyard.

Fortitude can make a big creature a bigger problem and feed your graveyard lands.

Mother Bear seems like a good fit, like most cards that generate value in the graveyard.

Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.

Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.

A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.

In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.

Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.

Relic of Progenitus is powerful, but very risky for you. Something like Night Soil could be a stronger choice, or just plain old Tormod's Crypt .

Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.

A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.

Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.

Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?

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