Lightning Axe

Lightning Axe

Instant

As an additional cost to cast this spell, discard a card or pay .

Lightning Axe deals 5 damage to target creature.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Lightning Axe Discussion

Barbarian_Sun_Pope on Boom! Surprise 20 Dmg

1 month ago

I'll try it out when I get the snow land, though I'm not sure how good it is. I was tried out cheap burn like Roast and Lightning Axe from an earlier suggestion, but found that it made Nahiri's Wrath much weaker and therefore harder to one-shot an opponent. I think Skred might end up the same way, but there's enough damage potential here for me to give it a shot. Thanks for the suggestion Icbrgr =).

zapyourtumor on

1 month ago

I feel like having 10 young pyromancer effects is too many because it forces you to cut down on the number of instants and sorceries. How has this been working for you in playtesting?

Why do you run Bone Shards ? Yes, you can sacrifice creatures to it but you don't really have any creatures you want to sacrifice, or any cards you really want to discard. With only four Unearth and 2 Smiting Helix , I feel like leaning this far into self discard with Lightning Axe , Bone Shards , and Thrilling Discovery is a little overboard.

Also, I think you could try adding 4x Smallpox and 4x Flagstones of Trokair and see what happens.

zapyourtumor on Treasure Reanimator

1 month ago

I don't think Unburial Rites is worth it. You are spending 5 mana to reanimate a 7 mana creature. Plus you aren't running white, which means you'd need to use treasure to flash it back for 4 mana.

More importantly, you don't have enough ways to get it into your graveyard. In terms of discard outlets, you only have 4x Bone Shards . Your only additional outlets are targeting yourself with Thoughtseize or Kolaghan's Command , which is card disadvantage and clearly a last resort. Since you can't run Thrilling Discovery , I'd run Cathartic Reunion , Thrill of Possibility , or Lightning Axe as additional outlets.

zapyourtumor on GR8 BALLS

1 month ago

Bone Shards / Lightning Axe are additional discard outlets for your balls, the first one also lets you sacrifice a ball that survived after combat.

TheMeadiator on Spiteburn Awakener (Modern Budget Burn Combo)

2 months ago

zapyourtumor Mana base is most assuredly where I need the most help. I'm a budget player and paying money for land kills me inside. But I definitely see that they make a deck more efficient.

I will include more untapped duals - likely your great suggestion of Foreboding Ruins and Dragonskull Summit at the least. I'm honestly not tooooo worried about having tons of black mana: in the ideal situation, the only black mana cost I have would be Claim . The only reason I'd need to hardcast Lightning Skelemental would be if I couldn't discard him with Cathartic Reunion or Lightning Axe .

That being said, would you still recommend more than 8 duals? I'm still new to this, so I'll heed your advice! And thanks so much for the help!

Saccox on Sedraxis covenant

4 months ago

DP87,Arthurshepard80 bello fare due discorsi in italiano invece che in inglese! Il mazzo si intende ultra budget come quelli che faccio io,farei le seguenti modifiche:ridurrei le Bloodhall Priest a 1-2,sono incisive se non hai carte in mano,leverei i Ravenous Bloodseeker che non mi piacciono e userei gli spazi per 4 Thrill of Possibility e per aumentare qualcos'altro(mi piacerebbe trovare spazio per piu Extractor Demon e Shambling Remains ^^);i Murderous Compulsion non mi piacciono molto come rimozione,meglio Lightning Axe , Dark Withering ecc... Per quanto l abilita dissotterrare non sia fortissima ti da la comodità di poterle scartare e poi usarle successivamente,mentre con follia devi avere sempre almeno un mana in piu per poter usare l abilità.

StopShot on I need help choosing another …

5 months ago

@Raging_Squiggle, the cards you suggested removing have benefitted me countless times in cEDH though. Personally, I'd rather remove Terminate first. Holding up less mana every turn to address multiple threats is better as it gives me more flexibility. If you want to advance your boardstate it's better to hold up two 1's and a 2 than two 2's and a 3. Finding ways to do things cheaper without need for ramp is in a way card advantage as I see it and it mitigates how severe a discard cost is when you build your deck around flexibility than tempo. As I said I like playing more reactively than proactively. As for my experiences Lightning Axe 's removal capabilities in commander I find to be on par with Lightning Bolt 's capability in 60 card formats - not capable of removing everything but efficient enough to not get in the way of doing two things at once. Sinister Concoction is telegraphed removal which is incredibly undervalued in multiplayer settings as no one willingly wants to have it proc on their best card in hand, and having that kind of chilling effect on a whole table for one mana is pretty strong. And then there's Molten Vortex which is probably the best thing on earth for removing hatebear after hatebear and bypassing counter spells in blue combo decks. Losing lands to it may seem steep, but the cost is nothing when your opposition is locking you down and locking you out in the first place and if its a dead card I pitch it to the Lightning Axe or Sinister Concoction anyway.

Personally I've grown to loathe "non-black" removal spells. It's not just this combo but its also The Gitrog Monster and Kaalia of the Vast and Nekusar, the Mindrazer and Opposition Agent . I acknowledge there are a lot of non-black targets I can use it on instead, but picking between a Doom Blade and a Murder when Lightning Axe / Dismember takes out more of them for less mana sums up my approach to this. And I do run Chaos Warp , Anguished Unmaking and Generous Gift along with a slew of boardwipes for anything bigger - I just didn't mention I ran them here when the focus of my thread is on small and early game threats where the heavier removal isn't as apt at addressing these problems.

Still, even without the mana ramp the combo can come down on turn three by casting the cards on consecutive turns or on turn four by playing them all at once, and we are talking about competitive black which has plenty of tutors. In the early game holding up 2 or 3 mana for only one answer every turn I find to be a waste. It's not just this combo either as I'm in the company of decks that are looking to end or lock the game before turn six if left in a vacuum. At the same time I still want to acknowledge other non-aggressive strategies do exist and striking the balance is difficult when one set of cards is too slow for my current meta and another set don't go far enough for everything outside of that meta. Personally, I think the small spells still have some merit in all cases whereas the larger spells become an annoying liability when you're put on the clock. It's another reason why I value being reactive than proactive, to value flexibility over tempo, because I'd need to pick a different commander entirely if I want to match the speed my competitors play at. However, my opponents lose much more value than I do when they go headfirst into certain strategies only for them to be thwarted such as with the Witherbloom Apprentice + Chain of Smog combo or with the Auriok Salvagers + Lion's Eye Diamond combo or the Worldgorger Dragon + Animate Dead combo or anything that relies on Doomsday . My deck is built to address this kind of madness, but when I make card decisions I still want to keep more normal metas in mind when picking cards. Cards like Magma Spray and Fatal Push are incredibly narrow, I know that, but what I need to know is which card of that set is the best for taking on problems outside of my own meta.

Raging_Squiggle on I need help choosing another …

5 months ago

If you’re playing competitive, you need to ditch some of the removal you have for ones with fewer drawbacks/requirements or ones that straight up kill something. Namely Sinister Concoction , Lightning Axe , and Molten Vortex .

Typically 2 or less suffice fine. Free spells are most important. Snuff Out , Force of Despair , and Slaughter Pact . Heartless Act , Devour in Shadow , Victim of Night , Fatal Push , Vendetta are all solid cedh removal spells because they either go for wider range of targets at 2 mana, or only cost 1, though may not be able to hit some things. This is usually the suite I run in Bx decks.

I don’t see a problem with using 2 mana kill spells. Hell, even 3 mana ones can be good, like Anguished Unmaking , Vindicate , and arguably Hero's Downfall and Mortify .

the likelihood of this player having Chain, the creature, a green and a black land, dark ritual, or Sol Ring+Rock in their opening hand is very low.

Don’t build around something that might happen once every 20 games. And don’t restrict your removal suite to only cards that deal with a little creature like that, you want to have cards that can deal with a multitude of potential threats.

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