Lightning Bolt

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Lightning Bolt

Instant

Lightning Bolt deals 3 damage to any target (creature, player, planeswalker or battle).

wallisface on Chandras Cavalcade

3 weeks ago

Some thoughts:

  • i’m not convinced that either Experimental Frenzy or Footfall Crater do anything useful for you here.

  • your land count is super-low considering your mana curve and your requirement to hit at least 3 lands - i’d go up to 22-23.

  • it’ll be better just to run a mountain instead of Kazuul's Fury  Flip

  • where’s Lightning Bolt!!

wallisface on burn deck help to refurbish

1 month ago

9-lives well, you know my opinion on the competitiveness of either option already based on my above comments ;)

This new version is at least closer to 60 cards, so that's one bonus going for it. However, none of the cards you've added in are particularly useful for the speed a burn deck is hoping to acquire - if you're going down this direction it might be better trying to turn this into something more midrange.

  • Play with Fire only deals 2 damage, making it unplayable at any level above the absolute most-casual of play. There's zero reason playing it when you're not even playing the full playset of Lightning Bolt

  • Atarka's Command is a decent card, but typically better as a sideboard option as a lot of the time it's not going to give you enough value to warrant its inclusion. It's effectively a slightly better Skullcrack, but considering that card already doesn't make it into current burn lists, i'm not sure how useful it is running 8 copies of this effect. This card is much stronger in builds tending-towards midrange (or straddling between aggro-and-midrange)

  • Yavimaya Iconoclast... I'm really not sure what you're hoping to achieve with this card... it's neither fast nor powerful? Just a vanilla creature??

  • I'm also not sure what the purpose of Black Market Tycoon is... you don't need mana, and this card is actively hurting you while also not helping to kill the opponent.

Personally I think you're previously rendition was better, in that the cards at least slightly-more resembled traditional burn. This version seems slower but for no apparent gain.

legendofa on burn deck help to refurbish

1 month ago

9-lives Off the top of my head, here are some more niche and unique cards that you might be interested in. Maybe you can push them to the next level.

Stigma Lasher is another anti-life gain option. Soul-Scar Mage sees some play in creature aggro decks and plays well with Satyr Firedancer. Searing Blood is roughly Shock + Lightning Bolt in a single card. Sarkhan, the Dragonspeaker is more of a midrange topper at five mana, but has a decent burn deck package.

I'm not sure why they all start with S.

wallisface on burn deck help to refurbish

1 month ago

9-lives to counter your points:

  • going 9 cards over 60 is absolutely a detriment. While you may be able to maintain similar card ratios, you’re adding cards to your deck that are worse than the ones already there. As an example, most burn spells are just worse versions of Lightning Bolt. Playing any cards over 60 means adding cards to the deck that are worse than those 60 - it doesn’t matter if the overall ratios line-up.

  • Monastery Swiftspear is played in 3% of all modern decks, well-above the current creatures you’re running, and has a strong track-record of being a format staple. If it’s underperformed for you, you’re likely playing it wrong - and this only solidifies my opinion that the deck is too-slow.

  • Satyr Firedancer is a midrange card intended for grindier matchups, and has no place in burn. There’s a reason it’s never run competitively.

  • my statement of 'too midrange and not enough aggro' is because the deck is running much too slowly, when compared to the speed of competitive burn lists. Your deck has made a bunch of concessions to speed for no real advantage. The list provided on mtgGoldfish is MUCH faster (and more consistently so) than your brew.

  • on the comment of ”I usually run out of cards in hand whenever the opponent is around 12-7 life” - this is a BIG indicator that you’re doing something wrong. Competitive burn decks can often win the game before running out of cards - and if the do end up emptya-handed the opponent is down to 2-4 life. If you’ve invested all your resources and the opponent still has half their life-total, the deck isn’t working.

  • I am well-aware that Rift Bolt and friends have alternate casting costs. As already said two bullet-points above, your deck reads incredibly slow compared to the competitive established meta.

Burn is a very well-known and very-frequently played archetype. The mtgGoldfish list is incredibly well-tuned, and you’d need to have a very strong reason to differentiate from it even slightly.

Balaam__ on "Master of Cruelties" - Budget but Strong?

1 month ago

I wouldn’t remove any Lightning Bolt. Pound for pound you won’t find another card as cost effective. Almost every deck that runs it runs a full four.

lucaferri on "Master of Cruelties" - Budget but Strong?

1 month ago

Hi IXALAN_Crazy Who do you suggest to remove?

Maybe one Rakdos Signet and one Lightning Bolt to add 2 Nashi, Moon Sage's Scion

Thank you

sergiodelrio on Rat Colony hub

2 months ago

As long as we fail to have a descriptive official name for the ability we can only name it after one of the cards with the effect, name it ourselves, or, as I suggested, name it after the intent of the ability.

The prior is problematic imho, because it needs some advanced knowledge of the cards and the game for both ppl who create the deck and set the hubs (especially when they picked one of the cards the hub is NOT named after) as well as the people who run into the decklist and read the hubs. Like when the hub is called "Relentless Rats", but I'm playing the Apostles, that's just weird imho.

Rather pointing out what the intent is, namely heavily reducing variance, is the way to go here, imho, and the hub catching decks without those cards that intrinsically pull it off by themeselves is fair game too. This is especially true due to the fact that the general strat changes severly depending on which one of those cards you choose to fill your deck with. You kind of ARE doing the same thing when you manage to fill your deck with 40 copies of Lightning Bolt clones, and for all intents and purposes, it is based on a similar idea, except the cards have different names.

Yes, you put in tutors for low variance... do we have a tutor hub? Not to my knowledge. Sometimes you don't want the tutor for low variance, but for toolboxing, which is different imho and we DO have a hub for that.

TLDR, my point is since we don't have a perfect name for the hub, we might want to pick a more vague name and as a bonus it will accomodate some additional decks/strats which also do not have a hub of their own, like heavy scrying and tutors, especially when they are in a deck that does indeed try to lower variance. IMHO that'a a feature, not a bug.

And sorry for long post.

Shorketh on $50 Sack of Elementals

2 months ago

https://www.moxfield.com/decks/lzmLKO7gs0mcqINQ5qLoXA

This is the version of the deck I'm workshopping currently, I bought all these awesome premise pieces from Mobizque and I'm just tinkering with it. Having 16 creatures when all the instants, sorceries and artifacts all revolve around them seems a bit janky, but in the end all you need is a Thunderkin Awakener and a Lightning Skelemental to cycle. Cards like Call of the Death-Dweller, Unearth, Lightning Bolt and Supernatural Stamina working to keep the thunderkin alive.

The early game is to establish your game plan using what you have in your hand and Flamekin Harbingers to get you there. Turn one Duress is always good but I didn't want to lean too hard into it. Getting a Skelemental by turn three is surprisingly consistent, and cycling it doesn't prove hard. From there you can begin raking in your benefits from damage and card draw. Incandescent Soulstroke allows you to do some fun Nova Chaser shenanigans. I'm still iffy and changing things around so I'm all ears for what people have to say.

Thank you Mobizque and assorted comments >:D

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