Lightning Bolt

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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
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Lightning Bolt

Instant

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

Gidgetimer on Excess Damage to an Indestructible …

5 hours ago

120.4a defines excess damage in detail. The relevant part of rule 120.4a is that "the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time." The 1/1 already has 3 damage marked on it, which is above the threshold for lethal damage to it. So the entire 3 points of damage from the second Lightning Bolt is excess damage. A Blindblast after the first Lightning Bolt would also trigger Aegar.

120.4a First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker, the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is both a creature and a planeswalker, the excess damage is the greater of those two amounts.

Delphen7 on Excess Damage to an Indestructible …

5 hours ago

Say Player A controls some card that cares about excess damage, like Aegar, the Freezing Flame. Player B controls a 1/1 creature with Indestructible, and no other abilities.

If Player A casts Lightning Bolt on B's creature, then Aegar will trigger as that creature has been dealt excess damage.

If Player A casts another Lightning Bolt on that same creature, is this instance of damage considered excess (thus triggering Aegar)?

Brian-123 on Proper Pauper Prowess

2 days ago

Seismic Stomp, Kiln Fiend are 2 explosive cards to consider for this deck and maybe Lightning Bolt, Rift Bolt. Someone going to block your kiln fiend then burn it netting+3/+0 attack and then drop assault strobe for another +3/+0 for a big whammy. I run this sort of play in my punch-you-in-face deck

Balaam__ on Balaam__

5 days ago

RebelGenius I like your new Goblin deck Just Give ‘Em A Nice Little WHACK. With Lightning Bolt it reminds me of that line from the beginning of Bioshock, “Just zap ‘‘em and whack ‘em!”

Also, not sure if you care or not but if you want to pluralize a card name without just adding an “s” immediately after, just type the card name as usual inside double square brackets, but just after the card name put a | and then the plural version of the card name. Legion Loyalists becomes Legion Loyalists. It doesn’t have to be just the pluralization either, you can type anything after the | such as Rebel Genius. Again, this is only if something like this matters to you, it isn’t really important.

wallisface on Red White Humans Revised

6 days ago

Some thoughts:

  • you’re running a LOT of cards as 1-ofs and 2-ofs at the moment. This will lead to very inconsistent hands and draws. I would suggest trying to mainly play playsets of the cards that are most important. A good tip for new/beginning deck builders is to pick 9 cards, and run playsets (4-ofs) of those (for 36 cards total) alongside 24 lands.

  • your mana curve is too high, and land count too low. Modern decks typically can’t play more than 4 cards (1 playset) costing 4 mana, and play nothing higher than this. You’ve got a whopping 11 cards costing 4-or-more. In particular, you have no chance of casting Avacyn, Angel of Hope in a game. Further compounding the issue is that you have almost nothing to do turn-1. Going back to the suggestion above to use playsets of 9 cards, i’d suggest those cards mana costs resemble something like: 1,1,1,2,2,2,3,3,4.

  • You have almost no way to interact with your opponent. Just letting your opponent do what they want is generally a really bad idea. I’d suggest playsets of both Lightning Bolt and Path to Exile

wallisface on The Flood (1.28 CMC)

1 week ago

Some thoughts:

  • both Grave Pact and Jarad, Golgari Lich Lord seem to be going against your strategy of being a fast aggro deck - and both will be particularly hard to cast with 17 lands (especially Jared, having soo few green sources outside of treasure). I think these cards will slow you down more than they will help you.

  • I’m also unconvinced that any of Gather the Pack, Village Rites, or Deadly Dispute help you play aggressively. I would think that these slots would be better suited towards being more quick threats, rather than slowly looking through your deck for stuff.

  • You have almost no reason to run green, especially as i’m not convinced any of your current green choices are worth running (there is Hardened Scales, but i’m not sure its worth splashing a whole colour for). Have you considered swapping green out for red instead, to give you access to Dreadhorde Butcher and Lightning Bolt?

  • Bone Shards should be better than Eaten Alive as it lets you pitch cards from hand. However, it feels like Fatal Push is just the best option here.

wallisface on Hard miller

2 weeks ago

Some thoughts:

  • don’t remove the Hedron Crab. Competitively speaking, Hedron Crab and Ruin Crab are the only 2 creatures ever worth playing in a mill deck! Jace's Phantasm is not a helpful card as it doesn’t do any milling, and is just diluting the primary goal of milling your opponent.

  • a game should never go so long that Fleet Swallower can be cast… i would suggest ditching it

  • A good way to evaluate mill spells is to compare them to burn spells. In burn, 3 damage (aka Lightning Bolt) is the bare minimum damage a spell needs to do. Spells like Shock, doing 2 damage, aren’t helpful, as you run out of resources in-hand well-before the game is close to being won. Mill cards, in a similar vein, need to generally mill at least 8 cards to be worthwhile. So stuff like Overwhelmed Apprentice, and Tome Scour just aren’t worth it (Mind Sculpt is borderline).

  • Psychic Corrosion is also not great for similar reasons as above. By the time its cast you’re unlikely to be drawing enough cards in the remainder of the game to make it worthwhile.

  • Fraying Sanity is a trap card, and i wouldn’t suggest playing more than a single copy, if any. By the time its down your opponent should already be heavily milled, so oftentimes the card only equates to milling as much as a single millspell anyway. Drawing a second copy of this card is prettymuch a dead draw and can often cost you the game.

  • both the planewalkers are just too slow, imo.

  • i think you need more interaction. Mill can’t rely on winning races, so you need ways to throw the opponent off-kilter

Delphen7 on How to Handle Quality Changes …

2 weeks ago

Say Player A casts Moonlace on some nonpermanent spell, such as Lightning Bolt (that is controlled by Player B).

Moonlace has these rulings: "Moonlace’s effect doesn’t wear off." and "If Moonlace is cast on a spell that becomes a permanent, the permanent will enter the battlefield colorless and will remain colorless until it leaves the battlefield (or until another effect changes its color) ". Since Lightning Bolt is not a permanent, it will ostensibly be colorless in the graveyard.

Say Player B casts another Lightning Bolt. There is now a colored Bolt, and a colorless Bolt in the graveyard. If any player casts a shuffle effect, such as Blessed Respite, there is now no way to differentiate the two bolts from each other.

Since it could matter which bolt is which (For an effect like Ceremonious Rejection), how does the game handle differentiating each one?

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