Lightning Skelemental

Lightning Skelemental

Creature — Elemental Skeleton

Trample, haste

Whenever Lightning Skelemental deals combat damage to a player, that player discards two cards.

At the beginning of the end step, sacrifice Lightning Skelemental.

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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
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Lightning Skelemental Discussion

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!

zapyourtumor on Spiteburn Awakener (Modern Budget Burn Combo)

2 months ago

About the manabase:

1) The deck is aggressive and low to the ground so you want to curve out well and use the maximum amount of mana you can - this means that the budget taplands Bloodfell Caves should definitely be taken out.

2) You have very restrictive mana costs, specifically in Lightning Skelemental , so you definitely need to run a decent number of dual lands.

Because of these two reasons, I think you definitely need to add more dual lands (at least 8) even if you need to double the budget just because the deck suffers so much with the current manabase (because fucking WotC decided that lands were going to be the priciest thing to keep any deck running smoothly). The Dragonskull Summit s in the maybeboard should definitely be included. Smoldering Marsh would be good if you only ran 8 nonbasics, but if you decide to add more then I wouldn't put it in. Same with the Blightstep Pathway  Flips, although they aren't as good as the summits for their cost. Foreboding Ruins is another option for less expensive duals, although for some reason the BR SOI lands are more expensive than the other ones.

You could probably also cut down a little on lands to 18-20, since you have Igneous Pouncer to help tutor your lands and mana fix.

zapyourtumor on Ball Lightning Never Dies

2 months ago

You should realllly replace terminate with Fatal Push . You should be triggering revolt most turns, even without fetches, and the card isn't expensive anymore.

Also, I know you really want to keep the deck budget, but you should probably consider adding more dual lands. Not having a discard outlet and not being able to cast Ball Lightning and Lightning Skelemental would suck balls. Dragonskull Summit and Blightstep Pathway  Flip (or Smoldering Marsh ) are all solid options around 2-4 bucks each, since I don't think this deck wants to play the budget gain 1 life enters tapped duals.

hungry000 on Help wanted - Budget modern ball lightning

3 months ago

I think you could use some more ways to fill the graveyard. Magmatic Channeler is a great repeatable discard outlet that can dig for reanimation spells and also become a threat itself. Four Channelers and four removal spells like Bloodchief's Thirst or Burst Lightning would be a good way to fill out the last 8 cards of the deck.

I also recommend playing Merchant of the Vale over Cathartic Reunion . Cathartic is a powerful draw spell, but you only really need one Ball Lightning in the graveyard for Thunderkin Awakener , and being able to Haggle away a Lightning Skelemental on turn 1 into Thunderkin on turn 2 is really good.

Finally, four Fling and four Village Rites feels like too many. I'd cut two of each to play four Ransack the Lab , which is a really good enabler since it finds reanimation spells and pitches Ball Lightnings into the graveyard at the same time without needing to have a Ball in hand.

If you want, check out this budget 8-Ball deck I made: 8-Ball Elementals | Budget Battle Box. It features all of those cards I mentioned above and has a budget sideboard that you could use for reference in the future.

Schlaglas on Lightning Bois

6 months ago

I didnt see the list yet, but i did think about including Lightning Skelemental . Unearth would of course be a great addition too, and i know that making the deck red and black would open up other possible sideboard cards like Fulminator Mage , which would propbably make the deck a lot better. Thing is, i just want to keep this deck mono red, for no particular reason other than i just like mono red decks and i just like the way the currently included cards synergise, and i wouldnt know which card to remove for Unearth and Lightning Skelemental. But still, thanks for the recommendation!

cantripsandbrahms on Lightning Bois

6 months ago

It reminds me of this list which u may have seen

Im curious if youve considered adding black for Lightning Skelemental and Unearth . I think thats the big takeaway from this list but idk maybe its too far from what u wanna do.

Theres a video of this list going thru a modern league although pre looting ban so make of that what u will.

abby315 on Wrenn and Pox

6 months ago

neat, I love the idea. I think probably the two Lightning Skelemental s should just be additional Kroxa, Titan of Death's Hunger s, though. Need something to stick around.

Mono753 on Gravy Baby

7 months ago

I was thinking about adding it but I was more focused on big beaters similar to Hunted Horror, Lightning Skelemental, etc

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