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Maybe board:4x Manamorphose4x Seal of fire4x Bedlam Reveler4x Soul-Scar Mage
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NOTE: Set by owner when deck was made.
I'm wondering, how many lightning bolt like spells are out there in modern now ?I once had a computer calculate that 16 lands and 44 lightnings would be the fastest non-combo kill.Is there enough 1cc lightning like spells to cover 44 cards ?
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I think we still do not have that many bolts. And some bolts need "something extra" - to sacrifice a creature/land, discard a card, use madness, control a wizard - hard conditions.Should we count a Spark elemental as bolt? I am not sure.Maybe Delver of Secrets can be another good "count as bolt" creature...You can use some boost for creatures, such as Reckless Charge - but it also is not a bolt. :(Another issue is mana base - you really want 3 lands in turn three. With a total of 16 mana? I do not think it will be consistent. That's why you need more lands and use fetch lands.You can try a multi-colored Burn. You'll get Bump in the night. It IS a bolt, but the only non-red I know.The "true bolt" list:Lava SpikeRift BoltSkewer the CriticsLightning boltBump in the nightWe have Chain lightning in Legacy, but... we know.---I am also thinking of the Seal of Fire. It's one of my best techs in Commander, but I never played it elsewhere.You do not want more than 8 spells for 2 mana - they are too slow and inefficient. But Skullcrack seems to be a good tech too.You can use Manamorphose to "reduce" cards in the deck to 56 (or less if there are similar cards, maybe Street Wraith). It will increase your chances to draw a bolt.
Redo the calculations, you should be able to kill at the same number of turns as a 3 mana setup with only 2 lands, because you gain a bolt. It takes 7 bolts to kill (21 damage) with but a single card that also act as a 2 damage bolt is the optimal number of 2 damage bolts.Scenario 1, 4 turns equals 10 cards drawn. 3 are lands, 7 are bolts. Scenario 2, 4 turns equals 10 cards drawn. 2 are lands 8 are bolts at turn 1 and 2 you play lands. At turn 2 you will have used 3 bolts at turn 3 you don't get a land so you cast 2 bolts same at turn 4. Total is 7 bolts wether you get 3 or 2 lands.I never used anything in the simulation but mountains and lightning bolts, and it was built before fetch lands existed.Creatures with haste could add to the equation but would give some other vulnerabilities.I was just curious if there was enough bolts now :)There could be multiple of ways to build it.2 shard volley could also be added considering that they can be cast as the last bolts where you don't need your lands anyways because they are dead.There are several ways to include more cards but it will also become a puzzle at what will be optimal :)
OK, I just imagined deck with as much bolt-like cards we have - not only lightning bolts (because of legality)...And you need more mana because of sideboard - in my version and in your 44-bolt version too. :)Making puzzles with cards like Manamorphose / Street Wraith could increase vulnerability
The 44 bolt version doesn't need more lands, it's the perfect result of thousands of simulated games, and as long as the 44 spells do 3 damage or more it's the best there is at what it's built for. I've even confirmed the number more or less. When I do it with paperstrips (a statistical tool) I end up with 15 lands.Street wraith and mm could be fun.Also if you use creatures vexing devil is okayA version with bolt and haste might also be good.Remember the number of lands is statistically solid with 16Computers don't get that wrong, and I've chatted once with Frank castle who had the same result on his own simulation.He has it posted in an article if you'd like to search for it.
Thank you.The Vexing Devil - I played it few times. It's fine card. But we have much more better cards... In case you need to kill your oponent with the card you are going to draw, Vexing Devil is useless. :( (The power of burn should be: "you'll die regardless what I draw".) Yeh, you can say that each creature does not serve this rule. (I agree, the best burn would be without creatures, but we do not have enough bolts as I explained earlier.) But they have haste which can be enough. (Creatures are the best in opening hands - then they have biggest damage output. Vexing is better than bolt in this case. But it is not a guaranteed situation. That's why I am not using it now.)
Why are you using things like Arid Mesa, Bloodstained Mire, Scalding Tarn and Wooded Foothills instead of evolving wilds/terramorphic expansion?Chandra's Spitfire and Electrostatic Field can be useful too!
Mentioned lands bring you a tapped land. And you need to search for untapped land. You can not decrease your speed!Chandra's Spitfire: You need to deal 20 or more damage as fast as you can. If I cast this card in 3rd turn, It means I can not deal 6-9 damage that turn. And it can kill your oponent.Electrostatic Field: Defender card - it does not increase the pressure. It is a slow card. The ability - 1 damage means slowness. I need to cast 6 other spells to make this card as effective as a bolt.