Home / Magic: The Gathering / Mystery Booster 2 / Chain Lightning
Chain Lightning
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Sorcery

Chain Lightning

common · Sorcery · Mystery Booster 2
$0.27
Low
$0.32
Market
$0.40
High

Oracle Text

Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay {R}{R}. If the player does, they may copy this spell and may choose a new target for that copy.

Card Details

-/-Power / Toughness
{R}Mana Cost
1Prints

Character Background

Chain Lightning feels like the raw, untamed spark of red magic—cheap, lethal and prone to skipping from target to target—and in play it best supports an aggressive/tempo burn plan: a one-mana sorcery that deals three damage is excellent for removing early blockers or finishing opponents. Remember that its kicker clause is asymmetric — the controller of the targeted player or permanent may pay {R}{R} to copy and redirect it — so time your casts when your opponent lacks two red mana or when you’d rather ping face than let them redirect damage. Build it into mono‑red burn alongside Lightning Bolt and Lava Spike, and pair it with Young Pyromancer, Monastery Swiftspear or Guttersnipe so every sorcery fling generates extra tokens, prowess triggers, or incidental life loss. Also note it’s a sorcery, not an instant, so it’s a main‑phase tempo play rather than a surprise combat trick; use that to plan sequencing and peel it for lethal when opponents are tapped out.

Generated using gpt-5-mini

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Suggested Pricing
$0.27 - $0.40
At the current market price of $0.32.
Average Time to Sell
3 days
At the current market price of $0.32.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Chain Lightning feels like the raw, untamed spark of red magic—cheap, lethal and prone to skipping from target to target—and in play it best supports an aggressive/tempo burn plan: a one-mana sorcery that deals three damage is excellent for removing early blockers or finishing opponents. Remember that its kicker clause is asymmetric — the controller of the targeted player or permanent may pay {R}{R} to copy and redirect it — so time your casts when your opponent lacks two red mana or when you’d rather ping face than let them redirect damage. Build it into mono‑red burn alongside Lightning Bolt and Lava Spike, and pair it with Young Pyromancer, Monastery Swiftspear or Guttersnipe so every sorcery fling generates extra tokens, prowess triggers, or incidental life loss. Also note it’s a sorcery, not an instant, so it’s a main‑phase tempo play rather than a surprise combat trick; use that to plan sequencing and peel it for lethal when opponents are tapped out.

Generated using gpt-5-mini · Updated at 2026-05-16 20:40:45 UTC

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