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Chain of Plasma

Chain of Plasma

Instant$0.22

Chain of Plasma deals 3 damage to any target. Then that player or that permanent's controller may discard a card. If the player does, they may copy this spell and may choose a new target for that copy.

Legal in Commander

Is

Does

Combos 10

  • Chain of Plasma + Taii Wakeen, Perfect Shot + Boros Reckoner

    • Near-infinite damage
    • Infinite rummaging

    Mana needed: 203 decks on Commander Spellbook

    How it works

    Before you start

    You have another card in hand. You have a way to give Boros Reckoner indestructible.

    Steps

    Give Boros Reckoner indestructible, if needed. Cast Chain of Plasma by paying {1}{R}, dealing 3 damage to Boros Reckoner and causing you to discard a card and copy Chain of Plasma targeting Boros Reckoner. Taii Wakeen and Boros Reckoner trigger. Resolve the Taii Wakeen trigger, causing you to draw a card. Resolve the Boros Reckoner trigger, dealing 3 damage to any target. Resolve the Chain of Plasma copy, dealing 3 damage to Boros Reckoner and causing you to discard a card and copy Chain of Plasma targeting Boros Reckoner. Repeat from step 3.

    Commander Spellbook ↗
  • Chain of Plasma + Taii Wakeen, Perfect Shot + Spitemare

    • Near-infinite damage
    • Infinite rummaging

    Mana needed: 116 decks on Commander Spellbook

    How it works

    Before you start

    You have another card in hand. You have a way to give Spitemare indestructible.

    Steps

    Give Spitemare indestructible, if needed. Cast Chain of Plasma by paying {1}{R}, dealing 3 damage to Spitemare and causing you to discard a card and copy Chain of Plasma targeting Spitemare. Taii Wakeen and Spitemare trigger. Resolve the Taii Wakeen trigger, causing you to draw a card. Resolve the Spitemare trigger, dealing 3 damage to any target. Resolve the Chain of Plasma copy, dealing 3 damage to Spitemare and causing you to discard a card and copy Chain of Plasma targeting Spitemare. Repeat from step 3.

    Commander Spellbook ↗
  • Chain of Plasma + Swans of Bryn Argoll

    • Infinite card draw
    • Near-infinite looting
    • Infinite self-mill

    Mana needed: 96 decks on Commander Spellbook

    How it works

    Steps

    Cast Chains of Plasma targeting the Swans. The damage is prevented, and instead you draw 3 cards. Discard a card to copy Chains of Plasma. Repeat

    Commander Spellbook ↗
  • Chain of Plasma + Brash Taunter + Ashling, Flame Dancer

    • Near-infinite damage

    Mana needed: 78 decks on Commander Spellbook

    How it works

    Steps

    Cast Chain of Plasma by paying {1}{R}, targeting Brash Taunter. Ashling triggers, causing you to discard a card and draw a card. Resolve Chain of Plasma, dealing 3 damage to Brash Taunter and choosing to discard a card to copy it. Brash Taunter triggers, dealing 3 damage to any target. Repeat from step 2 (getting Ashling's additional results once each).

    Commander Spellbook ↗
  • Chain of Plasma + Taii Wakeen, Perfect Shot + Screaming Nemesis

    • Near-infinite damage
    • Infinite rummaging

    Mana needed: 75 decks on Commander Spellbook

    How it works

    Before you start

    You have another card in hand. You have a way to give Screaming Nemesis indestructible.

    Steps

    Give Screaming Nemesis indestructible, if needed. Cast Chain of Plasma by paying {1}{R}, dealing 3 damage to Screaming Nemesis and causing you to discard a card and copy Chain of Plasma targeting Screaming Nemesis Taii Wakeen and Screaming Nemesis trigger. Resolve the Taii Wakeen trigger, causing you to draw a card. Resolve the Screaming Nemesis trigger, dealing 3 damage to any target. Resolve the Chain of Plasma copy, dealing 3 damage to Screaming Nemesis and causing you to discard a card and copy Chain of Plasma targeting Screaming Nemesis. Repeat from step 3.

    Commander Spellbook ↗
  • Chain of Plasma + Taii Wakeen, Perfect Shot + Ill-Tempered Loner // Howlpack Avenger

    • Near-infinite damage
    • Infinite rummaging

    Mana needed: 73 decks on Commander Spellbook

    How it works

    Before you start

    You have another card in hand. You have a way to give Ill-Tempered Loner indestructible.

    Steps

    Give Ill-Tempered Loner indestructible, if needed. Cast Chain of Plasma by paying {1}{R}, dealing 3 damage to Ill-Tempered Loner and causing you to discard a card and copy Chain of Plasma targeting Ill-Tempered Loner. Taii Wakeen and Ill-Tempered Loner trigger. Resolve the Taii Wakeen trigger, causing you to draw a card. Resolve the Ill-Tempered Loner trigger, dealing 3 damage to any target. Resolve the Chain of Plasma copy, dealing 3 damage to Ill-Tempered Loner and causing you to discard a card and copy Chain of Plasma targeting Ill-Tempered Loner. Repeat from step 3.

    Commander Spellbook ↗
  • Chain of Plasma + Ashling, Flame Dancer + Stuffy Doll

    • Near-infinite damage

    Mana needed: 43 decks on Commander Spellbook

    How it works

    Steps

    Cast Chain of Plasma by paying {1}{R}, targeting Stuffy Doll. Ashling triggers, causing you to discard a card and draw a card. Resolve Chain of Plasma, dealing 3 damage to Stuffy Doll and choosing to discard a card to copy it. Stuffy Doll triggers, dealing 3 damage to the chosen player. Repeat from step 2 (getting Ashling's additional results once each).

    Commander Spellbook ↗
  • Chain of Plasma + Taii Wakeen, Perfect Shot + Truefire Captain

    • Near-infinite damage
    • Infinite rummaging

    Mana needed: 25 decks on Commander Spellbook

    How it works

    Before you start

    You have another card in hand. You have a way to give Truefire Captain indestructible.

    Steps

    Give Truefire Captain indestructible, if needed. Cast Chain of Plasma by paying {1}{R}, dealing 3 damage to Truefire Captain and causing you to discard a card and copy Chain of Plasma targeting Truefire Captain. Taii Wakeen and Truefire Captain trigger. Resolve the Taii Wakeen trigger, causing you to draw a card. Resolve the Truefire Captain trigger, dealing 3 damage to any target. Resolve the Chain of Plasma copy, dealing 3 damage to Truefire Captain and causing you to discard a card and copy Chain of Plasma targeting Truefire Captain. Repeat from step 3.

    Commander Spellbook ↗
  • Chain of Plasma + Archmage Emeritus + Brash Taunter

    • Infinite card draw
    • Near-infinite damage

    Mana needed: 19 decks on Commander Spellbook

    How it works

    Steps

    Cast Chain of Plasma targeting Brash Taunter by paying {1}{R}. Archmage Emeritus triggers, drawing a card. Resolve Chain of Plasma, dealing 3 damage to Brash Taunter, discarding a card, and copying Chain of Plasma with the same target. Brash Taunter and Archmage Emeritus trigger. Resolve Brash Taunter's trigger, dealing 3 damage to target opponent. Resolve Archamage Emeritus's trigger, drawing a card. Repeat from step 3. Once you have one card remaining in library, decline to copy Chain of Plasma.

    Commander Spellbook ↗
  • Chain of Plasma + Archmage Emeritus + Stuffy Doll

    • Infinite card draw

    Mana needed: 13 decks on Commander Spellbook

    How it works

    Before you start

    An opponent chosen with Stuffy Doll.

    Steps

    Cast Chain of Plasma targeting Stuffy Doll by paying {1}{R}. Archmage Emeritus triggers, drawing a card. Resolve Chain of Plasma, dealing 3 damage to Stuffy Doll, discarding a card, and copying Chain of Plasma with the same target. Stuffy Doll and Archmage Emeritus trigger. Resolve Stuffy Doll's trigger, dealing 3 damage to the chosen opponent. Resolve Archamage Emeritus's trigger, drawing a card. Repeat from step 3. Once you have one card remaining in library, decline to copy Chain of Plasma.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Tomik, Izzet SparkmageChain of Plasma damages opponents and Tomik, Izzet Sparkmage multiplies your damage.
  2. Kuja, Genome Sorcerer // Trance Kuja, Fate DefiedChain of Plasma damages opponents and Kuja, Genome Sorcerer // Trance Kuja, Fate Defied multiplies your damage.
  3. Tor Wauki the YoungerChain of Plasma damages opponents and Tor Wauki the Younger multiplies your damage.
  4. Solphim, Mayhem DominusChain of Plasma damages opponents and Solphim, Mayhem Dominus multiplies your damage.
  5. Torbran, Thane of Red FellChain of Plasma damages opponents and Torbran, Thane of Red Fell multiplies your damage.
  6. Gisela, Blade of GoldnightChain of Plasma damages opponents and Gisela, Blade of Goldnight multiplies your damage.
  7. Neriv, Heart of the StormChain of Plasma damages opponents and Neriv, Heart of the Storm multiplies your damage.
  8. Hawkeye, Young AvengerChain of Plasma damages opponents and Hawkeye, Young Avenger multiplies your damage.
  9. Rem Karolus, Stalwart SlayerChain of Plasma damages opponents and Rem Karolus, Stalwart Slayer multiplies your damage.
  10. Taii Wakeen, Perfect ShotChain of Plasma damages opponents and Taii Wakeen, Perfect Shot multiplies your damage.

View Chain of Plasma on Scryfall