Chain of Plasma

Chain of Plasma

Instant

Mana cost: {1}{R}

How we read this card

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.

on-cast — deals 3 damage

on-cast —

on-cast — copies a spell

Causes: anything deals noncombat damage, discard a card, copy a spell.

Cares about: nothing.

Works well with

a spell is copied — 122 cards in the game can cause this (Chain of Plasma is one).

When Chain of Plasma is copied:

  1. Parnesse, the Subtle Brush — copies a spell
  2. The Twelfth Doctor — puts a +1/+1 counter on itself
  3. Curse of Shaken Faith — deals 2 damage

a card is discarded — 2,042 cards in the game can cause this (Chain of Plasma is one).

When Chain of Plasma makes a player discard a card:

  1. Ivora, Insatiable Heir — puts a +1/+1 counter on itself
  2. Cool but Rude — deals 2 damage
  3. Containment Construct — brings a card back
  4. Moonstone, Harsh Mistress — brings a card back
  5. Sangromancer — gains you 3 life
  6. Lo and Li, Royal Advisors — puts a counter on an Advisor
  7. Nath of the Gilt-Leaf — makes a token
  8. Inti, Seneschal of the Sun — exiles a card from your library
  9. Pitchstone Wall — sacrifices itself
  10. Currency Converter — exiles it

51 other cards care about it too. These are the ones with the most connections.

anything deals noncombat damage — 3,068 cards in the game can cause this (Chain of Plasma is one).

When Chain of Plasma deals noncombat damage:

  1. Quest for Pure Flame — puts a quest counter on itself
  2. Soul-Scar Mage — puts that many counters on a permanent
  3. Fear of Burning Alive — deals that amount damage
  4. Niv-Mizzet, Visionary — draws you that many cards
  5. Chandra's Incinerator — deals that much damage
  6. Chandra's Pyreling — gets +1/+0
  7. Talon of Pain — puts a charge counter on itself
  8. Asgardian Inspiration — returns itself from the graveyard
  9. Thor, Guardian of Midgard — exiles a card from your library
  10. Virtue of Courage // Embereth Blaze — exiles a card from your library

36 other cards care about it too. These are the ones with the most connections.

life is lost — 3,160 cards in the game can cause this (Chain of Plasma is one).

When Chain of Plasma makes a player lose life:

  1. Far Fortune, End Boss — raises your speed
  2. Zahur, Glory's Past — raises your speed
  3. Mendicant Core, Guidelight — raises your speed
  4. Aether Syphon — raises your speed
  5. Vnwxt, Verbose Host — raises your speed
  6. Embalmed Ascendant — raises your speed
  7. Slick Imitator — raises your speed
  8. Oath of Lim-Dûl — sacrifices an enchantment
  9. Marina Vendrell's Grimoire — triggers
  10. Lich's Mastery — triggers

46 other cards care about it too. These are the ones with the most connections.

an instant is cast — 3,931 cards in the game can cause this (Chain of Plasma is one).

When Chain of Plasma is cast:

  1. Tomik, Izzet Sparkmage — gets +1/+1
  2. Tor Wauki the Younger — deals 2 damage
  3. Lunar Mystic — draws you 1 card
  4. Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time — grants rebound
  5. Repeated Reverberation — copies an ability
  6. Riku of Two Reflections — copies a spell
  7. Sword of Wealth and Power — copies a spell
  8. Lilah, Undefeated Slickshot — gets +1/+1
  9. Artist's Talent — draws and discards
  10. In the Eye of Chaos — counters a spell

427 other cards care about it too. These are the ones with the most connections.

a card in a graveyard — 7,589 cards in the game can cause this (Chain of Plasma is one).

  1. Samwise Gamgee — Chain of Plasma puts cards into the graveyard that Samwise Gamgee can bring back
  2. Bloodbond March — Chain of Plasma puts cards into the graveyard that Bloodbond March can bring back
  3. Transplant Theorist — Chain of Plasma puts cards into the graveyard that Transplant Theorist can bring back
  4. Heart-Shaped Herb — Chain of Plasma puts cards into the graveyard that Heart-Shaped Herb can bring back
  5. Wayward Angel — Chain of Plasma fills your graveyard toward the 7 or more cards Wayward Angel needs
  6. Rescue from the Underworld — Chain of Plasma puts cards into the graveyard that Rescue from the Underworld can bring back
  7. Victimize — Chain of Plasma puts cards into the graveyard that Victimize can bring back
  8. Bound // Determined — Chain of Plasma puts cards into the graveyard that Bound // Determined can bring back
  9. Enlightened Confidant — Chain of Plasma puts cards into the graveyard that Enlightened Confidant can bring back
  10. Tergrid, God of Fright // Tergrid's Lantern — Chain of Plasma puts cards into the graveyard that Tergrid, God of Fright // Tergrid's Lantern can bring back

434 other cards care about it too. These are the ones with the most connections.

anything goes to a graveyard — 7,589 cards in the game can cause this (Chain of Plasma is one).

When a card hits the graveyard thanks to Chain of Plasma:

  1. The Haunt of Hightower — puts a +1/+1 counter on itself
  2. Duskmantle Guildmage — makes each opponent lose 1 life
  3. Vulturous Zombie — puts a +1/+1 counter on itself
  4. Quest for Ancient Secrets — puts a quest counter on itself
  5. Bloodchief Ascension — makes each opponent lose 2 life
  6. Measure of Wickedness — gives an opponent control of itself
  7. Energy Field — sacrifices itself

4 other cards care about it too. These are the ones with the most connections.