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Rules guide · Legendary Creature

Vial Smasher the FierceHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Duskmourn: House of Horror Commander· September 27, 2024
Carte Magic Vial Smasher the Fierce

Vial Smasher the Fierce is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Whenever you cast your first spell each turn, choose an opponent at random. Vial Smasher deals damage equal to that spell's mana value to that player or a planeswalker that player controls. Partner (You can have two commanders if both have partner.)

Complete guide

Vial Smasher the Fierce is a chaotic legendary Goblin that turns your spells into direct damage. By utilizing the Partner mechanic, she can lead your deck alongside another commander to provide a wide range of color identities and strategic options.

Chaos in Every Cast

Vial Smasher's ability triggers the very first time you cast a spell during any turn. It doesn't matter if it is your turn or an opponent's turn; if it is the first spell you have cast that turn and Vial Smasher is on the battlefield, the ability triggers. The damage dealt is equal to the mana value of that spell. For spells with {X} in the cost, X counts toward the mana value while the spell is on the stack.

Resolution and Targeting

When the ability resolves, you first choose an opponent at random. Only after the opponent is determined do you choose whether the damage hits that player or a planeswalker they control. Because the opponent is chosen during resolution, your rivals cannot wait to see who is picked before deciding to use a counterspell or a defensive ability; they must act while the trigger is still on the stack.

Common Mistakes

A common error is trying to trigger Vial Smasher with her own spell. She must be on the battlefield when the spell is cast to see it; therefore, she cannot trigger off of herself or any spell cast before she entered the battlefield that turn. Additionally, if you cast a spell that costs life or requires sacrificing Vial Smasher as an additional cost, her ability will not trigger because she is no longer on the battlefield at the moment the casting process is complete.

When to Play It

Vial Smasher is most effective in decks that can cast spells on every player's turn, such as those featuring many instants or flash creatures. This maximizes the number of 'first spells' you cast per round. It is also highly effective with high-mana value spells that have alternative casting costs, as the damage is based on the printed mana value (plus X), not the mana actually spent.

Interaction examples

Consistent Value

If Solemn Simulacrum is the first spell you cast during your turn while Vial Smasher the Fierce is on the battlefield, her ability triggers. You choose an opponent at random. Once chosen, Vial Smasher deals 4 damage to that player or one of their planeswalkers. This happens before Solemn Simulacrum even enters the battlefield.

Doubling the Chaos

If Roaming Throne enters the battlefield and you choose 'Goblin' as its creature type, it will affect Vial Smasher. The next time you cast your first spell of a turn, Vial Smasher's ability triggers twice. You will resolve each trigger separately: choosing an opponent at random for the first trigger and dealing damage, then choosing an opponent at random (which could be the same or different) for the second trigger.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Vial Smasher the Fierce

Original English text — Wizards of the Coast / Scryfall

  1. #1· Scryfall

    Vial Smasher the Fierce is banned as a commander in Duel Commander format, but it may be part of your deck.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Vial Smasher's triggered ability triggers when you cast your first spell each turn, regardless of whose turn it is.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Vial Smasher has to be on the battlefield at the moment you cast your first spell. If that spell causes Vial Smasher to leave the battlefield as an additional cost to cast it, Vial Smasher's ability can't trigger. If that spell is Vial Smasher itself, Vial Smasher's ability can't trigger.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Vial Smasher's triggered ability resolves before the spell that caused it to trigger. If Vial Smasher's ability resolves and the spell that caused it to trigger has been countered, use that spell's mana value as it last existed on the stack to determine how much damage is dealt.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    The opponent to be dealt damage is chosen at random while the triggered ability is resolving. After that opponent is chosen, you choose whether damage will be dealt to that player or to a planeswalker they control, and if so, which planeswalker. No player may take any actions between the damage recipient being chosen and the damage being dealt.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Malcolm, Keen-Eyed Navigator
+Vial Smasher the Fierce
+Ashnod the Uncaring
+Street Urchin
#1

Malcolm, Keen-Eyed Navigator + Vial Smasher the Fierce + Ashnod the Uncaring + Street Urchin

Infinite damage
  1. 1Activate Malcolm by paying {1} and sacrificing another artifact or creature, targeting an opponent.
  2. 2Ashnod triggers, copying Malcolm's ability, targeting an opponent.
  3. 3Resolve a Malcolm ability, dealing 1 damage to an opponent.
  4. 4Malcolm triggers, creating a Treasure token.
  5. 5Repeat from step 3 one additional time.
  6. 6Activate a Treasure by tapping and sacrificing it, adding {1}.
  7. 7Repeat.
03

Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawltlr
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