My take on Shattergang Brothers that is in actuality a superfriends deck with a minor legendary subtheme thanks to the fact that all planeswalkers were errated to be legendary so this deck can do some incredibly silly things with a combination of wombo combo cards like Honor-Worn Shaku (which is a god damn homerun in a superfriends deck) plus Oath of Nissa and Reki, the History of Kamigawa lets us draw tons of cards and immediately play and activate more and more planeswalkers as the game goes on. With help from that big burst of mana we can usually dump our hand of planeswalkers or cast big bois like Ulamog, the Infinite Gyre

The deck can definitely be a bit durdly at times but the key is to secure a boardstate as quickly as possible to take advantage of removal abilities on our planeswalkers or creating tokens that can be sacrificed to Shattergang Bros' edict ability.


I don't currently play mtg at the moment so all my decks haven't been updated in a while, but there are noticeable improvements that can be made with all the new cards that have come out since I made this decklist. Most importantly would be to either include some more ramp or to lower the mana curve by including some of the pricier superfriends options such as Wrenn and Six, which don't even offer that much value in this particular deck without seriously overhauling the manabase. The more niche and specific cards could probably be cut for some better alternatives like Jhoira's Familiar was never all that impactful for me after dozens of games.

Secondly, I would change the commander from Shattergang Bros over to a pair of partners: Tana, the Bloodsower, and Tevesh Szat, Doom of Fools at which the deck would become a Tevesh Szat superfriends deck with Tana just there for the color identity. Having a more reliable source of card draw that can come straight out of the command zone would greatly improve the consistency of the deck because when I played this deck, it was incredibly feast or famine; meaning either everything lined up perfectly and planeswalkers were hitting the field every turn or I'd just draw the absolute worst synergizing cards in my deck the whole game. Imagine top decking these cards after your initial 7 that has ramp and no planeswalkers: Scavenging Ooze, Squee, Goblin Nabob, Evolution Sage, Doubling Season, The Elderspell, Jhoira's Familiar........ obviously it means you should mulligan better but I've definitely experienced games like that before.

I do think there's potential in the deck, and if I kept working on it/kept playing for the past several years I would know exactly what to do in order to fix / optimize it but as it is currently, a deck like this is (IMO) unlikely to make a big impact at a local playgroup given the power level of cards and new decks that have popped up since I took a break.

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