Bone Shredder

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Phyrexia vs. The Coalition (DDE) Uncommon
Urza's Legacy (ULG) Uncommon

Combos Browse all

Bone Shredder

Creature — Minion

Flying

Echo (2)(Black) (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature.

Bone Shredder Discussion

LoPhat on Aminatou, Fate Shifter

5 months ago

Looks really fun to drive. Would suggest Sun Titan and Bone Shredder .

Sephyrias on Current Karador Deck

5 months ago

False Prophet is also pretty good, but looks like it could hurt you more than anybody. Magister of Worth seems better, but also costs more. Check out Bone Shredder , it's a budget Shriekmaw.

Instead of Raise Dead, I'd play Find / Finality .

falc0n1234 on Mardu Reanimator Budget

6 months ago

Nice deck! I too, have a budget Alesha deck. I would recommend Bone Shredder as it goes back into the graveyard on its own.

Lanzo493 on The Caretaker.

6 months ago

Mausoleum Secrets is great. You can easily get a bunch of creatures in your graveyard for this spell because they come back anyway. Desecrated Tomb works well with your commander. Deathgreeter likes it when things die.

Bone Shredder kills himself off with echo while continuously killing off other creatures. Eliminate the Competition and Malicious Affliction also give you more kill spells.

And why not? You can use Meekstone , too.

SynergyBuild on Commanders by Power Level [EDH Tier List]

7 months ago

MightyDarknut The deck you describe would never need Shirei and would be better as a Sidisi shell. Trying to involve Shirei means that one of 3 main stategies come into play:

1 - Go for a reanimator style list, with minor control elements. Abuse Apprentice Necromancer to the maximum, and have Shirei as a minor value pieces with some combo lines with Razaketh, the Foulblooded sacrificing creatures that trigger Shirei, so if the combo is disrupted, you have some board state to go off on your next turn. It could be a good mono-black combo list, as good as mono-black combo lists are in general, and can even have some very limited use for Shirei.

2 - Go for a stax list, abusing Shirei about as much as competitively viable as possible, trying to get good cards (think Bone Shredder ) that have innate value without Shirei and also a lot with, maybe 10-15 of these good useful creatures exist that work with Shirei and also aren't dead without like Heap Doll . Then run cards like Contamination , Smokestack , etc. and maybe even some hate pieces like Lethal Vapors if you are feeling... 'Out there.' Finish the deck off with a various amount of non-shirei based stax pieces like Sphere of Resistance , Thorn of Amethyst , Damping Matrix , Oppression , Bottomless Pit , Leyline of the Void , Chalice of the Void etc. and a large amount of instant speed interaction to hopefully survive the early game like Fatal Push , Dismember , Warping Wail , etc.

3 - Go with a Midrange combo list. Try to find some value-oriented creatures and a mix of interaction, maybe a few minor stax pieces that don't affect you, and then a bunch of tutors to find some hyper-card-efficient combo that may or may not interact with Shirei. Try some Ad Nauseam storm maybe, maybe a Buried Alive combo, who knows. Make it survive the early game a get their turns 4-5 for the midgame win, with a decent controlling backbone to lie on when you can't combo out as early as you would want, due to a stax piece you need removed or whatever.

Saljen on Muldrotha 2.0

8 months ago

Ramp is super important in EDH, but Muldrotha opens up less traditional options that end out being far superior when Muldrotha is in play. Cards like Font of Fertility and Wayfarer's Bauble may be sub-optimal in most decks, but in Muldrotha decks their value increases ten fold. You can use them in the early game for ramp, then use them over and over in the late game for ramp, as they are permanent cards that Muldrotha can cast from your graveyard. Here's a few more that I use in my budget Muldrotha deck: I already mentioned Font of Fertility and Wayfarer's Bauble; Coiling Oracle, Dawntreader Elk, Diligent Farmhand, Sakura-Tribe Elder, Silverglade Pathfinder (most discarded cards can be played from the yard with Muldrotha), and most importantly Hermit Druid and Song of Freyalise. Let me explain why those are the two most important pieces of ramp for Muldrotha. Hermit Druid doesn't ramp per-say, as the basic land only goes to your hand. What it does do for you though is mill the hell out of your library if you keep your basic land count down. This means that when Muldrotha hits the battlefield, you'll essentially have a 20+ card "hand" in your graveyard. Song of Freyalise turns all your little x/1 dudes into mana rampers for two turns, then allows you to attack all out. This means every third turn all your creatures are Indestructable, Vigilance, and Trample; letting you plan around it for some crazy turns.

The same thing can be said for most aspects of the deck. Here are some great removal pieces tied to either creatures, artifacts, or enchantments: Seal of Doom, Seal of Removal, Executioner's Capsule, Bone Shredder, Merciless Executioner, Fleshbag Marauder, and sort of Baleful Strix (it has deathtouch). Here's some good artifact and enchantment removal: Seal of Primordium, Acidic Slime, Caustic Caterpillar. Here's other various good things that are re-usable from your graveyard: Diplomatic Immunity for keeping your commander safe, Swiftfoot Boots for the same reason. Elephant Grass means you can pay 1 mana per turn to have this effect in play by sac'ing it and playing it again, rather than the escalating cumulative upkeep, Mystic Remora is also great for the same reason. Lotus Petal provides re-usable free ramp. Dawnstrider gives you repeatable fogs. Siren Stormtamer is a repeatable counter to keep your team safe. Spore Frog is one of the core pieces of the deck, letting you fog every turn for 1 mana.

One thing you'll want to do with Muldrotha is make sure your creatures, artifacts, enchantments have somewhat even distribution, so you can play many cards from your graveyard per turn. A lot of these effects are tied to creatures though, so in my Muldrotha deck I like to gain additional benefit from sacrificing these creatures or permanents. Cards like Dictate of Erebos/Butcher of Malakir force all your opponents to sac a creature whenever you lose one. Since you're sac'ing for the creatures effect anyways, you get to double dip a bit. Other cards that help here are: Catacomb Sifter for scrying, Grim Haruspex for draw, It That Betrays for some fun shenanigans, Sifter of Skulls for ramp + more things to sac, Smothering Abomination for more draw and a sac outlet.

If the sacrifice route tickles your fancy, then you probably want to run some sacrifice engines. Here's some good ones for Muldrotha: Altar of Dementia is a free sac engine that fills your yard, perfect here. Skullclamp is both a sacrifice and a draw engine. Lots of creatures that are good with Muldrotha are x/1, so Skullclamp becomes crazy efficient, especially since you can replay the lost creature.Grimgrin, Corpse-Born is another free sac engine that powers himself up and lets you use his removal ability. Hell's Caretaker can sac a tiny creature to return something awesome from your yard when the commander isn't around, or if you dont have the mana to play it from the yard. Izoni, Thousand-Eyed comes into play with lots of sacrifice fodder, and for [b][g] you can sac a creature and draw a card. Jarad, Golgari Lich Lord can use his ability as a win-con, especially when paired with Grimgrin, Corpse-Born.

My absolute favorite card with sacrifice focused Muldrotha decks hands down is Mazirek, Kraul Death Priest. All your x/1 sacrifice fodder turns into a terrifying army with this guy. The best thing about him, is his ability triggers whenever you sacrifice a perminant. That means things like Executioner's Capsule and Seal of Primordium will trigger his ability, and more importantly cards like Terramorphic Expanse, Evolving Wilds, Blighted Woodland and Myriad Landscape. Everything you sac increases the power of your army, and every time you sac something you're getting a ton of value. The Gitrog Monster pairs really well with Mazirek. Sac a land every turn, draw more cards, play more lands, trigger the +1/+1 counters on all your creatures every turn. Tons of synergy.

Anyways, sorry for the wall of text. I just finished doing a ton of research for my Muldrotha deck to make it as good as I could for around $100. Hopefully some of my research will help you in your efforts :)

bushido_man96 on How to make this deck ...

9 months ago

Ok, lets unpack this a little bit.

You mentioned the deck's average CMC at 5.5....that's probably too high. If it were me, I'd work on having more 1 and 2 drops to smooth out the curve and make sure I can get things up and running more quickly. A card like Burnished Hart would work better for you than Patron of the Moon. Let's look at Patron real quick: nice ability on it, for sure, if you can really abuse it. But 7 CMC for to get an ability to then pay 1 for two tapped lands is NOT ramp. Fixing, maybe, but not ramp. I feel the same about Dreamscape Artist. 2 CMC to cast, which is a good early play, but then a 3-costed activated ability to sac a land and go get two lands.....its like a really bad way of playing Harrow.

Good creatures to include: Baleful Strix: draws you a card, and has deathtouch. Edict creatures, like Fleshbag Marauder, Plaguecrafter, Merciless Executioner, Ravenous Chupacabra, Nekrataal, Bone Shredder and Shriekmaw; the Maw is especially synergistic here with his evoke ability. Just one of these creatures cast could end up netting 3 to 4 sacrifices across the table. Even a card like Mulldrifter fits your theme. A few other cards that might interest you: Tortured Existence and/or Phyrexian Reclamation. They can help you get some of these cards that trigger your Commander's ability back into play or into your hand to re-cast (like Endrek Sahr, Master Breeder).

Thrilling Encore is ok, but adding one card to reuse that one card seems like a waste of two card slots. Archaeomancer and Mnemonic Wall could do it for you, though. You could consider running Deadeye Navigator as a way of blinking some of these creatures I've listed with ETB effects.

Two items left I want to hash out with you:

Item 1: Distended Mindbender. This is just not a good card, and there are plenty of sorcery speed discard spells that black runs that would do a better job, not cost 5 CMC, and will force some discard. Hell, I think Thrull Surgeon would be better, and you could recur him with some of the options I've listed.

Item 2: Lotus Bloom. Not good, in my opinion, especially when compared to other options, like Worn Powerstone, Mind Stone, or Commander's Sphere. You cast it for free essentially, but then have to wait three turns to essentially net a Dark Ritual effect. So you wait three turns for a one-off effect, then it goes to the graveyard. Worn Powerstone is repeatable after it untaps, although it is colorless. With Commander's Sphere you get ramp and fixing, and you can choose to send it to the graveyard in exchange for a card, replacing itself. Mind Stone replaces itself, too. I'd like Lotus Bloom more if you had a way to recur it, like Goblin Welder, but that isn't what your deck does, so it doesn't make sense with better options available.

I hope that helps explain my reasoning a little bit. I like to try to manage my mana curve as much as possible, so I have things going on early to set up mid and late game. Your Commander is high CMC as it is, so you've really got to build to getting him out as soon as you can; by turn 4 would be great, but probably not going to make an appearance consistently until around turns 5 or 6. Let me know what your experience with this is, though. When deck building, its easy to get wowed by big dumb creatures, but too much of it makes the deck clunky and inconsistent. Better to get the consistency that makes the deck function early, so you can play your game later on, too.

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Bone Shredder occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Black: 0.16%