Fragmentize

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rules Q&A

Fragmentize

Sorcery

Destroy target artifact or enchantment with converted mana cost 4 or less.

Masterful on Necronomicon | Teysa Karlov | Primer

2 years ago

kirbysan If you prefer, going for 4-plains and 5-swamps or the reverse would be fine. Personally, I'm hesitant to go for more plains than swamps because of how it can ruin an early Necropotence and how many more black cards we play. I haven't yet ran out of basic plains to fetch for and it be a big problem, but theoretically, it could be bad, so I'll probably cut a swamp for a plains myself. The thing is, in the late game, we're not focused on ramping, and making our land drops despite off-color white fetches should be doable because of how much card draw we have. At the point where we've drawn and/or played every plains from our deck, we should be good on mana.

Exotic Orchard definitely seems bad in 1v1 since you only have one opponent, so I wouldn't play it there. Orchard is meant to be a good land in multiplayer free for all which is the most common way to play EDH. At the very worst, it's just a basic land, but at it's best, which is most of the time in multiplayer, it's an untapped dual. It doesn't have to do with casting opponents' spells. Archaeomancer's Map is another example of a card that's meant for multiplayer. In multiplayer, green and ramp strategies are incredibly popular, so it's meant as a catch-up ramp spell that also fixes our land drops for the next couple turns.

For anti-stax, I don't recommend Return to Dust since it's 4 mana. Against those strategies, you're less likely to have access to large amounts of mana, so low mana artifact/enchantment removal like Disenchant and Fragmentize would do a lot better. Even cards like Cathar Commando could do work since they work well with the aristocrat strategy of the deck. For cards to swap out, you could take out redundant pieces like The Meathook Massacre, Shambling Ghast, and Deadly Dispute. Just don't go all in on cutting cards from a single package, like every tutor, every 1-drop fodder piece, etc.

zapyourtumor on Toybox Series M

2 years ago

And instead of Fragmentize I recommend Wear / Tear. Torpor Orb may also be better than Hushbringer unless there's a ton of creature dying stuff going on in your meta.

plakjekaas on Aura Shards or Nullmage Shepherd?

2 years ago

Aura Shards is the much more oppressive effect, and will be hated out of the game by the decks that rely on their artifacts and enchantments to function, for reasons stated above. Nullmage Shepherd is a more safe pick, people will respect the effort of tapping 4 creatures and not being attacked by them, just to blow up a single target, way more than just: oh another creature etb, time to destroy something!

Shards will dominate the board, Shepherd will fly more under the radar and not draw hate from all other players. If you can reliably get 4 creatures to tap, the Shepherd is a way more subtle tool, a precision knife, where the Shards are a nuke that will exterminate everything close. Choose what fits your meta better. I've lost many games for having the menacing Aura Shards-type effect on board where people killed me for that, when all I needed it for is to blow up the single Rhystic Study where even a Fragmentize would have sufficed.

Yes, Aura Shards is the most powerful of the two. No, that doesn't mean it's the better choice in your deck that leads to more enjoyable games. Choose wisely.

TriusMalarky on Budget STOP DOING THINGS

3 years ago

You only have 2 Serum Visions and 1 Archmage's Charm. Both aren't too pricey, and I would definitely save for the full 4 of each before using this anywhere.

Turn one Visions/Opt can win you games, and Archmage's Charm as your t3 is probably the best t3 you're gonna get. Either counter a threat or reload your hand? Yes please. Also it kills Death's Shadow, allows you to grab someone's Swiftspear to chump their Goblin Guide, etc. It's amazing.

Otherwise, only the Maindeck Duresses are weird. If you want maindeck hand interaction, you should save for 4x Thoughtseize or Inquisition of Kozilek . Also, Phyrexian Scriptures sideboard is weird.

Personally, I'd cut the duress, Mission Briefing and mana leak for the full four Serum Visions/Charms, and instead of having one sideboard, create a modular sideboard depending on what you end up facing, using these cards(get 4 each):

Dovin's Veto , Mystical Dispute , Dispel , Spell Snare , Duress , Fragmentize , Cry of the Carnarium , Rest in Peace .

Those 8 different(32 total) cards should be switched around as needed to form a 15-card sideboard that can deal with anything.

Valengeta on Thran: The Untold Saga Of Modern's Destruction

3 years ago

Hello, you deck looks really nice. I have some suggestions of cards for you to think about:

First, as mentioned before Leyline of the Void, Anguished Unmaking, Despark are good cards to consider, and I also think you should lose the Lingering Souls for something more useful to you. For the same 3 mana you could drop Phyrexian Arena, Grim Tutor, Crypt Incursion, a third Wrath of God or you could lower your curve and play Surgical Extraction, Extirpate, Smallpox, Inquisition of Kozilek, Castigate, Dark Confidant

Secondly I would like to recommend some artifact and enchantment removal, mostly for sideboard, since you are within the color range of dealing with those easily: Revoke Existence, Fragmentize, Heliod's Intervention, Demystify

Next I have some cards that protect you from Discard and Burn decks: Leyline of Sanctity, Witchbane Orb, Teyo, the Shieldmage or The Wanderer

Lastly, if you’re looking for more finishers, I’d also lose Sorin, Grim Nemesis for things like Necromancer's Covenant, Gideon of the Trials or a fourth Fall of the Thran and a Kaya, Orzhov Usurper

Reznorboy on Alela, Tinker Faerie Extraordinaire

3 years ago

So, I actually really like the deck as is (and I think it is a lot better than even some of the best Alela decks I've seen in terms of power) BUT

I have an idea that I think is both good AND I don't think has ever been done before.

Alela ENCHANTMENT storm.

Basically, you would play cards like Treacherous Blessing and Sage's Reverie along with cards like Cleansing Meditation, Faith's Reward, Fragmentize, etc.

I can try to make a list later.

K1ngMars on What would you change? (cEDH)

3 years ago

As aforementioned, a good deck description can go a long way.

It seems your win condition is some kind of Jace, Wielder of Mysteries and Demonic Consultation. There are no major mana sinks, so I don't see the point of infinite mana. I moreover see that you're trying to achieve your win condition by different paths, be it hermit druid or others. I think this approach, albeit good on paper, has been taken too far. You're sacrificing interaction for redundancy. Redundancy is important, but is better achieved with tutors. One or two copies of the same effect are more than enough in most cases.

Look to improve on the small things: try to substitute sorceries with instants that do the same thing like Fragmentize with Nature's Claim (which is better overall). Be patient and you'll do it!

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