Grapeshot

Legality

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

Printings View all

Set Rarity
Duel Decks: Mind vs. Might (DDS) Common
Modern Masters (MMA) Common
Time Spiral (TSP) Common

Combos Browse all

Grapeshot

Sorcery

Grapeshot deals 1 damage to target creature, player or planeswalker.

Storm (When you play this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Grapeshot Discussion

TwinStags on Feather: Mid-Budget

6 days ago

I’m hung up on

Aurelia's Fury : expensive, not a ton of play

Intimidation Bolt : not always worried about being attacked with all the token defense

Reckless Rage : doesn’t hit everything, sometimes it’s good though

Wrath of God : idk, need right cards in hand to play

Grapeshot : reckless rage feels better

I built my deck without Paradox Engine so I’ve always had difficulty with Certain cards. Adding Unwinding Clock keeps the deck moving though

ziocaro on Lantern Control / Artifact Storm Combo [M20]

6 days ago

the interaction of new Mystic Forge and Semblance Anvil is very interesting: probably ill try this "archetype"( i have played lantern since the origin and now im playing prison whirso i love the family) but in a modern brown deck the blue is necessary so i think i'll swap out goblins for Whir and probably also 2 Foundry Inspector for 2 Cloud Key that doesnt suffer creature removal (4 for me are redundant because with 2 Anvil every other CC reduction is useless). Moreover we can put in sideboard some copies of Paradoxical Outcome and one Grapeshot for U based control matchup/alternative wincon necessity

Conartistry on Niv-Mizzet, Parun

2 weeks ago

Love to see another Niv-Mizzet deck!

But I have some questions about what you have here.

Why run Finale of Revelation ? Stroke of Genius can win games for more, and Pull from Tomorrow is an instant at the cost of discarding a card. Either (or both) seems better than Finale.

Since you aren't running many fetches, I think you could afford to cut Brainstorm for Impulse or maybe Sleight of Hand (or Search for Azcanta  Flip which I see in your maybe board).

I don't think Counterflux is all that great, it's really color heavy for a glorified cancel 80% of the time. If storm or control are common in your meta than disregard and keep going.

Ionize does seem rather weak though, I think Counterspell is an easy swap.

How is Consecrated Sphinx doing for you? I'm considering adding him to my own list but I'm not sure if he is better than a Chemister's Insight .

Clear the Mind may be less mana intensive, but I think Learn from the Past is better since it doubles as grave hate in a pinch.

AEtherize never felt great to me, have you considered Starstorm or Earthquake as more permanent control options instead?

How frequently do you actually need Reliquary Tower ? It seems really overkill in most cases especially when your wincon is Dramatic Scepter. Also tapping for colorless when the commander costs is painful.

Isn't Thousand-Year Storm really unnecessary? Sure you get infinite storm with dramatic scepter, but why not just run Grapeshot or Brain Freeze at that point?

How's Keranos, God of Storms doing? He seems painfully slow for the odd chance to bolt.

All in all, I do like the deck. Props for not defaulting to the Curiosity Combo Niv is infamous for! If you're interested, here's my own decklist, though it's still a work in progress, any suggestions are more than welcome: Mad Science with a bit of Control

Funkydiscogod on Naughty Rogue Party

2 weeks ago

What's your opinion on the interaction between Stinkdrinker Bandit and Tetsuko Umezawa, Fugitive ? Those two cards can attack for an unblockable 7 damage, but, Tetsuko Umezawa, Fugitive is kind of a nonbo with Oona's Blackguard .

Also, put the rest of the 4 Earwig Squad in the sideboard. There are a lot of decks in modern that fold instantly if cards get pulled out, mostly combo decks that run 1-3 win conditions but can find them very consistently: Grapeshot Emrakul, the Aeons Torn Valakut, the Molten Pinnacle Lightning Storm Laboratory Maniac , just to name a few common ones.

MurderForBrunch on Mathemagics! Stupidly odd combo deck!

3 weeks ago

Hi Cuickbrownfox1!

At first I included Grapeshot . Then I swapped it for Gut Shot because I thought no-mana was better, and it's quite similar having Thousand-Year Storm in play (because of course it's always in play haha). Now I'm thinking that it's probably better that than a 3rd copy of Comet Storm in Earthquake (copy-ish) to manipulate life totals, so I'll probably put Grapeshot in again.

Thanks a lot for commenting, and thanks a lot to dizzierabit for commenting as well! :D

Cuickbrownfox1 on Mathemagics! Stupidly odd combo deck!

3 weeks ago

Would you consider Grapeshot since it's a pinger and can help you get people to really specific life totals?

Gladiusupremus on Grixis Flux

1 month ago

I think Isochron Scepter and Paradox Engine is probably a must. Running a storm deck with Laboratory Maniac I think that being able to cast Dramatic Reversal infinite times will either enable a Guttersnipe , Mind's Desire + Laboratory Maniac , Aetherflux Reservoir , or Grapeshot win combos, none of which I see. Could you please explain the main path to victory for this deck?

TapTapGo on Runaway Coil

1 month ago

Thanks for the praise.

Imho Tectonic Reformation is a no. Three mana and lose a land to get a card that it replaces in the deck. Further cards might drift towards value after 2-4 cycles, but you can't really expect that much spare land regularly and are probably dead with the mana sunk and such draws anyway. Likely a lose less card that otherwise clogs hand. Far better options imho.

I'd also prune the numbers of some cards to one, as you simply don't want to have opening hands of 2+ of these. An opening hand with 2 lava darts is in struggle land. You already need to consider a Mulligan if no paradise mantle or if two or more, adding further bad opener multiples hurts a lot imho.

I think the Elixer is also bad imho. It distracts from your game plan and is too toolbox cute in a linear aggro/combo deck. The deck really really needs to rapidly hit creature + paradise mantle + two lands + 2 or more useful red draw spells, and is far too likely to fizzle on cards like enchantments or the elixer compared to the amount of actual losses turned to wins they actually give it. Avoid Mulligan pressure and avoid whif cards like this to focus on winning more.

When you hit your combo game plan of a Wierd with mantle casting an expedite or similar, you actually would ideally aim for your deck to consist of only 1 mana red cantrips plus a Grapeshot . Given the presence of numerous lands and other non cantrips cards (whiff draws) your gameplay is: 1. attempt to luck out, ie draw and cast x cantrips, without interruption, where x is the number needed to immediately perform a combo of swing/thud/grapeshot/thermo-Alchemist for lethal; or 2. have more spare red cantrips or equivalent in hand than the y whif draws that occur before you reach x. Multiple drawing low cost cards greatly assist this plan.

As such, we need to seek to minimise y (the whiff draws) and seek to maximise the x (cantrips). The constraints are running sufficient lands and creatures to rapidly reach initial conditions to start our combo, plus 1-2 flex meta spots.

whiff cards in above deck: 2 sorcery 5 artifacts 18 land 2 instants 10 creatures 1 enchantment = 38/60 whiff cards This means that your deck had 22 draw cards, and pushes up the number you need to have in hand/drawn to overcome the likely 4+ whiffs with a 38/60 whiff rate. The deck runs out of gas hard.

Note that I'm ignoring mana generating spells here, they have their own role that I'll discuss later.

I'd think you could push the draw cards to say 30, and throw in some cards that draw multiples.

Bedlam Reveler as a 2 of. Improves as your deck fills with more cantrips.

Noxious Revival as a definite 4 of. Is a whiff that makes another draw an auto non whiff, ie net value gain if Whiff cards are 30+, and huge toolbox value with Bedlam Reveler or Reforge the Soul or other multidraw cards or to return a slain weird.

Reforge the Soul as a 1-2 of. If miracle, great, if not, discard with Looting and Noxious Revival it into a win. Maybe find another red instant/sorcery cantrip discard outlet - maybe swap 1-2 Magmatic Insight for Tormenting Voice ?

Imho drop to say 15 lands. It's not like you don't draw cards, and you run Faithless Lootings etc. Perhaps we should consider running 4 Simian Spirit Guide - it's effectively a 1 use land that can be played on top of other lands in any turn.

Drop the enchantment and the elixer and 3 lands and 1 creature and 2 whiff instants and try a version where you throw in 4 Noxious 2 Bedlam 2 Reforge, then re add lands as needed.

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Grapeshot occurrence in decks from the last year

Modern:

All decks: 0.11%

Commander / EDH:

All decks: 0.01%