Reality Smasher

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Reality Smasher

Creature — Eldrazi

( represents colourless mana.)

Trample, haste

Whenever Reality Smasher becomes the target of a spell an opponent controls, counter that spell unless its controller discards a card.

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Reality Smasher Discussion

Xica on [Community Discussion]: Modern Chat

14 hours ago

Scavenging Ooze is not a threat.
(compared to other beasts that inhabit modern, like Tarmogoyf, Death's Shadow, Primeval Titan, Reality Smasher... etc. those are game winning threats, not frikkin Goblin Guide that can get +1/+1 counters, if you pay , and have dead creatures in graves)

Yes you can play it and play removal on the same 3rd turn, but it will stay the same puny little 2/2.
And then what?
Paying its cost 2x to grow it to be a 4/4 is not so great when it will still be murdered by Fatal Push, and it will still have its ass handed to it by the Hollow One casted for the sky high cost of

Of course if you build a deck that ramps and puts a lot of creatures into the grave it can become big (and do so reliably and at reasonable speed).
But that's the same territory as building a deck for Skaab Ruinator, and ain't no spike got time for dat!

Emzed on The ever growing army of the undying

1 week ago

Innocent Blood isn't legal in Modern (too old) and Skullclamp is on the banlist (for good reason).
Extirpate is a bad card in the maindeck, I would move that to the sideboard. Way too many decks barely care about cards in their graveyard and have no synergies worth breaking up.
Deadly Allure isn't great either: It requires that the opponent a) has creatures, (control decks don't) b) cares about all of them (individual Lingering Souls aren't worth killing), c) hasn't tapped those creatures (Reality Smasher doesn't care). Tragic Slip might be the better choice, since you can easily trigger Morbid and it kills basically everything.

Neotrup on How do mana rocks work ...

1 week ago

Update: You pay into it and you get out of it, just like if your color identity included green and white. DRACULA150704 was giving the answer that had been the rule before the release of Oath of the Gatewatch, when colorless mana was strictly less usable than colored mana. The rule was changed so you wouldn't be able to use a Darksteel Ingot in a 3-color deck to cast a Reality Smasher, for example.

frogkill45 on eldrazi black&blue something (help)

1 week ago

Made a list for you of things is would try. I have played both Tron and Bant versions of Eldrazzi. if you want to be competitive in modern you need efficiency in the spells you cast, Eldrazzi tron decks can play Thought-Knot Seer on turn 2 and smasher on 3. Plus many other decks in modern spit out Gurmag Angler or Tasigur, the Golden Fang on turn 2. You need cheap removal. Vapor Snag is great vs gurmag/tasigur, Fatal Push is great vs many other decks, but bad vs eldrazi or any creatureless combo deck like storm or ad nauseum. Fathom Feeder is a great card too as suggested above. Elder Deep-Fiend is also a very good card.

example list of what i would run. just tagged things you dont have in the above list

Lands:

4x Eldrazi Temple

4x Polluted Delta

1x Wastes

2x Island

2x Swamp

2x Ghost Quarter

3x Underground River

1x Sea Gate Wreckage

1x Sanctum of Ugin

2x Watery Grave

Creatures:

4x Eldrazi Skyspawner

4x Fathom Feeder

4x Bearer of Silence / Wasteland Strangler

2x Mist Intruder

4x Thought-Knot Seer

2x Reality Smasher

2x Blight Herder or more Smashers

3x Oblivion Sower

1x Ulamog, the Ceaseless Hunger

Other Spell:

4x Relic of Progenitus / Tormod's Crypt

4x Fatal Push / Go for the Throat

4x Vapor Snag

Xica on YamishiTheWickedOne

2 weeks ago

Hello, i would like to ask for some elaboration, as you stated that there are a lots of reasons why instant speed is significantly better than sorcery. (Since i think you could feel it as attack on your "authority", and i wan't the reasons, instead of debating who is more clever, i felt it more appropriate to bring up the issue here)

For me the most obvious benefit is being able to kill creatures with haste.
Either Goblin Guide & Monastery Swiftspear of burn, Reality Smasher of eldrazi tron, or the oh so elusive Vengevine in some dredge decks.

And may be able to kill a Goblin Electromancer/Baral, Chief of Compliance, before they could reduce the cost of Past in Flames - which is probably pretty fringe considering that all mana flares in that deck are instants.
Or maybe to fizzle them if they overspend the mana, and leave less for Grapeshot, or Empty the Warrens - thus punishing bad play.

Nearly forgot, manlands.

Is there anything else, that mandates instant speed removal?

Sogatog on Mono White Eldrazi & Taxes

2 weeks ago

Thanks for the feedback Padapos. Sundial of the Infinite seems interesting, I hadn't seen it mentioned in this context before. That said, I don't see where it does anything useful outside of the combo with Flickerwisp, and even then it's a little slow, having to spend a turn doing nothing to play it and having an extra mana up to use it when you actually put Flickerwisp into play. And of course it's basically dead in any scenario without Flickerwisp.

As for Eldrazi Temple, I could run 4 and did consider it, but I prefered using the last colorless land slot for a second Scavenger Grounds to hassle decks like Death's Shadow and Storm. I've only got 2 Eldrazi creatures to begin with, and really value the main deck grave hate. I could add Reality Smasher, as you said, and have played it in Taxes shells before, but it's really slow to cast, especially considering I'm often sacrificing my own lands to tax the opponent. I like it in some metagame contexts, but right now, there are way too many situations where I'm dead t3-5 if I'm not actively disrupting my opponent. I prefer a card like Mirran Crusader- also hard to kill, hard to chump block, and hits hard, but comes down much sooner and can be played off Aether Vial much more easily.

As for Shefet Dunes, when you say it's terrible, I think you're evaluating it based on its sacrifice effect which, admittedly, is pretty bad. But its main purpose is as an untapped dual land, making white and colorless. Compare it to a card like Godless Shrine in a white/black deck. If I cut them for Sea Gate Wreckage, I'll only have 10 white producing lands, making it very hard to play white creatures when Aether Vial isn't out and on the right number of counters. Shefet Dunes can also be sacrificed to Scavenger Grounds, but this is also less important than its function as a dual land. I do like it better than Caves of Koilos as mana fixing here though because it does have little sacrifice upsides that could come up now and then, which Caves lacks.

On Sea Gate Wreckage, it could however replace Scavenger Grounds. Wreckage is better against controlling decks that want to play long drawn out games, Grounds is better against fast decks that use the graveyard like Storm, Death's Shadow, Dredge, and Collected Company decks with the Kitchen Finks combo. I care more about the latter right now, and Grounds does still have some utility vs control stopping things like Snapcaster Mage, so right now I want to try it. That said, in the future I might be willing to replace Scavenger Grounds with Sea Gate Wreckage, more Eldrazi Temple, or even Mutavault, Tectonic Edge, or Caves of Koilos for extra mana fixing.

As for Tron lands, I don't see where I can fit those in and keep the color white in the deck. Taken together, many of your suggestions point to me just playing Eldrazi Tron instead of this deck. Which is fine, and probably even stronger than this, but is also just a completely different deck, rather than a refined version of this one.

Padapos on Mono White Eldrazi & Taxes

2 weeks ago

If you're going to run flicker affects try running Sundial of the Infinite. You can turn the flicker effect into a full blown exile effect. Sundial has great synergy with vialing in flicker creatures since you can leave the mana up at all times to end the turn with sundial exiling all effects on the stack. If you're going to run Eldrazi Temple you might as well run 4 of it and abuse the hell out of how overpowered it is.

To be honest it sounds bad but it would be far better to just make an Eldrazi white deck that focuses around taxing. Add in stuff like Reality Smasher to really hit it home for the win condition. You can cut the Shefet Dunes because the card is absolutely terrible and add in Sea Gate Wreckage.

But consider the Sundial strategy as it is very punishing on the opponent when you use flickerwisp to exile their lands after you are already taxing them hard for mana costs. Tron lands work really well with Eldrazi obviously but also work amazing with Sea Gate Wreckage because you can legit draw 2 cards every turn and still have the mana to play literally 3/4 of your deck in the same turn.

PTsmitty on Looking for start to Eldrazi ...

2 weeks ago

I am currently looking to build a Modern Eldrazi deck and want to get started with the foundation cards. I am looking for 4x Thought-Knot Seer, 3x Reality Smasher and 3x Eldrazi Temple. Here is my binder for anyone to look at. Some notable cards I have for trade are Lightning Greaves, Scalding Tarn , Ulamog, the Infinite Gyre, and Kozilek, Butcher of Truth MP. Let me know if we can get a deal done. Thanks

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