Shatter

Shatter

Instant

Destroy target artifact.

Browse Alters View at Gatherer
Set Price Alerts Price Chart

RIX

Show All Prices

Printings View all

Set Rarity
Rivals of Ixalan (RIX) None
Tempest Remastered (TPR) Common
Khans of Tarkir (KTK) Common
Scars of Mirrodin (SOM) Common
2010 Core Set (M10) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Mirrodin (MRD) Common
Eighth Edition (8ED) Common
Deckmasters: Garfield vs. Finkel (DKM) Common
Seventh Edition (7ED) Common
Classic Sixth Edition (6ED) Common
Tempest (TMP) Common
Fifth Edition (5ED) Common
Ice Age (ICE) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Pauper EDH Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Oldschool 93/94 Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Shatter Discussion

MrFlungus on Red Burn - Please comment!

2 months ago

Instead of Shatter in your sideboard, you should go for Smash to Smithereens to keep uf the burn!

RPGrinder on

4 months ago

Nemesis Thanks, this helps out a lot. I guess my win condition is going to be mix of out value and Biovisionary combo (going to put the Rite of Replication there).

I put the Phantasmal Terrain there for Seasinger in case opponent(s) don't have Islands. Should I replace Seasinger and Phantasmal Terrain with something else?

Do you mean I should replace one of Abrade Naturalize or Shatter with one of your suggestions or should I replace all? I'm not a native English speaker and your wording is little confusing to me.

When you say too much protection, do you mean the amount of protective artifacts, or something else? If you mean the artifacts, which ones should I keep?

I put those three for extra protection against non creature spells and they fit the theme of copying things. Should I replace them?

Nemesis on

4 months ago

So when I build an edh deck, one of the first things I try to figure out is how I'm going to wrap up the game. General Value can work as a strategy, where you're just trying to outvalue everyone around you, but it's really hard when you don't focus on something specific. For Riku, there are a few paths you can take:

Out - Value everyone: This is kind of the path I was talking about, with tons of valuable ETB and LTB triggers, or big things that you can play early since you're so far ahead from the earlier value plays.

Combo: This is the Rite of Replication Inferno Titan path, along with many many more reasonable and cheaper combos

Alt Wincon: Biovisionary is a good example of this - some decks pick a specific wincon that they want, it can be just one card, and build the deck trying to win around that card. (btw, Rite of Replication is amazing with biovisionary too :P) Often, these decks fall into Combo.

Now, don't get me wrong, your deck is perfectly fine as is. You have tons of value with Riku, protection for him, and a way to win through biovisionary. Could you make it more efficient? definitely. Here are some cards that I'd cut, almost no matter what direction you take the deck:

Phantasmal Terrain : I don't see what this does in your deck

Staff of Nin : Generally too slow and isn't really compatible with your cmdr

Some form of protection: While protection for your guys is great, you may have one too many

One of Abrade , Naturalize , or Shatter with - Vandalblast , Reclamation Sage , or Hull Breach

Deflection , Narset's Reversal , Wild Ricochet : what is your reasoning behind these?

Spell_Slam on PDH - Zada Hedron Grinder

5 months ago

Looks like a great start!

You're missing a few of the card-draw cards that really make this deck competitive. I'd recommend you add Renegade Tactics and Panic are the main ones you're missing, and the deck can't get enough of them. I even considered running Rile , but it's a bit risky.

I just wanted to make sure you knew that copied spells off of Zada won't trigger Prowess and other "Cast" triggers. They're still fine cards, but maybe not as effective as you maybe thought.

When playing Red PDH, I don't leave home without Destructive Tampering . That card is so good as an overcosted Shatter or Falter effect.

I see you're also playing Goblin Freerunner . Since Zada doubles up as an ally, I take advantage of that by also playing Akoum Flameseeker and Ondu Champion for some recurring fixing and trample-giving. They are pretty reliable with Zada.

It's not necessarily synergistic with Zada, but Rites of Initiation is an awesome finisher with all the card draw we do.

Here's a link to my list. I went with a more Goblin Tribal theme that has been shredding through opponents so far. I'd like to see what you think! Zada, Card Advantage Grinder

Brutal_B on My first EDH deck: Pew Pew Spells

6 months ago

I'd also run Abrade instead of Shatter ...or both

SideBae on

7 months ago

marn3us: I suggest removing Ancient Den , Vault of Whispers , Great Furnace and Seat of the Synod . My experience with the artifact lands has not been good, as (at least in my meta) Stony Silence , Null Rod , Back to Basics and Blood Moon are all over the place. However, even if this is not the case, artifact lands still die to any Shatter effect, meaning that they are especially vulnerable with little upside. In a deck like this, I don't think hitting a critical mass of artifacts will be an issue, so I think the three on-color slow fetches would be good instead. I also advise running at least one off-color slow fetch, probably Grasslands because you have more white than red, because it will still fetch your Hallowed Fountain and Godless Shrine , making it effectively a dual land. If you don't want to run off-color fetches, I advise adding another shock of a color combination you don't have yet, like Sacred Foundry or Blood Crypt .

SharpRaptor on Brion Stoutarm (Giants)

10 months ago

Part 2

Enchantments

Ajani's Mantra - Too slow. Way too little impact. We don't have triggers off life gaining a lot so we can replace this.

Rise of the Hobgoblins - We aren't really interested in the effect towards our gameplan. The first strike can be nice. But not the best thing we can be looking at.

Scourge of the Nobilis - We don't have anything that we really benefit from putting this on. Brion already has lifeling, and his sacrifice ability is based on the sacrificed creatures power so we don't want to pump him either. Then putting it on a creature we want to sacrifice is setting ourselves up to loose out on cards by 2 for 1nning ourselves. There are some other enchantments that we may play that recur themselves but we will come back to those later.

Maybe Enchantments

Searing Meditation - I really want to like this card but it seems rather low damage for mana investment keeping 2 up all the time. However if we end up with a lot of ways to gain lots of individual triggers. Then this could be worth it.

Instants

A couple of these are just upgrade them but keep the same idea. These ones are all effects that we want but probably not this exact version. And we might want more of them.

Condemn can be replaced with Swords to Plowshares (or maybe just have both)

Crush Underfoot could be Fall of the Hammer . It means that a non-giant can use it, though you lose out on the minor ability to search up a removal spell with your Giant Harbinger

Shatter could be Abrade as it gives more flexibility. Or one of the ones that include white that can hit enchantments too.

Others should probably just be replaced, maybe with more version of the above effect.

Pact of the Titan - The free 4/4 with flash is pretty good. But unlikely to win you the game with it. It effectively costs you 5 mana for it and because it doesn't have Haste it isn't winning you the game before you have to pay for it.

Soul's Grace - A card that only gains you life in one burst is usually not worth it. If it did something else too then maybe. But not just life gain.

Sorceries

Giant's Ire - Just isn't worth it really. It doesn't do enough for the mana.

Maybe Sorceries

Feudkiller's Verdict - While this effectively could be a 6 mana 5/5 that gains you 10 life on enter. Which isn't bad, it could still sometimes be stuck in hand unable to make the 5/5. So while this can be decent, It can be bad.

Lands

We can afford to cut 2 or 3. I usually recommend 36-7 with around 10 nonland mana sources. Because this runs a lot of big guys, we want to consistantly hit our mana so we want 37.

Artifacts

Armillary Sphere - This doesn't actually ramp us it helps us hit out land drops though which is a good thing. However there are a couple of other cards which do similar while being repeatable or having other effects that go with it

Paradise Plume - We want mana ramp, this is possibly just too slow though. Rocks that tap for 1 colour are usually 2 mana. Our 4 mana rocks tap for multiple mana usually.

Dracoson on How does Lavinia work with ...

1 year ago

Neither case is a "perfect" lock, but they are pretty close. Both of them can be dealt with via on board abilities. In Omen Machine's case, if they already have access to an answer (Shatter, Reclamation Sage, and the like), they can just use it. Knowledge Pool can be dealt with by cards cast from other zones besides the hand. Flashing back Ancient Grudge for example, or by an uncounterable spell out from under the pool (Abrupt Decay). In reality, though, both would likely prompt concessions as they will quickly know whether they can get out from under it in a reasonable amount of time.

Load more