|Commander / EDH||Legal|
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|Commander 2013 (C13)||Mythic Rare|
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Legendary Creature — Goblin Artificer
2B, Sacrifice a creature: Each other player sacrifices a creature.
2R, Sacrifice an artifact: Each other player sacrifices an artifact.
2G, Sacrifice an enchantment: Each other player sacrifices an enchantment.
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Shattergang Brothers Discussion
4 days ago
Redace878: Yeah, Krark's Thumb and Chance Encounter will definitely be in! Unfortunately I won't be able to use the Stitch in Time as my deck is green, red and black. Using Shattergang Brothers as my commander.
RazortoothMtG: Thanks for that! I used the Gatherer lists, but the one you put up is so much easier to look through and check rulings. :)
2 weeks ago
For tribal aggro:
Goblins (red, red/black, red/white, red/green, red/green/black (Shattergang Brothers for board control).
elves - red/green, mono green, green/blue, green/white, green/black (so many options).
zombies (usually has recursive things so wraths that send to yard wont slow it down much. The Scarab God seems to work.
2 weeks ago
Sounds good! I have a few suggestions... this is always the hard part of deck building xD
Let's first go through and look at things that are not pertaining to your two win conditions, (Prossh or devour creatures)
We could take out Charnelhoard Wurm because it really doesn't help you out that much. All the creatures you sacrifice now (as opposed to the original deck list) are going to be tokens so you really don't need to much recursion. If a creature dies, just move along! Same thing with Hua Tuo, Honored Physician, Sek'Kuar, Deathkeeper (as far as the whole "you aren't sacrificing non tokens" thing)
maybe take out Endrek Sahr, Master Breeder, I just feel like you can do much much better with a token creation engine. The sacrifice thing kinda turns me off to it.
Hellkite Hatchling is a bit underwhelming for a devour creature.
Ophiomancer is a very fun card but is just slowing you down.
Shattergang Brothers is just not quite good imo. You aren't going to sacrifice anything else but a creature except on very rare occasion.
Quagmire Druid is not bad, but is a slot taken up in your deck. Keep it close by just in case you need more enchantment removal.
Smothering Abomination is good in a vacuum but I feel like if you get it out.. that you'll find its hard to have things to sacrifice at the beginning of your upkeep as you fuel devour and prossh.
Foster I think is going to skip over some of your token producer cards.. and we don't want that happening xD
Vile Requiem is really really slow removal.
Hunter's Prowess because I think you are going to draw WAAAAAY too many cards off of that and not be able to hold on to them.
1 month ago
Mitotic Slime comes to mind. Reef Worm is sorta like that, but in the wrong colors. Abzan Ascendancy/Golgari Germination/Gutter Grime/Requiem Angel are sorta close, Belfry Spirit turns the creature it haunts into a card like that, Brindle Shoat, Tuktuk the Explorer and Doomed Dissenter just get bigger. Liege of the Hollows gives everyone squirrels when it dies. Symbiotic Elf, Symbiotic Beast, and Symbiotic Wurm turn into insects. Chasm Skulker explodes into a pile of squid (wrong colors again tho). Maalfeld Twins breaks apart into 2 zombies, and Mausoleum Guard into 2 spirits. Promise of Bunrei makes one of your dudes explode into spirits. Sporogenesis is kind of a cool card that makes your guys explode into saprolings on death. Sprouting Thrinax is good. Wurmcoil Engine is a popular one.Goblin Marshal/Mogg War Marshal makes goblins when he ETBs and dies. Hallowed Spiritkeeper, Hangarback Walker, and Hooded Hydra all work. Jotun Owl Keeper in blue again. Mongrel Pack is another one, as is Murder Investigation. Theres a whole bunch of "Penumbra" cards from odyssey that all make a black clone of themselves when they die (e.g Penumbra Wurm). Ulvenwald Mysteries turns each dead guy into a clue that it then turns into a soldier.
If I were to make a commander deck around this idea, I would go with a Jund, not Abzan, sacrifice deck led by Sek'Kuar, Deathkeeper, or perhaps Shattergang Brothers. In addition to these you have a ton of guys that just make 1 token on death- Seed Guardian, Sifter of Skulls, Pawn of Ulamog, Tukatongue Thallid, Blisterpod, Myr Sire, etc.
2 months ago
Can you look at my EDH style deck and tweak it for me? I just cannot help but to feel that it is too slow or missing something. It revolves around Shattergang Brothers. I just love the thought of death and taxes type of play. High aggro and quick answers are my style of play. Any chance you get is greatly appreciated. http://tappedout.net/mtg-decks/07-11-16-monkey-see-monkey-do/
3 months ago
I considered Sek'Kuar, Deathkeeper at first, but I'm mostly sacrificing tokens in this current build, rendering his ability less effective... also thought about trying Shattergang Brothers... Its my first attempt at a Jund Deck and I'm still toying with build ideas... I just want to keep with the devour theme somehow
3 months ago
3 months ago
Hi, welcome to TappedOut!
Please remember to link the cards in your question, so we don't have to look them up.
So, there are two different things: color and color identity. A permanent's color is defined by its mana cost and its color indicator. Lands have no mana cost, so they are colorless (except Dryad Arbor, which has a color indicator saying it's green).
Color identity is a concept used in the Commander format. In a Commander deck, you may only play cards that fit into your commander's color identity. A card's color identity is defined by any mana symbols on the cards, without reminder text.
For example: Shattergang Brothers are Jund (BRG), because it contains black, red, and green mana symbols. Memnarch is a colorless creature, but its color identity is blue, as it contains blue mana symbols in its rules text.
Color identity is established before the game begins. Tapping a land doesn't change its identity.
Blossoming Sands is a land and thus a colorless permanent. Its color identity, however, is GW, as it contains green and white mana symbols. These two statements are true for the entire game, no matter what color you tap it for.
903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that cards mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).
903.4a Color identity is established before the game begins.
903.4b Reminder text is ignored when determining a cards color identity. See rule 207.2.