|Commander / EDH||Legal|
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|Commander 2013||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.
Price & Acquistion Set Price Alerts
Shattergang Brothers Discussion
18 hours 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 weeks 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/
1 month 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
1 month ago
1 month 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.
2 months ago
2 months ago
Wedge/Shard additions based on our discussion yesterday:
- Sphinx of the Steel Wind
- Teneb, the Harvester
- Queen Marchesa
- Narset, Enlightened Master
- Surrak Dragonclaw
- Blade of the Bloodchief
- Mycosynth Wellspring (too narrow I think)
- Ichor Wellspring (same)
- Trading Post (you said you didnt like it. Im fine to cut it.
- Brago, King Eternal
- Swans of Bryn Argoll
- Thistledown Liege
- Fires of Yavimaya
- Blood Baron of Vizkopa
- Treasury Thrull
- Bounty of the Luxa
- Shattergang Brothers
- Ghave, Guru of Spores
- Derevi, Empyrial Tactician
- Sharuum the Hegemon
- Wall of Omens
- Wall of Essence
- Aerie Mystics
- Gideon, Ally of Zendikar
- Planar Cleansing (maybe Austere Command instead)
- Citadel Siege (doesnt support any particular archetype, not good enough for good stuff)
- Fog Bank
- Guard Gomazoa
- Wall of Frost
- Bastion Inventor (doesnt do enough I dont think, but we can re-evaluate if we take this more in the affinity direction)
- War Tax
- March of the Machines (it doesnt seem like this is what the artefact deck wants to do for now!)
- Courier's Capsule (to me this is just a worse version of Etherium Astrolabe)
- Scepter of Fugue (doesnt really do anything
- Rhonas the Indomitable (Nylea is just better for this archetype I think)
Note: Nothing has been cut yet. Do you agree with them? If not, please let me know which :)
2 months ago
A mad max feel eh? Alright! let me see what I can work with... Also leaning towards the vehicles subtheme with that context.
Let me start with a suggestion that will change the deck greatly, but that will - in my opinion - create a better framework for a "smart goblins handle the appocalypse" kind of feel: meet the Shattergang Brothers! If you choose them as your commander, not only do you have a goblin bomb-squad in the command zone, you get access to green ramp and interactions with enchantments, plus a sac outlet always available to make the removal targeted at your permanents go haywire!
If not, there are other additions I would include. You said you'd be going for a semi competitive environment (store tourneys but mostly fun) so I would include some alternate paths to victory. Examples of these would be Spikeshot Elder + Grafted Exoskeleton, and/or, Murderous Redcap + Nim Deathmantle + Ashnod's Altar.
The tribal lords are almost a must. Especially the ones that pump the team and give keywords such as mountainwalk or haste.
I would certainly include Attrition.
Mogg Assassin is a nice political card in the hands of a skilled diplomat.
I find that suggesting cards to cut, often meets the problem of favourite cards (myself for example, LOVE Muck Drubb and will actively go out of my way to include it in a deck). If you want, tell me about the things that MUST stay in the deck no matter what and I'll see about making cuts from the rest.