Shattering Spree

Legality

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

Printings View all

Set Rarity
Guildpact (GPT) Uncommon

Combos Browse all

Shattering Spree

Sorcery

Replicate (Red) (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

Destroy target artifact.

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Shattering Spree Discussion

StopShot on I've built a more dynamic ...

1 week ago

@Xica, No, you're not wrong about those lines of plays, but Sleeper Agent isn't a turn one play. 100% of the time if I have a Monastery Swiftspear or Goblin Guide those will always go first. The thing about Agent is that he requires some thought. Aggressive decks like jund don't hold too much concern for their life totals given their mana bases along with Thoughtseize which would warrant using him just as a Shock in the late game as a finisher in this case. That's not true for all decks. Some decks might not even have any use for a free 3/3 like infect and so the Agent is played much earlier. Sometimes it's the equivalent of a 1 mana Char finishing them with a total of 4 damage while only dealing 3 to us. If I'm blind to a deck I'm playing against 80% of the time the agent is cast turns 3 or 4 and on odd hands the other 20% would be on turn 2. As you have said the Agent is only bad if I'm losing the race, and even then main-deck cards such as Niveous Wisps and Path to Exile while good for turning off blockers can also be used to turn off attackers if necessary as well, which is how those spells compliment each other.

Your point on Chalice of the Void however is irrefutable, but then again Chalice of the Void is a sideboard card. I do not see decks running it in the mainboard and just like Leyline of Sanctity would equally hose just about any burn deck, burn decks run cards in the sideboard so as to not fold under cards like Leyline of Sanctity or in this case Chalice of the Void. Just because they board it in doesn't mean it will be present in every game it's boarded in from (as having it in hand is a matter of chance), and just as equally every time it is played in game 2 or game 3 doesn't mean I will never have that answer in hand that was boarded in to respond back against it. (I can board in Shattering Spree or Smash to Smithereens if need be.)

Lastly sac outlets was a rather odd point to make as I don't believe there are any around. You brought up Viscera Seer which was a bridgevine semi-staple until Stitcher's Supplier was printed which practically removed all of them in favor of the supplier. Furthermore if they have a Bridge from Below wouldn't sac'ing the agent put the Sleeper Agent in my graveyard effectively exiling their Bridge from Below rather than give them a zombie token thus the point you brought up works to my advantage? Also Arcbound Ravager says sacrifice an artifact which the Sleeper Agent is not so I'm a bit baffled as to why you've brought that up as well unless I'm missing something here.

Again the Sleeper Agent is just one card and if there is a match-up that just so happens to have an advantage over one card that's not going to be the end of my deck as a whole. I'd argue there are more match-ups where the Agent is better in which justifies it's inclusion as burn decks tend to race better than most other decks.

I mean no ill-will for disagreeing with you like this, and yes damage that can target creatures as well can be important as that too provides flexibility, but unlike a lot of burn decks I'm running Shard Volley which can also target creatures if desperately needed for such situations and Path to Exile practically works for creatures as well, which makes up for the lack of Lightning Helix or Rift Bolt while doing so for less mana even. Plus cards like Lava Spike and the aforementioned Shard Volley can hit planeswalkers as well, so the options are still there in any case.

@DragonKing90, Goldfish turn-3 wins? Okay let me just stop you right there. You can not goldfish a turn 3 win by using Boros Charm, Searing Blaze, Lightning Helix, or Skullcrack. Run any scenario in your head using just one of those cards and the closest you get is 19 damage which arguably can be game even if it's not 20, but that's only if you try to squeeze in just one Boros Charm under the optimal circumstances. If you try to fit in 2 two-mana damage spells, even if we're generous and say they're both Boros Charm the amount of damage dealt by turn 3 decreases. Contradictory however the cards in my deck that aren't found in other burn lists such as Shard Volley, Bump in the Night, and Sleeper Agent can all be used to achieve 20 or more damage by turn 3. (These are facts as I'd invite you to do the calculations for yourself if you don't believe me.) In essence this deck can turn-3 win more consistently than your average burn deck, but this wasn't a point I wanted to make, because we're talking about gold-fishing and not real matches. I was only trying to draw comparisons to indicate potential to drum up interest in finding real results, not to win any kind of online forum debate. Regardless all there is to gather from is potential and speculation without data.

The point is professional Modern players often test their decks against many other archetypes so that they can obtain a better understanding of how well their deck performs in the meta. This can be done by religiously joining in most events or building the other archetypes themselves just to generate hypothetical matches. This is something I don't have as my local player-base does not run these decks, I don't have the cash to build different archetypes, and I'm simply not experienced enough to pilot those decks optimally to generate said results even if I could afford such decklists. All I can do is advertise on potential and speculation so that experienced Modern players who do regularly check their match-ups against burn may consider running a few hypothetical match-ups with my deck against theirs in order to generate real results on win/loss ratio as well as provide comparisons on their individual deck's win/loss ratio to traditional burn match-ups. I wouldn't be asking this if the speculation or potential I've ascertained through gold-fishing was bad as failing to generate positive outcomes through gold-fishing would never warrant further testing, but in this case from what speculation and potential I've been able to derive from gold-fishing I feel this deck deserves hypothetical matches to be conducted to determine it's odds. I'm not saying this is a better burn deck, just that it has enough potential to make it worth consideration to determine if that is the case, and if it's not the case that's fine but for now all we can do is float around "if it will" rather than "it does/does-not." As I've said before, I'm looking for results. You can use speculation to make any deck look as good or bad as you want it to be, but speculation is not synonymous with fact and it's the facts I'm most interested in.

Boza on Should sideboard size be increased?

2 weeks ago

DragonKing90 - Funny you should mention that - last week, I went to Modern FNM in my LGS with a Mardu Pyromancer deck with no sideboard or any Liliana's in the main or even a single Blood Crypt and came in third with 3-1 score. I will try again this week to see what happens.

I do believe and stand by my statement - I think that decks should have more focus on their mainboards. Would you go to a Modern FNM where everyone has to have 8 card sideboards?

In modern, single-minded focused strategies are powerful - Hollowed One, Infect, Storm, Dredge, Affinity - but are able to be stopped by a single silver bullet - Solemnity or Leyline of Sanctity or Leyline of the Void or Shattering Spree. This makes pre-board and post-board games feel wildly different. Heck, it makes post-board games where you draw your answers wildly different from post-board games where you do not.

I do not think this should be a thing as it puts so much weight and expectations on the sideboard.

I am glad you liked the idea of sideboarding before the game. It was not a loaded question, but a genuine exploration of how to make the game actively better. I am of the opinion that any part of the game is up for debate and especially those that have stayed the same since forever.

forneyt on Vexing Devil Burn

4 weeks ago

I'm not sure if you have any specific budget, but Deathmark should definitely be switched out for Fatal Push if you are going to keep removal in your sideboard, as it hits a much larger percent of Modern creatures and is an instant. My first suggestion would be to remove all the basic swamps from your deck and replace them with 4 spells. Since your average cmc is about 1, 24 lands is way too many and you will most likely flood every match. I would replace them with Abbot of Keral Keep because it fits well with your reanimator theme and helps you dig through your deck for more damage, plus it has prowess so he can be a decent beatstick as well if your opponents don't keep an eye on it. A fun card could be the newish Olivia, Mobilized for War, as she can give Vexing Devil +1/+1 and haste for the small price of a discarded card AFTER your opponent decides whether or not to take the damage. However, she does cost 3, so it may be awkward to play her. Instead of Spike Jester, I would put in either Shattering Spree (against Affinity), and instead of Rain of Gore I would put in Skullcracks because they aren't dead cards if your opponents end up not gaining life. That's all I can think of right now, otherwise this deck looks really fun to play!

dalinius97 on Windgrace v2

4 weeks ago

So personally my issue when I was looking at the precon is that part of the deck focuses on getting lands into play fast, for that aspect of "lands matter" and the other portion focuses on discarding and trying to get lands into the graveyard. From what I can see, you are focusing on getting lands into play as much as possible and to have a few ways to get lands from grave to the field. Heavy landfall based. Shattering Spree in my opinion is way better than Consign to Dust. So cards that put lands into the grave or are focused about putting cards into the grave is actually going against 90% of your deck, Worm Harvest is a great card but the only thing that puts lands into your graveyard is your commander and your commander himself is going against 90% of your deck. Sure you have so many ways that discarding a land every turn, you should still have a land to drop every turn because of the amount of sorceries you have that give you lands. Therefore the Worm the majority of the time will be pretty meh, other times will be great, and then occasionally be a dead card. Back to Nature is also better than Consign to Dust. Simply taking out Worm Harvest for the Back to Nature would be better. You also lack draw. Your whole plan is to get your commander out so you can have a constant stream of cards, but if you ever get targeted, or your commander gets killed over and over. You will run out of cards and you will have nothing. Also why aren't you running the other omnath?

Megalomania on Aminatou: Nihilistic Tendencies (Stax)

4 weeks ago

The MLD components are recent additions so I have yet to experience being hit with something like Shattering Spree or Bane of Progress after casting an MLD spell. It will definitely be a problem but it is not something I don’t think i’ll encounter often enough to warrant adjustments.

Sargeras on Moltenheart (Skred-Dragons)

1 month ago

If you want the actual test cuts that I made, I cut all copies of Draconic Roar, the two Haven of the Spirit Dragons, one Skred, all copies of Thunderbreak Regent, one Ratchet Bomb.

put in two Abrades, two Roasts, one Snow-Covered Mountains, four Mind Stones, and three Glorybringers.

this was just the test that I did, I highly recommend using tappedout as a playtester to find out which combination fits right.

As for the sideboard, I cut one Shattering Spree, two Dragon's Claws, and an Anger of the Gods and played Relic of Progenitus, you don't need to play a relic if you go this route, but it's definitely the best option imo.

SamsWrath on Grenzo, Dungeon Warden - Doomsday

1 month ago

I like Tainted Pact because i can use it to dig for anything I might need which, includes interaction.

As for you best bet with those other cards... you have:

Past in Flames or Magus of the Will to replace Yawgmoth's Will

Reforge the Soul or Magus of the Wheel to replace Wheel of Fortune

Nothing will replace outright (as a downgraded version) Lion's Eye Diamond, Lake of the Dead or the fast mana: Mana Crypt, Mox Opal & Mox Diamond.

You could try running the creature replacements for the other 2 spells and then running Sacrifice and Burnt Offering. You could also try running Bog Witch although, unless you can play it T1 or T2 it won't be able to give you the needed BBB for a turn 3 win. Another card you could run that could eat a slot but, with purpose, would be Mossfire Egg. For more ramp you can always run Seething Song. You can use the red to pay colorless or convert it to black with replacement effects like the Stars/Egg/Signet, Bog Witch or Priest of Gix. It would also give you one hell of an awesome Shattering Spree if you want to slow down other players (blow up mana rocks/tops) or Stax pieces.

If you are a turn or 2 slower because you don't have fast mana, you could also always play more creature kill/artifact destruction or something like Conqueror's Flail.

Keep in mind that running higher cost cards will make Ad Nauseam more painful so you'll draw fewer cards when you use it.

Mr_toppat on Debtor and Lumia(<15$)

1 month ago

Another category of card that leaps to mind is cards with replicate, sure Shattering Spree is out of the question but how about Train of Thought or Pyromatics or the big kahuna Djinn Illuminatus making for that sweet sweet value with all those pings, then there is Embermaw Hellion which i know doesnt have flying so it's subject to the twins but turns all those pings into shocks, for straight boardwiping value. and to top it all off there is always damage doublers that can be used as either finishers or improv board wipes such as Insult // Injury or, sigh, Angrath's Marauders

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