Shattering Spree

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Guildpact 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

APPLE01DOJ on Far Over the Misty Mountains Cold

23 hours ago

Torpor Orb could be good vs Felidar Guardian/Saheeli Rai & Restoration Angel/Kiki-Jiki, Mirror Breaker combo decks.

I know you have Shattering Spree but 1x Shatterstorm wouldn't be bad either. Good vs Affinity, 8Rack, and Lantern Control

You could also always add 3x Ensnaring Bridge instead.

You have MB grave hate, but if there is a lot of Collected Company in your meta than Grafdigger's Cage is still worthwhile.

Electrickery or Marrow Shards is good is you go against a lot of Lingering Souls and Goblins.

lagotripha on The Barber

2 weeks ago

So, modern. For casual play modern is pretty much anything goes, but when playing competitively the game is decided by turns 3/4. This means that the majority of spells are as low cost as possible, intended to remove your opponents threats Path to Exile Be a threat itself Lingering Souls or help stall that decision until later turns where something larger can defeat your opponent Remand into Supreme Verdict, for example.

There are four common archetypes- aggro (kill your opponent as quicly as possible playing fast efficient creatures and spells like Lightning Bolt or Goblin Guide with just enough protection to make sure they hit your opponent for that final bit of damage, Midrange which aims to trade 1 card for one card in the first few turns to prevent damage then cast efficient mid-cost creatures in the 3/4/5 slots to win the game Siege Rhino/Thoughtseize style, combo where if you can get the peices onto the battlefield with enough to protect them you just abruptly win (usually turns 4/5/6) eg Melira, Sylvok Outcast/Kitchen Finksetc, and control which is almost all spells to screw over your opponent with a couple of cards that eventually deal enough damage to win, Supreme Verdict/Celestial Colonnade.

I've listed the kind of cards that are the most archetypal examples, but the variation within these strategies permits for an astounding variety of viable decks at every price and in every colour. Certainly most won't win major tournaments, but they can win your local FNM.

This deck is kinda split down the middle in terms of what it wants to be, running high cost combo or control threats like Foundry Champion or Eldrazi Devastator Warstorm Surge and Assemble the Legion, aggro tools like Boros Swiftblade and midrange tools like Gideon's Avenger.

I'd reccomend making this a creature based control deck based around cards like Nearheath Pilgrim, Boros Reckoner, Spitemare, Lightning Bolt, Flame Slash/Roast instead of shock and some bigger spells, aiming to stall the game with infinite life to resolve an Assemble the Legion or Foundry Champion (which oddly can dodge a lot of removal at the moment if you have mana. Weird). The rest of the deck should be dedicated to resisting your opponent 1-shotting you and removing growing threats. Condemn or Oust is cheap, and if you aren't planning on killing your opponent quickly the drawback is minimal (and screws over Death's Shadow). Legion's Initiative provides some combo protection, and should be retained, but Gleam of Battle and Brave the Sands can be replaced with tools to help . Ready / Willing, Ephemeral Shields, Ajani's Presence and Valorous Stance are all good options to enable the combo. With your sideboard it looks like you're trying to transform into aggro, if so look at threats like Keldon Marauders, Monastery Swiftspear, Skullcrack etc. You'll still want a Shattering Spree or similar artifact/enchantment removal in your sideboard for people playing Ensnaring Bridge, affinity (Batterskull decks) and if you're unlucky hexproof with Worship.

All told, good luck, happy testing and have fun.

whatskraken on Artifact hate

2 weeks ago

Whir of Invention to get Liquimetal Coating.

Hellkite Tyrant seems a little awkward in this deck as you're trying to destroy artifacts, not keep them.

Neurok Transmuter seems good, I would include more.

Vandalblast and Shattering Spree could be cool too.

BLEATH on Frenzied dungeon warden

1 month ago

Shattering Spree is strictly better than Smelt.

Omeros on Need Help for White Sideboards ...

1 month ago

If you're worried about Chalice on 2 you could consider a mix of Wear/Tear and any of the following for your artifact hate:

Shattering Spree, Fragmentize, Crush, Smelt

HSF117 on Izzet over yet?

2 months ago

So to start off I am not super experienced with a Kiln Fiend style deck but I shall try to be helpful and I guess I will make a list of points to make it more clear.

-Blustersquall is a good card but I am not sure that it is good enough to be in a constructed deck. Also, this deck needs a cantrip which would net you card advantage as well as pumping whichever creature you have on the battlefield. So drop 4 Blustersquall for 4 Serum Visions.

-Lightning Bolt should be a 4 of and to do so I would drop the 2x Assault Strobe. Assault Strobe is good, but considering you already have 4 Temur Battle Rage, 6 double strike spells is too many.

-Between your 2 counter spells, Stubborn Denial > Mana Leak so I would drop Mana Leak for 2 more Stubborn Denial.

-If you want to play a pump spell, Mutagenic Growth > Titan's Strength. Yes Titan's Strength adds one more power but you must spend a mana to do so whereas with Mutagenic Growth it only costs 2 life, which saves mana for other spells.

-I believe that 16 creatures is too much and that 3-4 mana creatures are too expensive. So maybe drop Fluxcharger and Nivix Cyclops then add Blistercoil Weird, Nivmagus Elemental, or Thing in the Ice  Flip but my suggestion is Thing in the Ice  Flip. For the remaining 4 cards, I would add 2 Apostle's Blessing and 2 Sleight of Hand.

To summarize:

Drop:

4 Blustersquall

2 Mana Leak

4 Titan's Strength

2 Assault Strobe

4 Fluxcharger

4 Nivix Cyclops

Add:

4 Serum Visions

2 Stubborn Denial

4 Mutagenic Growth

2 Lightning Bolt

4 Thing in the Ice  Flip

2 Apostle's Blessing

2 Sleight of Hand

Sideboard Suggestions:

Blood Moon For when you are playing against decks where the majority of their mana bases are non basic lands.

Dismember For large creatures that you cannot remove with Lightning Bolt

Pyroclasm For small creature decks.

Shattering Spree For artifact decks.

Surgical Extraction For removing threats that you have a tough time removing.

Young Pyromancer For swinging wide with a lot of tokens.

YamishiTheWickedOne on Banned and Restricted - Jan ...

2 months ago

Geeze, that card looks awful. One, 4 mana is on the slow side, ramp or not. Second, it's an aura meaning you're out 2 cards and 4 mana if your opponent plays any of the abundant artifact hate currently running around. If we're talking Modern there's, let's see, off the top of my head, Kolaghan's Command, Rakdos Charm, Ancient Grudge, Krosan Grip, Shatterstorm, Shattering Spree, Nature's Claim if you run infect, and the list goes on and on and on. Hurkyl's Recall if you're blue. Third, that takes 8 turns off of a card that costs 4 mana. What competitive magic game ever lasts 12 turns or even 11 if you have a mana dork? And that's assuming no removal. Even if you played it on an indestructible artifact like Darksteel Ingot or whatever, a lot of green decks now are siding cards that spin artifacts/enchants back to deck. For me, turn 7 is the longest a game EVER goes and that's if both sides are running control/midrange. There are decks that can kill you on turn 4 or even earlier in the case of infect currently being played. The card in question is too slow and does not give any immediate presence (has to stick around a turn to do anything). Even in standard I don't see this being relevant.

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