Shatterstorm

Legality

Format Legality
Arena [BETA] Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations (AKHMPS) None
Tenth Edition (10E) Uncommon
Classic Sixth Edition (6ED) Rare
Fifth Edition (5ED) Uncommon
Revised Edition (3ED) Uncommon
Antiquities (ATQ) Rare
Revised Foreign Black Border (3EDFBB) Uncommon

Combos Browse all

Shatterstorm

Sorcery

Destroy all artifacts. They can't be regenerated.

Price & Acquistion Set Price Alerts

10E

6ED

5ED

Ebay

Shatterstorm Discussion

Clyde_Bankston on I'll rip yer arm off and beat you with the wet end

6 days ago

Treachery. It's amazing. I second the motion to include it. Act of Treason-type one night stand effects. Tend to annoy people more than Gilded Drake because nobody really ever has total control.

There should be more wrath cards because imo most, if not all, spell decks should have a Cyclonic Rift, Shatterstorm or a Vandalblast.

Jace, the Mind Sculptor could really fuck some shit up and be cruel. Another good card is Wheel of Fortune because of the obvious greatness of it.

WizardOfTheNorthernCoast on Sideboard for 8-whack goblins

1 month ago

Smash to Smithereens, Blood Moon, Grafdigger's Cage and Damping Sphere :)

Maybe Flame Slash for Eldrazis if they run you over, but Moon should do it against them.

Or maybe Shatterstorm for more artifact hate.

Legoarf on Animar Morph

1 month ago

Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.

Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.

Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.

Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.

Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.

On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.

APPLE01DOJ on Mardu Primer?

1 month ago

After looking at the deck you need to do a lot to make it competitive.

The biggest change you could do is drop all of the tapped lands. 12 tapped lands is too many and too slow.

The next change I would advise is running some actual viable cards. So for instance if you play black, play its strengths: Fatal Push, Dark Confidant, Thoughtseize, Inquisition of Kozilek, Liliana of the Veil and Terminate. I can see some synergy in your deck but you really need cards that offer value by themselves. Top decking a Tainted Strike or Rouse the Mob will be useless in a lot of situations.

White offers Lingering Souls and Path to Exile but it really shines on the SB. Rest in Peace, Stony Silence, Ghostly Prison and stuff like that.

Red is going to be Lightning Bolt, Young Pyromancer and some strong SB cards like Slaughter Games, Crumble to Dust, Shatterstorm and Anger of the Gods.

SmiIeyFaces on naya midrange

2 months ago

Noble Hierarch seems better then Birds of Paradise for sure... Selfless Spirit seems good for Renegade Rallier...

may want more Forest then Plains

idk if helix in sb is something you need.. Shatterstorm should be Creeping Corrosion??

Pheardemons on

2 months ago

Since you're playing Crack the Earth I would recommend some Simian Spirit Guides. If you're on the draw, you can exile Simian Spirit Guide to play Crack the Earth, then play your land. You've effectively just time walked in modern.

I'm not so sure I like the potential draw back of Shivan Wumpus and Dark Confidant. If you're life is low, your opponent can just keep sacrificing lands to put it on top so that you continuously lose 4 life. Maybe if you had a way to compensate for the life loss it wouldn't be that bad.

Because you're playing Boom I'd recommend upping your fetchland count. Boom allows you to target your fetchland, then fetch in response (by holding priority) so that your opponent loses their land but you don't. You could potentially play Darksteel Citadel here as well to help with the same combo.

I would recommend adding in some Lightning Bolts or Fatal Pushes mainboard. You have a lot of great deterrences because you'd be slowing your opponent down, but nothing if they actually get their stuff out. Granted, Shivan Wumpus and Smallpox do help, but it would be better for targeted removal that YOU get to choose. Death's Shadow players don't care abut having less than two lands in play.

Since you decided to take out the utility lands, I would recommend upping the Swamp count and adding in Blood Moon. Again, it'll help you stall the game until your opponent can no longer play because you've destroyed all of their lands.

Sideboard options. I would replace Smelt with By Force or Shattering Spree. You play enough red lands that Shattering Spree would be better. I'd also take one out, and add in a Shatterstorm just as a backup.

Pyroclasm isn't terrible, but I'd recommend replacing that with Anger of the Gods, Sweltering Suns, Kozilek's Return, or Volcanic Fallout. Anger of the Gods is arguably the best here because of the exile effect. Also, many creatures in modern have three toughness, so it is a better board wipe in general. Sweltering Suns is good because you can cycle it if you don't need it. Kozilek's Return and Volcanic Fallout are good because of the instant speed. Volcanic Fallout also deals damage to your opponent, and Kozilek's Return can hit pro-red creatures. They all have their benefits and drawbacks. I would say that all of these are better than Pyroclasm.

Overall here is what I'd recommend.

-2 Shivan Wumpus, -4 Manamorphose, -2 Blood Crypt, -2 Graven Cairns, -2 Mountain,

+3 Simian Spirit Guide, +2 Fatal Push, +3 Marsh Flats (or any fetchland for black), +2 Swamp, +2 Blood Moon

Sideboard:

-3 Smelt, -2 Fatal Push, -2 Pyroclasm

+2 Shattering Spree, +1 Shatterstorm, +2 Anger of the Gods, +2 Defense Grid.

Pheardemons on Cruel Smiles

2 months ago

I understand that you wawnt to discard, but I think cards like Faithless Looting will allow you to utilize that better. Plus, you also have Key to the City which helps as well. I'd actually recommend YOU playing some board wipes. Going wide seems like it would kind of hurt this deck. I think you should try to capitalize on your main win condition as much as possible. Wipes like Anger of the Gods (the exile effect I understand can hurt you) or Sweltering Suns so you can cycle if you don't need it. Then, you can use the targeted single creature destruction spells if they play anything on the back swing. I second Generator Servant because all of a sudden your opponent HAS to deal with a hasty Alesha, Who Smiles at Death or a hasty Master of Cruelties which can always be a problem for anyone.

Stern Constable, Gonti, Lord of Luxury, Furyblade Vampireand Tidehollow Sculler I think should be take out for Faithless Looting, and some mainboard Inquisition of Kozilek or Thoughtseize. I also believe Boros Charm could come out, although I do recognize the synergy. I think Glorious End should be able to be a one of mainboard. Just in case.

I second the notion to get Fetch lands (Bloodstained Mire, Marsh Flats, and Arid Mesa) and shocklands (Blood Crypt, Godless Shrine, and Sacred Foundry) as to fix your colors early. However, if you don't want to, Blood Moon could be a decent alternative here to take your opponents off colors and stall them until you get to do what you want to do. You can also play Blood Moon with the fetches and shocks, you just need to be more mindful that you get a correct mana base before playing it cause it could hinder you as well.

Because you're in black, another great targeted removal spell is Fatal Push. Definitely look into that.

Your sideboard needs serious work. You need cards to help against Jund, Death's Shadow, control, affinity, ect. If you take my advice on some of the cards above, then you already have some help with them (Death's Shadow cries at Fatal Push, Hand disruption helps against almost any deck, ect). I think you should look into a sideboard that is similar to this

3X Fatal Push3X Leyline of Sanctity2X Disenchant1X Shatterstorm1x By Force2x Thoughtseize2x Nihil Spellbomb1x Blood Moon

This sideboard has some assumptions. 1) You are playing some mainboard Blood Moons. If you're not then I'd recommend having more in the sideboard. At the very least Stone Rain, Molten Rain, or Crumble to Dust. These are against tron, which is greatly needed. Karn Liberated is hard to face down with a midrange style deck that can't take him out of the hand early, or have haste cards to hit him fast. Only two Thoughtseize with the assumption that Inquisition of Kozilek will be put mainboard. There are two extra for those fast combo decks, or big mana decks (tron) to consistently take the threat out of their hand before you have to deal with it. Fatal Push is there assuming you're not going to put it in mainboard because you don't play fetches. If you're not going to get fetches at all, then maybe up the Path to Exile count.

Leyline of Sanctity is there for decks like Ad Nauseam, Burn, other hand disruption type decks, ect. Nihil Spellbomb is graveyard hate for Tarmogoyf, control decks, dredge, ect. Shatterstorm, By Force, and Disenchants are there for artifact hate, with some enchantment hate as well. Affinity is still running around, and Lantern control is such a bitch to fight against.

Hope this helps.

chadsansing on Come! Enter My Sketchy White Van!

3 months ago

Gideon of the Trials might be the better Gideon here, and there are some Modern creatures like Vexing Devil that will let you damage opponents early or get a great creature for crewing.

Champion of the Parish, Thraben Inspector, Thalia, Guardian of Thraben, Thalia, Heretic Cathar, Grand Abolisher, and Thalia's Lieutenant would give you a humans sub-theme making Cavern of Souls and Aether Vial possible inclusions, as well. It's probably more important in mod Modern that you have hate bears (creatures with tax effects) that limit your opponents instead of creatures that pump your vehicles. You need to slow down the pace of play to make your vehicles impactful. Monastery Swiftspear would also be a cool inclusion since you could trigger Prowess off of casting artifacts to help it crew larger vehicles.

You should also run Path to Exile and/or Lightning Bolt for early removal and maybe Faithless Looting for draw. Consider ditching the Gearhulks.

If you play a creature list with more hate bears, you definitely want something like Oblivion Ring or Shatterstorm in the sideboard to fight off Chalice of the Void on 1 and 2 because Disenchant and Ancient Grudge will get beat by Chalice, too.

Have fun with the vehicles!

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