Shatterstorm

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Oldschool 93/94 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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
Revised Foreign Black Border (3EDFBB) Uncommon
Antiquities (ATQ) Rare

Combos Browse all

Shatterstorm

Sorcery

Destroy all artifacts. They can't be regenerated.

Shatterstorm Discussion

Pheardemons on Mono Red Shenanigans

4 days ago

Ramunap Ruins I can understand I guess. Could get that last little bit of damage in but whether or not it is worth the life lost is the main question.

Hmmmm...have you tried Forgotten Cave at all before this? Not saying it is bad, I've just never tried it myself. Was wondering your thoughts.

Personally I've ways regretted not having board wipes in the main. Maybe space for some Sweltering Suns for the cycling when you don't need it and keep Anger in the side as backup. I know Ensnaring Bridge is great, but I've always felt like I needed some board wipes.

For the specific strategy this is going, I feel like Shenanigans should have one mainboard and Shattering Spree or Shatterstorm be the sideboard artifact hate. That is up to preference and playtesting though.

Do you think this is fast enough (or doesn't need) any rituals to speed up the turn one plays? Well...taking Goblin Rabblemaster limits the turn one plays. At this point it is really only Blood Moon that you could get with any kind of consistency. Maybe not. An idea to consider though.

Some things to think about.

Grubbernaut on UR Delver

2 weeks ago

Shattering Spree seems like a solid option, or maybe even Hurkyl's Recall . Shatterstorm is probably out of our wheelhouse, unfortunately.

Leftytaters on Pillage Coats Charm Calamity Boom! T1 LD Primer!

1 month ago

Wreak Havoc may be a card worth looking at also Shatterstorm

My question is you say you turn 1 ld spell. So opening hand has 2 spirit guides? Ponza decks can destroy land turn 2 which if your on the play its like the opponents first turn never happened. Turn 3 big threat... i just dont get how keeping them off mana with so many mana dorks or quick decks like storm and affinity lets this deck win. (Affinity may not be as bad because of all the artifact hate spells) like slow ramp to turn 6 to play something seems ineffective.

Few other finishers Glorybringer Combustible Gearhulk Carnage Tyrant and also Shattering Spree could be good. I like gearhulk with your graveyard package because if they take the damage you can grab it back.

dingusdingo on How to build better decks

2 months ago

The most important question for building any deck is the environment its going to play in. If you have a competitive deck, you almost always need a discrete infinite combo to finish out games. Especially in a format like EDH, where players gain life, pillowfort up, and generally stall out games, having a guaranteed A + B combo to win makes a huge difference. The combo you want will depend on your colors and commander, but once you know a handful of them you can simply plug and play.

Mana is especially important, as people have touched on. I like to run my decks around 33 mana, never more than 36 in fatty casual decks. I definitely recommend running extra cards to give you more mana, one of the easiest ways to improve the efficiency of your deck. Somewhere 8-11 rocks is usually excellent, and you can cut it smaller if you run mana producing creatures. Regardless of whether you choose creatures, artifacts, or enchantments to help ramp, I recommend at least one set. In EDH it is common for players to run wipe cards that will wipe out entire mana bases, such as Armageddon against lands, Wrath of God against creatures, and Shatterstorm against artifacts. Not having your entire mana base get destroyed by one of these is crucial.

Next, every deck needs removal and every deck needs draw or tutors. Removal is interaction for your opponents who are also trying to achieve their own game plan. Draw and tutor give you access to more resources, so there's a higher chance you get the resources you need at the correct time. Learn the cheap and efficient staples for each color in these regards, you will see them in deck after deck. You want to slot low cost spells, a strong rule of thumb is if it costs more than 3 mana, it better be able to handle two or more things.

As others have also mentioned, pare down your deck to focus in on your big themes. One way I like to do this when I'm building paper is to separate my potential cards into different piles based upon what they do. For example, if I have 120 cards I want to put into a Nekusar, the Mindrazer deck. I'm going to make piles for mana rocks, cards that make everyone draw, removal and wipes, creatures for value, etc. I can then see that my pile of sweet equipment for Nekusar to attack with only includes 3 parts, and it makes it easier to cut them where I would have otherwise kept them in. Piling them by effect helps give that distance.

My last piece of advice is to consider the way the format is set up. You run a 99 card deck of singletons, and you have a single card that you always have access to. Your commander is your bread and butter, and while its possible to build great decks that work independently of the commander, you shouldn't ignore the consistency of having 100% access to your commander. What do I mean by this? You need to choose the cards that go into the 99 based on how they perform with the commander before you add them based on how they perform with each other. Yeah casting Scheming Symmetry after ramming Aven Mindcensor is a pretty sweet play, but its going to be rare situations where you happen to draw both of them at the same time from a 99 card deck. Run cards that are strong in the slots at all times, not just when you get the Christmasland 1 2 or 3 cards in your deck that make it go. Focus your cards to work in tandem with the commander, and after you gain more experience in the format then consider how you can layer combos that work without your commander.

[email protected]_only on Pattern Recognition #124 - Flash ...

2 months ago

I will agree that the ability to untap all permanents, or all lands, or all non-lands is a HUGE advantage. seedborn muse is at the top of the list of cards that go into most green decks I make. That said, not every deck can take full advantage of the benefits, just as not every deck can take full advantage of, say Hypersonic Dragon or Teferi, Time Raveler 's +1 ability. If everyone and their grandmother are building the deck around one card (as we saw with paradox engine), then it makes sense to ban it; behold, to paraphrase the the EDH rules committee: "That $#!t don't fly".

 The ability to cast ANY spell at flash, however, is something that every deck can take advantage of.  By waiting on specific triggers, certain combinations otherwise impossible become disgustingly good.  At the end of opponent's turn?  cast 
        Phage the Untouchable
     , and respond to it with 
        Supreme Verdict
     .  Field wipes, phage resolves, untap & swing.  Sure, it's an over-the-top example, but it does illastrate the point nicely.  Hell, for ages I had a deck of "bad cards" just so I could run 
        Barren Glory
     and respond to it with 
        Kaervek's Spite
    .  the ability to flash that at the end of an opponent's turn massivly reduces the chances an opponent can do something about it.

 I think (or possibly just hope, but who knows) that wizards has discovered that 
        Vedalken Orrery
     and 
        Leyline of Anticipation
     aren't what people should have (it may be what they want, but that's another thing entirely).  In war of the spark, we saw 
        Vivien, Champion of the Wilds
     , 
        Teferi, Time Raveler
     , and 
        Emergence Zone
     , all good examples of what _should_ work as a flash mechanic - ones that have limitations built in - they have to remain in play, are on attackable, damageable permanents, or are a one-time, sac to activate effect.  
        Quicken
     , 
        Scout's Warning
     , and 
        Savage Summoning
     are all other good examples of this mechanic being used.

 Now, 
        Wilderness Reclamation
     is actually _waaaaaay_ lower on my threat-meter for one, simple reason - it only untaps once.  Honestly, the 
        Isochron Scepter
    +
        Dramatic Reversal
     combo is far more dangerous in my book, simply due to the ability to untap creatures as well as mana rocks.  In a multi-player format, the difference between it and 
        Seedborn Muse
     or 
        Unwinding Clock
     is huge.

 Speaking of 
        Unwinding Clock
    , this is one of the cards that also don't have as much of a problem with - to get the full effect of this card, you're typically going to have to build your deck as an artifact deck.  and in a format with 
        Vandalblast
    , 
        Bane of Progress
    , 
        Shatterstorm
    , 
        Nevinyrral's Disk
    , 
        Akroma's Vengeance
    ...well, the list goes on.  And since most people run 
        Sol Ring
     (I'll confess to a love/hate relationship with that card, but thats a story for another time), most decks will run at least _one_ artifact removal (or steal) effect on the assumption that their opponent's will also be running it.

anyway, just my two cents as a response.

ScionsStillLive on Primer: Kozilek Great Distortion of the Boardstate

3 months ago

What are you going to do about cards like Blood Moon and Shatterstorm (before you have Kozilek out)?

Bellthazarr on Can I use cards that ...

4 months ago

Gidgetimer Fantastic! I actually knew they changed colorless to generic and made a colorless symbol - forgot! lol. As for Shatterstorm and Scion of Ugin those were just random references for examples. Although now I'm wondering if actual colorless like Kozilek, the Great Distortion would still be ok with a Feather, the Redeemed Commander Deck. +1 for the answer btw!

Gidgetimer on Can I use cards that ...

4 months ago

Colorless is not a color. Since neither Shatterstorm , nor Scion of Ugin contain colors that Feather, the Redeemed does not they are both legal in a Feather deck.

As an aside, since it may come up at some point. Neither Shatterstorm nor Scion of Ugin require any colorless mana. Starting with Battle for Zendikar they have differentiated between colorless and generic. Both of the mentioned cards have generic mana in their mana cost. Colorless is denoted by the symbol as on Spatial Contortion and Kozilek, the Great Distortion

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Shatterstorm occurrence in decks from the last year

Modern:

All decks: 0.0%

Commander / EDH:

All decks: 0.0%