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Shattered Glass and Shattered Dreams

Commander / EDH BRG (Jund) Control Midrange Stax Tokens



Shatter all the things! For this build I'm going for a control route by forcing my opponents to sacrifice their things while I get advantage off of my sacrifices.

Ramp and fixing lets me start dealing with my opponents early. Targeted removal deals with things that need an immediate response. Mass removal and the Bros. abilities whittle my opponents down. Once their boards are clear I can swing in with my tokens and big creatures to finish things off. Alternatively, I can make enough tokens or reanimate everything with Rise of the Dark Realms then wipe everyone out with Purphoros, God of the Forge or Goblin Bombardment.

Feel free to leave any suggestions. Thanks!



Nice deck +1

January 19, 2017 11:14 p.m.

Spine of Ish Sah is a bit high in cost, but it returns itself to your hand after sacrificing it, plus it can blow up specific permanents your Commander can't force opponent to sacrifice.

Blood Artist is a great way to take advantage of all the creatures that are dying on the board. Left unchecked, he can create some nice life advantage.

Mazirek, Kraul Death Priest has tons of synergy with your commander, and will quickly buff your board by forcing everyone to sacrifice their permanents.

February 13, 2017 4:46 p.m.

Quesosity says... #3

Austin_Smith_of_Cards Thanks for the suggestions! I had Blood Artist and Mazirek, Kraul Death Priest in the deck previously. They worked pretty well but I wanted to try out a few different cards like Vraska the Unseen and Yahenni, Undying Partisan. I might add them back in depending on how those work out.

February 14, 2017 6:23 p.m.

Amnesiac_ says... #4

I don't know your meta but in mine speed is king. I would consider some more low drop acceleration. Things like Wall of Roots, Three Visits, Green Sun's Zenith + Dryad Arbor, Grim Monolith, Basalt Monolith, Lotus Cobra + fetch lands, and Wood Elves will all help you slam Bros earlier and can be good sac fodder later in the game. Early ramp also helps make opening hands a bit more consistent so mulligans don't happen as often and don't hurt as bad.

February 25, 2017 4:13 p.m.

Quesosity says... #5

Amnesiac_ Thanks for the suggestions. My meta isn't super fast but more acceleration is always nice. I'd like to add fetch lands so Lotus Cobra could be great; same thing with Green Sun's Zenith+Dryad Arbor. Like you said, Basalt Monolith and Wood Elves are good early and late game so I'll consider those the next time I make any changes

February 25, 2017 11:04 p.m.

Nvijork says... #6

I would highly recommend Hammer of Purphoros, as it produces golem tokens which are artifact enchantment creatures, which is everything you care about in this deck.

May 3, 2017 2:58 p.m.

Quesosity says... #7

Nvijork Having a token to sac that's all 3 relevant permanent types is nice. I'm not big on losing a land to it since this deck pretty mana intensive. I'll test it out.

Thanks for the suggestion!

May 4, 2017 6:48 p.m.

Rant says... #8

Golgari Germination is so OP

May 5, 2017 1:33 a.m.

Phoenix-2063 says... #10

Goblin Kaboomist drops a mine each turn, easy option for sacrifice, got Bitterblossom on my list, have you tried it? I'm unsure if it's quite worth it. Bloodghast is worth looking at, if you want another enchantment to recur Aspect of Mongoose can be useful

May 28, 2017 10:40 a.m.

Quesosity says... #11

Phoenix-2063 Aspect of Mongoose was in the deck but I took it out since I already have Rancor and haven't needed the redundant enchantment removal all that often.

Bloodghast is a great addition and will go in the deck when I can get my hands on one.

Bitterblossom seems like it'd be good. More From Beyond/Awakening Zone effects are always appreciated especially since the tokens fly although, the life loss does add up after a while. I'd need to test myself to be sure.

I didn't know Goblin Kaboomist existed haha. I could see running him in a meta with a lot of artifacts for sure but clue tokens can serve a similar purpose.

Thanks for the suggestions!

May 29, 2017 8:59 p.m.

CharonSquared says... #12

A few options for artifacts to sacrifice: Myr Sire, Myr Turbine, and Sword of the Meek.

June 9, 2017 10:42 p.m.

NV_1980 says... #13

Nice deck; deserves a +1. I'm playing something similar, although it's probably a bit more casual/slower than this deck. Check it out if you like: Nigg, Nagg and Nogg.

July 5, 2017 1:53 a.m.

dooomsdae says... #14

Training Grounds seems appropriate...

August 16, 2017 12:59 p.m.

dooomsdae says... #15

lol sorry im dumb... no blue. sweet deck though, +1

August 16, 2017 1:02 p.m.

Quesosity says... #16

dooomsdae One can only dream! It'd be so nice to have lol

Thanks for the suggestion anyways!

August 16, 2017 8:04 p.m.

Rant says... #17

Your tap lands are bad and you should feel bad. Run basics over the Temples of Badness.

September 20, 2017 10:50 a.m.

Rant says... #18

Ichor Wellspring/the other etb draw and dies draw artifacts would be good. Spine of Ish Sah is AMAZE BALLS in this deck.

September 20, 2017 10:52 a.m.

Quesosity says... #19

Rant Hey dude, thanks for the suggestions!

I run the temples for some value on my color fixing lands but I could try some basics in place of the temples and see how it goes.

I did run Ichor Wellspring and probably should again instead of some of my slower card draw.

Spine of Ish Sah is expensive mana wise but is a very powerful effect. I'll try it if I can find an open space. (Also I'd take one off your hands if you happen to have one)

September 20, 2017 12:40 p.m.

dooomsdae says... #20

I didnt know anyone didnt like temples. I love temples...

September 20, 2017 11:58 p.m.

Quesosity says... #21

dooomsdae I know Rant irl so what he meant was that for Shattergang Bros the etb tapped lands can really throw off the decks tempo. Mana is pretty tight most of the time since were playing a control/grindy style deck and we want to get as much value from our mana as possible.

In other words, the temples are great! But maybe not so great for this particular deck.

September 22, 2017 12:56 a.m.

Deck looks sweet! In your opinion, are you usually able to handle enchantments pretty well? I feel like they're usually pretty vulnerable to Shattergang, but you're fairly light on enchantment sac fodder. I tried to fit in 2 self-recurring enchantments, just to make sure I could have fairly consistent enchantment destruction. Also, is it worth excluding some powerful red token generators in Siege-Gang Commander and Hammer of Purphoros to have a more reliable mana base?

I've recently developed an appreciation for Awakening Zone it does so much in so many situations. The ramp over time paired with token generation just gives you so many options. Maybe the 4-cmc is too big a deal, but I feel that From Beyond might just be worth it as an additional copy of that effect.

November 27, 2017 10:14 a.m.

Quesosity says... #23

ThallionDarkshine Thanks for the suggestions!

I'll be adding Aspect of Mongoose back in for extra enchantment destruction. My meta has had more enchantments as of late so it'll be worth the slot.

On the land base topic, I meant that if there's fewer red symbols on a spell its "easier" to cast since it doesn't require as many red sources, thus the mana base is a bit more consistent. For example, I'm running Prossh, Skyraider of Kher and Sprouting Thrinax as strong token producers instead of the ones you listed. That said, I don't think you should exclude cards if you want to play them.

Chromatic Lantern is the best mana fixing if you can find one at a good price.

Awakening Zone will probably fine a way back in the deck. So many good options but never enough slots!

November 28, 2017 1:14 a.m.

Yeah I get what you're saying about the mana base. I was just talking about the power level of various cards in comparison to the amount of mana symbols. For instance, you're running Feldon of the Third Path even though it's a 3-drop with double red in its mana cost. It is obviously incredibly powerful with etb/death triggers on lots of your stuff. I have realized that Hammer of Purphoros actually doesn't really do enough to justify its 2 red symbols, but Siege-Gang Commander is a very powerful token producer that also acts as targeted removal and a sac outlet for goblins. It might be better than something like Mitotic Slime in your list, I'm just not sure how much the differing mana costs would impact their power level in this specific deck.

November 28, 2017 2:02 a.m.

Quesosity says... #25

Ah I see what you're saying. Hopefully I can test it out myself soon.


November 28, 2017 10:05 a.m.

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