Shattering Spree

Shattering Spree

Sorcery

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

Destroy target artifact.

Browse Alters

Trade

Have (1) metalmagic
Want (4) SaltyCaptain , zepample , Mischief , stepmanstep

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Uncommon
Mystery Booster: Convention Edition (MYSCON) Uncommon
Guilds of Ravnica: Guild Kit (GK1) Uncommon
Guildpact (GPT) Uncommon

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Shattering Spree occurrence in decks from the last year

Modern:

All decks: 0.0%

Commander / EDH:

All decks: 0.01%

Red: 0.2%

Shattering Spree Discussion

korlicday on Purphoros

1 month ago

Looking good already.

Maybe more card draw/advantage stuff like: - Combustible Gearhulk which could be very funny.

Possible combo? - Kiki-Jiki, Mirror Breaker + Thornbite Staff + Goblin Bombardment

Some graveyard hate: - Soul-Guide Lantern

Extra combat? - Combat Celebrant; Could also give infinite combat phases with Kiki-Jiki

Other cheap ways to keep your big creatures: - Voyager Staff - Synod Sanctum

CrimsonWings3689 on Touching Me, Touching You

1 month ago

Defile - You're running a 3 color deck, where the majority of your lands are likely to be non-basics. This won't do anything reliably.

Divine Verdict - Very expensive for the effect, could just be an outright kill spell. There are cards that force your opponent to sacrifice attacking creatures that would get around indestructible and hexproof/shroud if you wanted that sort of effect. Ex. Blessed Alliance

Ray of Revelation - Flashback for this is Green homie, counts as both white and green so you can't run it in a Mardu deck.

Shatter - Just make this something like Shattering Spree and give yourself the chance to hit more than one thing. Or something like Crush Contraband to get more than one target exiled instead of destroyed.

Vendetta - Why not have this just be something like Doom Blade? 1 cmc more and you're not going to get punished for using it on a large creature.

Victim of Night - already going to be difficult at times to use due to the 2 hard black in the cost. Why not have it be something like Hero's Downfall and get unrestricted creature removal and planeswalker removal as a bonus? Murderous Rider serves a similar function and doubles as a creature. Vampires and Zombies are popular, so there will be times where it won't work for you.

Arcum's Whistle - It's a rather expensive effect to force a creature to attack, but it is repeatable. You don't get a choice for where the creature goes, so I'm not sure if that was your intent.

Scarab of the Unseen - Are you going to be running a lot of enchantment auras to put on your creatures? If not it seems like this is only there to draw a card. You should be running something like Sign in Blood or Night's Whisper for more value at the same cost.

Enters the Battlefield Tapped Lands - The nature of these lands is for a budget deck. If you have access to lands like the ones I threw in the maybeboard, you're increasing your chance of playing things on curve as well as reducing the likelihood of having to wait to play the threats/answers in your hand. Even if the condition for them to enter untapped is conditional like with something like Dragonskull Summit, shocklands and basics will make it possible to have access to more colors sooner, which can make a world of difference in the early game. The temples at least offer a benefit with the scry, so that's going to help you draw into what you want/need (ex. bottoming a land you don't need or a spell you don't want/can't cast).

Oloro_Magic on Help needed with SkredRed build

1 month ago

Hey!

First off welcome back to modern, it's been a while I see and yeah... things haven't been too kind to Skred Red, first off I will say that the current lists are likely temur now, here is an example:

https://www.mtggoldfish.com/archetype/modern-temur-midrange-165516#paperTEMUR MIDRANGE

That's just to give you an idea of where snow as an archetype has gone nowadays but let's talk about classic skred red. Basically you want to get yourself 4 Arcum's Astrolabe right away, the card quite frankly is broken, it replaces itself and ups your skred snow count right away. Here is a list from MTUgin that I am a fan of:

MTUgin's Deck

Lands

2 Frostwalk Bastion

2 Scrying Sheets

18 Snow-Covered Mountain

Creatures

2 Eternal Scourge

2 Seasoned Pyromancer

1 Hazoret the Fervent

2 Stormbreath Dragon

Planeswalkers

1 Chandra, Acolyte of Flame

2 Chandra, Torch of Defiance

2 Koth of the Hammer

Spells

4 Lightning Bolt

4 Skred

3 Anger of the Gods

Artifacts

3 Relic of Progenitus

4 Arcum's Astrolabe

4 Mind Stone

1 Ratchet Bomb

Enchantments

3 Blood Moon

Sideboard

2 Goblin Rabblemaster

3 Simian Spirit Guide

2 Chandra, Awakened Inferno

2 Shattering Spree

2 Pillage

2 Pithing Needle

2 Dragon's Claw

That list can use a lot of work, for example I think Blast Zone is likely just better than the ratchet bomb, and another little Chandra could be played, but it should give you something to work from. Skred right now can be a little weird, Primeval Titan decks are very good right now meaning being the Blood Moon deck isn't a bad place to be, but you really do lack any meaningful sideboard cards. I'd probably cut the SSG's for Damping Sphere which is also good against titan and storm. If your meta turns out to be a ton of titan you should be decently positioned otherwise one of skred's biggest problems in this day and age is what is becoming the end all and be all of the modern format and that is game actions per turn. Skred has a very low count on this and thus is inherently behind decks like amulet or urza which are doing many things a turn. Now, again Blood Moon can just win games but it is a concern. The temur build solves this problem some but is a very different deck.

As for having to buy new cards, its a reality all us modern players have had to face, 2019 produced a LOT of staple cards: Wrenn and Six, Teferi, Time Raveler, Urza, Lord High Artificer, Arcum's Astrolabe, and Oko, Thief of Crowns to name a few. In a way Skred has a lot less than most decks so there is that to look forward to I guess. My advice to you though is just cast moon, you can update as you go, moon will steal you games while you do. If I were you I would prioritise the Chandra's and Seasoned Pyromancer both seem good here. Let me know what your meta looks like I'd be happy to help you out with a sideboard!

Good draws!

Nodrog666 on Numot Stax

1 month ago

Hey man! Good first draft! I like some of the ideas in here. I have some constructive criticism for you, so, as brutally honest as I will be with my suggestions, keep in mind I’m just offering my best advice on how to improve this list. I tested this deck a bit and here’s some thoughts I have:

More Tutor / Draw: You’re running very little card advantage, which I noticed when I was testing this deck. There isn’t enough dig or deck manipulation going on here. Basically every time I found myself durdling. Here are some suggestions:

More spot removal: Your deck doesn’t have a lot of ways of dealing out targeted removal. Mass Land D and other sweeper spells are great and all, but you also need ways of handling individual problems as they arrive. Here are some suggestions I have:

More Persistent harassment: You’re running MLD, Tax, but you aren’t running a whole lot of effects to consistently torment the opponent. Smokestack, Pendrell Mists, Kataki, War's Wage, Manabarbs keep pressure on your opponents. Even just running more stuff to slow things down (Winter Orb, Tangle Wire, Kismet, Rule of Law, Stranglehold etc.) would be useful here.

Consider less creatures, more enchantments: Hatebears are cool, but consider the fact that they are easier to kill than their enchantment counterparts. Magus of the Moon dies much easier than Blood Moon and you want these effects to have a good return on investment. This one is more food for thought than actual criticism.

Suggestions for cuts: Hall of Heliod's Generosity (?): It’s a great card, but right now you aren’t running enough Enchantments to justify it. Most of the time it’s going to just tap for colorless. If you run more Enchantments, it’s a keeper! (I think I’m going to try and find a slot for my own deck)

Jhoira, Weatherlight Captain: This is pretty vestigial. It’s not really pulling much weight. Cut it.

Karn, Silver Golem: See above.

Remorseful Cleric: This is too squishy. Run Tormod's Crypt instead. Just as easy to recur (moreso, in fact, cause Academy Ruins sees it) and it lowers your curve.

Tomik, Distinguished Advokist: I get what you’re going with here, but you’re blowing up your lands anyway, making them untargetable is kind of moot. There’s a bunch of hatebears I’d rather run in this slot.

Burning of Xinye / Wildfire: These are weak, you can do way better for MLD in your colors. Add Sunder (Cheaper at Instant speed!).

Saltblast: This card is kind of bad. Costs waaay too much for targeted removal. Also, is completely dead against decks that run white. I’d honestly remove this and replace it with Wrath of God instead.

Karn, the Great Creator: Not doing enough. I see the combo with Mycosynth Lattice, but Hellkite Tyrant is a much better combo.

Elspeth, Sun's Nemesis: This card isn't great. If you want Elspeth, put in Elspeth, Knight-Errant or Elspeth, Sun's Champion instead. Both make tokens as a +1 ability.

Empowered Autogenerator: Too slow, too expensive. It’s not as good as it looks. Ideally, rocks should slot into the 0-3 CC range. If you desperately wanted something in the 4 slot, why not just run Thran Dynamo instead? It’s more consistent.

Firemind Vessel – See above.

DPhoenix on Love You Dead (Feldon of the Third Path EDH)

3 months ago

-1 Burnished Hart +1 Pilgrim's Eye : Burnished is meh for Feldon, as spending 6 mana (3 for reanimation and 3 for activation) for ramp isnt something that this deck can do reliably.

-1 Insolent Neonate +1 Fires of Invention : The enchantment makes you less reliant on your commander if he isnt on the board. Extremely powerful when both are active.

-1 Rummaging Goblin +1 Merchant of the Vale : The instant and 1 costed loot effct is relevant and then you can cast him to still get the looter, which you can use right away, as he doesnt need to tap.

-1 Shattering Spree +1 Spine of Ish Sah : You have quite a lot of artifact hate, which is ok for your meta. This artifact will remove a problematic permanent for you.

-1 Tectonic Reformation +1 Shenanigans : Not so sure that a mono red deck can afford to discard lands, so its a possible card to substitue for shenanigans, which is reusable artifact hate thanks to dredge 1 which is very very good in this deck.

Hav0cD3m0n on Love and Hate

3 months ago

Cards I would change for others that just seems better IMO.

Hypersonic Dragon (You should replace it by Vedalken Orrery or Leyline of Anticipation ... or even both)

Act of Treason (Put Insurrection instead, cost a lot, but can win you a game)

By Force ( Vandalblast is way better imo)

Reckless Air Strike (again, put something like Shattering Spree )

Courier's Capsule ( Witching Well )

Turn Aside (I understand it only cost one.. but something like Arcane Denial can counter anything and make you draw, which is excellent with any Niv)

Oppressive Will (Again, Mystic Confluence or Dream Fracture is insane)

Cards you can just cut out for others I have proposed

Adaptive Automaton

Loch Dragon

Quicksilver Dragon

Tandem Lookout

Engulfing Eruption

Reminisce (you already have Elixir of Immortality , and with Laboratory Maniac , I don't think you really need a second one)

Trepanation Blade

Pyromancer's Goggles but it's up to you honestly.. just have no good experience with this card personally

Panharmonicon (not sure why you play it tho..)

Izzet Keyrune

If you want to, you can drop the "dragon" part of the deck.. it's original, funny, but I think you don't need that to win.. So cards like Crucible of Fire , Dragon Tempest , Dragon's Hoard , can be replace.

Pheardemons on Mono Red Shenanigans

3 months 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

4 months ago

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

Load more