Sunder Shaman

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Sunder Shaman

Creature — Giant Shaman

Sunder Shaman can't be blocked by more than one creature.

Whenever Sunder Shaman deals combat damage to a player, destroy target artifact or enchantment that player controls.

Gleeock on Thantis the Warweaver

1 year ago

Hmm. I've always had a different experience with Clackbridge Troll, maybe because I play so much darn groupslug/Jund. I love the troll, either he is card draw & lifegain, or 8 trample is no joke if you are putting pressure on the right player... You also can choose whatever player has no blockers for the goats if you feel the need to stack the odds in your favor for likelihood for card draw (if that is what you want).

I always feel like deathtrampletouch is awesome... but I usually only focus on having that on a commander that already has 1/2 of that: Grismold, the Dreadsower is a sweet commander that already comes with the trample piece.

I personally agree with some of the cut-recommendations though... but I also don't want to tell you to cut all the responsive/fort, if you want to make her responsive, like a spiky pillowfort, you can, you just have to playtest it a ton because that is a really tricky playstyle to master while staying relevant in games

What I will say about Sunder Shaman is that if you are running with "combat matters" Thantis & most of your wincon are going to be through combat damage, then it is a good idea to have a high critical mass of artifact or enchantment removal, since there are several aggressively costed permanents of that type that take combat out of the game completely.

For cuts, I agree on taking out signets & focusing more on ramp, maybe removing Crown of Doom (Fiendish Duo) would have a lot more impact, maybe pull some of the "hunted" cycle. I think, remove some of the voltron pieces if you are going to keep the combat-discouraging pieces.

Even in my "less combat-focused" Thantis the "courts" see some good play: Court of Bounty, just monarch in general will often accomplish the type of slap-fight that you are looking for, often moreso than the more obvious force-combat stuff.

DreadKhan on Thantis the Warweaver

1 year ago

I've always been fascinated by Thantis as a deck, nice to see something even if it's not the Stax build I'd inevitably run (with considerable glee I might add), this seems considerably more fun to play against. I'm curious how your deck ends up working when you get it down to 100, I struggled mightily with a deck once but ended up pretty happy with the result.

For stuff you could pull, Sunder Shaman seems visibly awful, with numerous better and much easier to cast solutions existing. I have never, ever had Clackbridge Troll work out even half-decent for me, maybe you'll be luckier? I'm not sure how many redundant copies you need of the 'everyone has to attack' effect, other than Goad sources which protect you, unless you actually have a big body to block with you might not want people swinging at you, so that might let you cut Goblin Spymaster? You might cut Grand Melee for not being on a body, and Thantis doesn't want to block someone else's Deathtouch creature. I think I understand your plan to use Fogs to force people to swing and grow Thantis, then a Fog renders their attack otherwise moot, have you tested this concept out much? I usually find Fogs to be bad cards unless my deck can derive enormous advantage from 1 extra turn, and that simultaneously stopping one attacker will be enough. Anyways, I worry you won't have enough actual cards that matter with so many fogs, obviously if you've tested this out before and it works well then ignore this! I really love setting up Deathtouch and Trample on a big body, but I can never decide on a good ratio. Deathtouch without Trample is awful on a big creature, but Trample without Deathtouch is still pretty useful, so I tend to run one or two Deathtouch sources like Ohran Frostfang to have the option of 1-shotting someone while not having too many when I'm stuck with a big Deathtouch creature, a frustrating situation in my experience. When I have a deck with Green in it, and I'm less than 4 colours, there is a good chance I'll be running relatively few ramp artifacts, Green just does a better job, why play a Signet with Green in it when you could dig out your preferred land for the same mana, possibly a dual? Artifacts are magnets for removal in some metas, and if you don't run any/many, it opens you up to running more hate against such cards, if you later think you might want to (after playing it). I get that you're giving people tokens, but is Briar Patch actually relevant enough to run? Same with Revenge of Ravens or Hissing Miasma, not sure you want to deter people from swinging against you, but I might be misunderstanding your deck's game plan here. What exactly does your deck intend to do with the mana you generate from untapping your lands via Wilderness Reclamation, I guess Fogs?

As for some general advice, I wouldn't cut any lands beyond 33 with a 6 mana Commander, it's probably the lower end of what you'd want to risk. I would keep an eye on your land count when playtesting, if getting to 8 mana by the time you inevitably need to recast Thantis isn't consistent, you might want to sneak in some MDFC lands, but at this point I'd build the deck first and see what it can do at this land count.

Very much hate to suggest a card, but since I suggested pulling some Fogs, maybe you could replace several fogs with a Dawnstrider to make space in the deck?

Good luck with your building!

DemonDragonJ on Nature's Bounty

2 years ago

I have replaced Deus of Calamity with Zhur-Taa Ancient, which did not reduce this deck's average converted mana cost, but it did reduce the number of colored mana symbols in this deck, since that creature did have a very color-intensive mana cost. I had considered both Sunder Shaman and Polis Crusher, as well, but the shaman also has a color-intensive cost, and the crusher requires too great an investment of mana to be beneficial, plus, the political potential of the ancient may be useful to me, in some games.

DemonDragonJ on Savage Destruction

2 years ago

I have replaced Deus of Calamity with Zhur-Taa Ancient, which did not reduced this deck's average converted mana cost, but it did reduce the number of colored mana symbols in this deck, since that creature did have a vaery color-intensive mana cost. I had considered both Sunder Shaman and Polis Crusher, as well, but the shaman also has a color-intensive cost, and the crusher requires too great an investment of mana to be beneficial, plus, the political potential of the ancient may be useful to me, in some games.

ClockworkSwordfish on The Beasty Boys (Budget)

2 years ago

This looks like a really good, solid kitchen table-type deck! It's always nice to see more of those types of casual superstars.

One choice that stands out to me, however, is Warden of the Chained... he seems like a reasonable "underpriced creature with a drawback," but it's actually quite easy to do better in . The best example is perhaps Gruul Spellbreaker, who can be the same size and mana cost but has some other abilities, too, without the drawback. In my experience, the card is dirt cheap, so budget is no worry!

One other option you might want to consider is having a way to deal with noncreature permanents. It would be shut down by something like Sphere of Safety or Call to the Grave. I think one of the most efficient budget options is Hull Breach, though you might also like the incidental damage from something like Cindervines or Destructive Revelry. Ancient Grudge is also super efficient if you're more worried about artifacts in particular. If you'd rather handle it on the creature side of things, Sunder Shaman and Gemrazer are both solid options!

wallisface on Forged Execution (Gruul Land-Hate)

2 years ago

I think there will be matchups where Splinter has its place, but i think the majority of the time it won’t be the case - though your meta may vary (i’m from a very competitive background, so the games usually close-to-already- decided by the time someone has the mana to cast this). Having as a sideboard option seems like a better decision, as it means you can bring it in for the games it matters, instead of being stuck with it the games it doesn’t.

I think Smash to Smithereens is a fine card, and good in this deck. I’d only thought of dropping a single copy to make room for the other mentioned spells.

As for the lands, the scry-lands are always better than the lifegain lands. 1 life seldom matters but being able to fix your draw often will. But if you’re looking to invest in a better land i’d suggest Copperline Gorge - it is a little pricier, but it’s much more useful and’ll generally go up in price over time, so’ll be a better use of your money.

As for the original question, imo Rust Scarab is better than Sunder Shaman (though i wouldn’t run more than 2). Your mana base isn’t tuned enough to cater for the stupid requirements of the Shaman.

MortisAngelus on Forged Execution (Gruul Land-Hate)

2 years ago

@wallisface

Hey! Thank you so much for the extensive feedback! You make a lot of good points!

However, I think you underestimate the power Splinter brings. Being able to remove all win cons from a combo deck or removing all basic lands of one type is what really makes ppl hate it. But I have been considering bringing the count down to 3.

I am surprised about you also not liking Smash to Smithereens; I see your point with always having a destruction card, but ultimately, the end goal is to kill the opponent, not just control them. So killing a permanent and pinging them 3 seems like a win-win imho. Or?

Ancient Stirrings is definitely something I must try to insert here. I have played against it; how have I not realized how good it would be here?..

And Barrier Breach I have already considered for side board. :) Gotta deal with those pesky God-creatures.

Ultimately, 4x Rootbound Crag is what I want for this deck. I am considering switching the Kazandu Refuge cards for the scry-equivalent cards instead. But we'll see.

But we never solved the original question, if you left the deck as it is for now, and only thought about Sunder Shaman vs Rust Scarab , which one would you insert?

Anyway, thanks a lot for all the feedback! Have a lot to think about now.

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