MTG >Metagame Commander > deck Super Shredder

Menace Whenever another permanent leaves the battlefield, put a +1/+1 counter on Super Shredder.
Main Deck cards Super Shredder

25.5 in 100% of decks

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Strategy
That’s a sweet name for a Commander deck — **“Super Shredder”** sounds like it means business. Based on the card pool you’ve listed, this looks like a **mono-black (or heavily black-centered) midrange-control Commander deck** built around value, removal, and powerful “Shredder” threats as its finishers. I’ll break it down into: 1. **Overall Strategy** 2. **Game Plan by Phases** 3. **Key Synergies** 4. **Strengths** 5. **Weaknesses** 6. **Power Level & Playstyle** --- ## 🧠 Overall Strategy “Super Shredder” plays like a **mono-black control deck with a Voltron / big-finisher twist**. You: - Control the board with efficient removal - Generate mana with artifacts - Grind value through recursion and card advantage - Land a powerful threat (Super Shredder / Shredder, Shadow Master / Shark Shredder, Killer Clone) - Protect it - Close the game through combat and inevitability This deck wins by **outlasting opponents**, removing key threats, and finishing with a dominant creature that’s hard to answer. --- ## 🎮 Game Plan by Phases ### 🟢 Early Game (Turns 1–3) Your goals: - Ramp - Fix mana - Survive Key cards: - **Sol Ring** - **Arcane Signet** - **Heraldic Banner** - **Cultivator’s Caravan** - **Expedition Map** - **Evolving Wilds** - **Command Tower** You also have cheap interaction: - **Feed the Swarm** - **Epic Downfall** - **Deathmark** - **Soul-Guide Lantern** Early removal keeps aggressive decks from running you over. --- ### 🟡 Mid Game (Turns 4–7) This is where the deck stabilizes and takes control. Key plays: - **Hero’s Downfall** - **Gatekeeper of Malakir** - **Tribute to Hunger** - **Diabolic Intent** (tutor for your finisher) - **Zombify** (bring back something scary) - **Solemn Simulacrum** (value + ramp) - **Mazemind Tome** (card advantage) You start gaining incremental advantage while thinning opposing boards. **Conqueror’s Flail** and **Swiftfoot Boots** prepare your main threat to stick and survive. --- ### 🔴 Late Game (Turn 8+) Now you become the villain. Finishers: - **Super Shredder** - **Shredder, Shadow Master** - **Shark Shredder, Killer Clone** - **Massacre Wurm** Massacre Wurm is especially brutal in Commander — punishes token decks and drains life. You: - Reanimate threats with **Zombify** - Tutor key cards with **Wishclaw Talisman** or **Diabolic Intent** - Force damage through with **Rogue’s Passage** - Lock the board with heavy removal This is where you “shred” the table. --- ## 🔥 Key Synergies ### 🛡 Voltron Package - **Swiftfoot Boots** - **Conqueror’s Flail** - **Rogue’s Passage** These protect your main Shredder and push through lethal damage. --- ### ♻️ Recursion Value - **Zombify** - **Solemn Simulacrum** - Massacre Wurm as a reanimation target Black excels at turning the graveyard into a second hand. --- ### 💀 Board Punishment - **Massacre Wurm** - **Gatekeeper of Malakir** - **Tribute to Hunger** This deck punishes creature-heavy strategies. --- ### 🔎 Tutoring Power - **Diabolic Intent** - **Wishclaw Talisman** You can reliably find your win condition or the right answer. --- ## ✅ Strengths ### 1. Strong Removal Suite You can answer: - Creatures - Planeswalkers - Enchantments (rare for mono-black via Feed the Swarm) - Graveyards Very flexible. --- ### 2. Good Mana Acceleration For mono-black, this list ramps well: - Sol Ring - Gilded Lotus - Arcane Signet - Caravan - Heraldic Banner You’ll often be ahead on mana. --- ### 3. Strong Late Game Between recursion and powerful finishers, you scale very well into long games. --- ### 4. Political Tools - **Wishclaw Talisman** can be used politically. - **Tribute to Hunger** hits the strongest board. --- ## ❌ Weaknesses ### 1. Limited Card Draw Outside: - Mazemind Tome - Solemn Simulacrum - Possibly your commander You may run out of gas in grindy matchups. Adding: - Phyrexian Arena - Sign in Blood - Necropotence would improve consistency. --- ### 2. Reliance on Big Creatures If opponents exile repeatedly or counter your finishers, you can stall out. Graveyard hate also hurts your Zombify plan. --- ### 3. Limited Board Wipes You have Massacre Wurm, but no true sweepers like: - Damnation - Toxic Deluge Token-heavy decks could overwhelm you. --- ### 4. Wishclaw Risk In multiplayer, giving an opponent access to Wishclaw can backfire badly. --- ## 🧩 Power Level Estimate This feels like a: - **Casual to Mid-Power Commander deck (5–7/10)** It’s interactive, fair, and combat-focused. Not combo-based. Not cEDH. Very playable in relaxed pods. --- ## 🎭 Playstyle Personality This deck feels like: - Methodical - Ruthless - Patient - Opportunistic You don’t explode. You **strangle the table slowly**, remove everything important, then drop a terrifying finisher and protect it until everyone is dead. Very mono-black. --- ## 🏁 Final Summary **Super Shredder** is a mono-black control Commander deck that: - Controls the board early - Ramps efficiently - Tutors key threats - Reanimates big finishers - Wins through protected combat damage and attrition It shines in longer, grindy multiplayer games but may struggle against: - Fast combo - Heavy exile - Swarm token strategies If you’d like, I can: - Suggest upgrades - Help tune it for higher power - Lean it harder into Voltron - Or turn it into a reanimator-focused build What direction would you like to take Super Shredder? 🦈💀
Example deck with Super Shredder

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