Super Shredder

Super Shredder

{1}{B}

A mono-black sacrifice-and-attrition commander that snowballs off anything leaving the battlefield into a huge, hard-to-block threat.

Public decks: 1Bracket: Varies
Super Shredder

Overview

  • Wants a steady stream of things leaving the battlefield (your fodder, opponents' creatures, and sacrificed permanents) to stack +1/+1 counters quickly.
  • Typically plays like a grindy aristocrats shell: recur cheap bodies, cash them in for value, and let Super Shredder grow incidentally.
  • Uses sacrifice outlets and edict effects to keep boards small while your engine keeps running.
  • Often closes by turning Super Shredder into a fast commander-damage clock backed by removal, or by draining the table with death triggers.
  • Mono-black tools help bridge to the midgame with burst mana and big payoffs.
  • Note: With only 1 public list, specific card mentions below are examples, not established norms.

Common lines

  • Deploy Super Shredder early, then start trading and sacrificing to turn every leave-the-battlefield event into permanent growth.
  • Loop or recur cheap creatures, feed them to a sac outlet for cards/mana, and keep the table under pressure with edicts.
  • Use removal to force more permanents to leave, growing Shredder while buying time for your engines.
  • Pivot from value to finishing: suit up/protect Shredder and start taking big menace swings, or lean on drain payoffs to end the game.

Strengths

  • Scales naturally in messy games where lots of things die or get sacrificed.
  • Strong at grinding: sacrifice-for-cards/mana lines can keep you ahead on resources.
  • Threatens multiple win angles: commander damage pressure plus life-drain payoffs.
  • Mono-black interaction and edicts can answer problematic creatures efficiently.

Weaknesses

  • Can be softer to exile-based interaction and graveyard hate that turns off recursion lines.
  • If the table stays low-interaction and permanent-light, Shredder may grow slower than expected.
  • Creature-light or spell-combo opponents can sidestep edicts and drain your removal suite.
  • Reliance on engines makes you vulnerable to well-timed removal on key pieces.

Rule zero notes

  • This commander can become a large commander-damage threat quickly if the game gets grindy.
  • Decks often lean into sacrifice loops and recurring creatures; mention if you run any repeatable lock-like patterns.
  • If you include heavy edict density (e.g., Fleshbag-style effects), call out how oppressive it can feel for creature decks.
  • If you run fast mana bursts (e.g., Dark Ritual) or explosive mana engines, disclose expected game speed.

Matchups

Best into

  • Creature-heavy midrange pods that trade a lot in combat
  • Token and sacrifice mirrors where permanents leave constantly
  • Tables that play to the battlefield and can be pressured by edicts and removal

Struggles against

  • Fast spell-based combo decks that don't care about the board
  • Heavy exile/removal suites that answer the commander repeatedly
  • Graveyard-hate-forward pods that shut off recursion-centric plans

Recent public decks

FAQ

How does Super Shredder usually win?
Often by turning into a massive menace attacker for commander damage, or by pairing sacrifice loops with drain effects like Blood Artist or Gray Merchant of Asphodel.
Do opponents' permanents leaving count?
Yes—any time another permanent leaves the battlefield, Super Shredder gets a +1/+1 counter, so removal and edicts can double as pump.
What kinds of cards tend to support the gameplan?
Repeatable sacrifice outlets, recursive creatures (e.g., Gravecrawler, Bloodghast), and payoffs for things dying or being sacrificed (e.g., Black Market).
Is this more of an aggro commander or a grind commander?
It typically plays grind-first: you build a resource engine and let Shredder grow incidentally, then pivot into an aggressive finish once you’re ahead.
What should I prioritize in mulligans?
Hands that can develop early and produce fodder/value—cheap creatures, a way to convert them into cards or mana, and at least one piece of interaction.

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