Crux of Fate

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Fate Reforged (FRF) Rare

Combos Browse all

Crux of Fate

Sorcery

Choose one —

  • Destroy all Dragon creatures
  • Destroy all non-Dragon creatures.

Crux of Fate Discussion

TheBloopKing on Morophon Dragon Tribal EDH

4 days ago

Fist of Suns doesn't cheat out creatures for 0. Fist of Suns replaces what you can pay, not the CMC. Morophos effects the CMC.

28 land is way too little. Bane of Progress , Planar Cleansing and cards that remove artifacts destroy your game. Reliquary Tower , Ash Barrens , Unclaimed Territory , Haven of the Spirit Dragon , Path of Ancestry are all land that should be in the deck.

Goreclaw, Terror of Qal Sisma fits the theme, and gives all the dragons that don't have it trample

Sarkhan Unbroken , Sarkhan, Dragonsoul , Sarkhan, Fireblood , and Sarkhan the Masterless to protect them are some planeswalkers who help dragons.

Hypersonic Dragon ... if you had any sorceries like Wrath of God , and Crux of Fate instants and adds a haste creature

You need removal. Vindicate removes the Propaganda that destroys your swinging. Crackling Doom removes the opponents biggest creature. Assassin's Trophy and/or Putrefy removes a endless-combo piece. Swords to Plowshares removes indestructible. Removal is crucial to advancing your own game.

Crosis, the Purger , and Ramos, Dragon Engine are 2 dragons I play

Temur Ascendancy is a card that helps you draw more, and the haste on dragons is amazing

Taigam, Ojutai Master is my last consideration. Makes sure your dragons hit the battlefield.

GhostChieftain on Creating a Stax Ban List

1 week ago

Are all other players just playing aggro with creatures that do nothing? Although stax is a form of control, having some cards with controlling aspects is the way to stop it. Some example cards that stop a lot of staxy things:

Harmonic Sliver and Reclamation Sage kill so many individual stax permanents and still give you a permanent. Any spell that destroys artifact and/or enchantments is awesome to have.

Board wipes like Crux of Fate or Blasphemous Act are also great for getting a stax player down. There are plenty of creature wipes as well as wipes that get other permanent types. Austere Command , Bane of Progress , and Cyclonic Rift come to mind.

Counter magic is the best way to stop literally anything. A well timed Counterspell can potentially ruin a player's next 3 turns.

Banning stax is one way to make it stop, but if someone is playing an opressive deck any other players can and should gang up on them so they have a better chance

Ender02 on Death from Above

1 week ago

Removed Crux of Fate as it was too much of a liability. Had it taken and used against me twice now. Same reason I removed Carthas as the commander.

There's other Jund wipes that I'm going to look into.

NeonEndymion on The Ur-Dragon

3 weeks ago

Well, I think what we're probably hitting now is the wall where the core of the deck (36 lands, around 19-22 dragons, 5-6 high-impact dorks, 3-4 green land ramp spells, and a support suite split between artifacts/enchantments) is feeling more or less settled, and tweaks can and should be made depending on the kind of table we're expecting or seated at. I've started bringing my binder of extra cards for this deck to make a few swaps for games 2-3, when/if I can get them.

In longer games, for instance, it may be that I've pushed the curve so low that there aren't enough haymakers/higher impact+higher cost spells left in order to turn the corner. In which case Crux of Fate , Wild Pair , and/or Rishkar's Expertise , just to name a few, could be slotted in as 1:1 swaps for lower CMC and lower impact wipes, enchantments, or draw.

A few other thoughts:

-I'm going to try Sensei's Divining Top over Expedition Map this week and see how that feels. For me, Homeward Path may become a flex/sideboard card, in which case the emergency draw/draw filtered with Top might be preferable.

-Agree that Dragonlord Kolaghan has been a bit low impact. I also haven't been thrilled with the interaction between Dragonlord Dromoka and the dork suite, as often I'm just forced now to put the counters on a dork. But that at least can help get them out of a healthy Toxic Deluge range later in the game? I'd look at slotting back in Glorybringer for Noble Hierarch in slower matches, though, as the fixing she provides is mostly in our splash colors.

- Fire Covenant seems like a good card to test in the Toxic Deluge spot, as we don't want to lose our dork package to our own cards, and as we really only usually want to be wiping out some of the biggest threats. If indestructible/hexproof/shroud is an issue, though, then Toxic Deluge will probably stay in.

-For now, I'd rather have the lower CMC and flexibility of Assassin's Trophy over Abrupt Decay , as the latter can often be a dead draw in mid to late game for slower matches and the former is always relevant, but really that entire interaction package can be swapped around depending on the meta. I don't think 3CMC is too much for interaction, but given the clump of 3CMC cards and our need often to tap out through turns 4-5, sometimes even turn 6 if our sequencing is slower, 1-2 CMC interaction spells have felt a lot more useful/easier to hold up while developing our board.

-I'll also look at slotting Sarkhan the Mad into the sideboard for matches with board stalls/pillowfort/anti-creature tech. I guess my hesitation with planeswalkers still remains that we don't generally want to be blocking/defending them and that people may start running anti-planeswalker tech in main decks now that War of the Spark is here, but I can see corner cases where this one would be useful, vs Sarkhan, Fireblood , where I feel like most games will play out as you suggest: You tap out to cast him on curve and maybe get to rummage once, ramp once, then he dies.

-Looking at your current list, and not including the commander, I see 9 overall draw effects, and that's about 1 short of where I like to be personally. The one weakness I've felt so far is that out of those 9-10 slots in both of our lists, none of it is unconditional draw but delayed/triggered draw. If anything Night's Whisper may not be enough on its own, so I'd look again at Read the Bones , Painful Truths , and/or Phyrexian Arena , the latter for slower matches only?

NeonEndymion on The Ur-Dragon

1 month ago

I still like Crux of Fate over Toxic Deluge , as it is a one-sided board wipe. I just don't think my build can run Crux of Fate , Patriarch's Bidding , and Living Death .

Vlasiax on The Ur-Dragon

1 month ago

Hmm, so in my build it might be better to swap Crux of Fate for Toxic Deluge to lower the avg. CMC a little more? I guess you're happy with it in your deck.

NeonEndymion on The Ur-Dragon

1 month ago

These are just cuts/swaps I'm looking at but haven't made of tested yet.

In the last week of goldfishing/playtesting, flood was a bit of an issue; with the lower overall curve, and added mana dork suite, I want to try to bring down the green land ramp package a bit and beef up the draw suite by one.

For the time being, that ties into my looking again at reverting that to the mass reanimation plan with Greater Good and Living Death or Patriarch's Bidding . I don't feel like there's room for one more 5CMC board wipe, so Living Death is going in to serve that function in a fix instead of Crux of Fate but also be a Greater Good payoff.

Vlasiax on The Ur-Dragon

1 month ago

You cut Kodama's Reach just because Expedition Map has lower CMC or there are any other reasons?

Also what are your arguments for running Living Death instead of Crux of Fate ?

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Crux of Fate occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Black: 0.21%