Crux of Fate

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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

Crux of Fate

Sorcery

Choose one —

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

raspberryfish25 on The Kaalia Battalia

1 month ago

Hey, I really enjoy your Kaalia deck but, one thing I noticed, you don’t have a lot of ways to protect Kaalia while she is on the board. A few cards I run in my personal Kaalia deck to help with this are: Galadriel's Dismissal, Teferi's Protection, Mithril Coat, Sephara, Sky's Blade, Earnest Fellowship, Malakir Rebirth  Flip and, Sejiri Shelter  Flip.

Both Teferi’s Protection and Gladriel’s Dismissal basically do the same job of not just protecting Kaalia but your entire board from spot removal and mass removal. Gladriel’s Dismissal also has the two added bonuses of in a pinch just being able to protect Kaalia or using it on your opponent to remove all their blockers for a turn. Mithril Coat is more niche but, has protected Kaalia a few times from targeted removal spells. What I like about the coat is I can play it at instant speed so I can possibly bait an opponent into waisting one of their removal spells on Kaalia. Sephara, Sky’s Blade is a slightly worse Avacyn, Angel of Hope which you are already running. Earnest Fellowship is a card I find a lot of people sleep on. At first glance the enchantment does not look like it would do that much but with it out you’re giving Kaalia protection from the three most prominent removal colors. I have had this card in my Kaalia deck for years and I have lost count how many times an opponent has went to cast a removal spell on Kaalia only to realize that they can’t because Kaalia has protection from it. Lastly, both MDFCs should almost be an auto include because they only things they are replacing is a basic plains and swamp.

I see you run a lot more spot removal then I personally do in my Kaalia deck which is not a bad thing I have just found it is not as necessary. Instead, I focus more on mass removal because, I have found in most games getting rid of one or two cards on the battlefield does not help me when I am behind. However, resetting the board when the table has shut me down helps me out immensely allowing me to claw back into the game.

A few mass removal cards I would consider are Damn, Farewell, Crux of Fate, and Scourge of Kher Ridges. Damn is just an upgraded version of Damnation because it has the flexibility to be spot removal or mass removal. Farewell is arguably the best removal spell in the format because outside of Planeswalkers it can deal with anything making it so versatile plus as an added bonus it exiles instead of destroys. Crux of Fate is unique because your deck is already running a ton of dragons so why not possibly save your board of dragons while you clear everything else out of your way? Speaking of dragons, I stumbled upon Scourge of Kher Ridges awhile back and man has this card impressed me so much. You cheat it into play with Kaalia then for you get to do 2 damage to all creatures without flying! Best thing is you can activate the ability as soon as Scourge hits the table. As long as Scourge is out you are able to shut down all non-flying creatures. Plus 99% of the creatures in your deck have flying so you don’t have to worry about any of your creatures taking damage.

Sorry if this was a longer than normal post. Overall, I really like the direction you took your Kaalia deck.

PhyrexianHellkite on 50$ Budget The Ur-Dragon

4 months ago

I have tested creatures/cards like that in the past and don't like the staying power or what they are adding to this deck. The creature versions get board-wiped the fastest and don't tend to extend the deck past extra mana available, so I prefer to start getting bigger game impact dragons out and only ramp via land ramp and some artifacts. Mainly to help with my mana fixing, draw, and one sided board-wipes. See the list of cards that those would not interact with other than Scaled Nurturer, that one gets the dragon pass but not card draw and would take up one of the 30 dragon slots. Garruk's Uprising, Elemental Bond, Frontier Siege, Wrathful Red Dragon, Silumgar, the Drifting Death, Rith, Liberated Primeval, Miirym, Sentinel Wyrm, Lathliss, Dragon Queen, Kolaghan, the Storm's Fury, Ganax, Astral Hunter, Firkraag, Cunning Instigator, Dromoka, the Eternal, Bladewing the Risen, Atarka, World Render, Haven of the Spirit Dragon, Relic of Legends, Jade Orb of Dragonkind, Carnelian Orb of Dragonkind, Crux of Fate, The Ur-Dragon

So 20 cards or 1/5th of the deck that those would not extend or interact with. Here is a link for some statistics for mana reducers that basically says if you can play cards every turn and use all mana you have as well then they work the best in those types of decks.

Is it worth it to play cost reducers in MTG EDH commander? https://www.youtube.com/watch?v=prltKyeJMKI

Form about this topic https://www.reddit.com/r/EDH/comments/b3stji/cost_reducers_vs_ramp/

Thanks for the comments! Hope this gives some insight on my deck building/playing style and if you run those mana dorks/cost reducers, I think cards like can help and, I do run them in other decks with less colors or better card draw. I do think a commander like Tiamat would benefit from those to help play the tutored cards after cast and help commander tax to recast it and refill your hand. The main thing I consider is what am I swapping, and in this deck and it's mana fixing for a 5 color deck on a 50$ budget, or a potential dragon slot for a deck that wants dragons on the field attacking to start getting ramped up.

I will continue to update this deck and work to give better descriptions of my other decks as well as I build and update my commander arsenal!

Profet93 on Dirty Needles

5 months ago

I was gonna recommend the several instant cards that return your creature when it dies but given the exile opponent, I am hesitant to recommend them at this time. They might want to be reconsidered later. Until then, below are some general suggestions to improve the power/consistency of the deck while remaining "budget"

Crux of Fate - Boardwipe for when things get out of hand

Imp's Mischief - Under $10 but extremely useful!. Redirect _targeted _ removal, draw and extra turns. Not to mention, it can "counter" counterspells and having 2 mana open will allow you to bluff interaction.

Force of Despair - Interaction while tappedout gives you a strong ability to bluff. May or may not be useful but worth mentioning.

Lightning Greaves - I know you have swift boots which allows you to put on other equipment but redundancy is nice to protect your costly commander.

Champion's Helm - Similar to above and swift boots

Trailblazer's Boots - Almost guaranteed unblockable

Sword of Vengeance - Not needed but potentially worth looking into

Animate Dead - Recursion is always nice in black

Thespian's Stage - Copy coffers or opposing utility land

Homeward Path - $15 but meta call should you find theft to become more common

You really need more ramp in this deck to make your commander more threatening

Mind Stone/Commander's Sphere - Ramp when you need it, draw when you dont

Thran Dynamo

Myriad Landscape

I can provide several suggestions for cuts should you wish, let me know. Hope this helps.

DreadKhan on Ur-Dragon (Recs. Needed)

5 months ago

I'll give you a few tips from my limited experience with 5 Colour decks and how they achieve their mana requirements.

My first point is that combining the Bounce Guild lands with numerous ETB tapped lands will feel incredibly bad, I would definitely throw in more untapped lands if you're going to use that many Bounce lands. I love the Bounce lands, but they should be played mostly with other lands that ETB untapped, like Basic lands, bouncing an ETB tapped land is not fun in my experience.

I would encourage you to lean into Green ramp, there is lots of it that's very good, including options that find dual lands that have Basic types (or even Triomes if your budget permits, but there are budget fetchable duals out there). To make that Green ramp work you probably would want more Forests because a Forest and ramp spell can fix your mana for you.

Another thing I noticed that helps 5 Colour decks is the fact that you can use budget fetchlands of all sorts. The worst of my favourite 3 is Myriad Landscape, followed by Blighted Woodland and Krosan Verge. Krosan Verge can technically find all 5 colours by itself if you use Triomes, because it can find non-Basics, but there is also Murmuring Bosk to help. In addition to these types of fetchlands, you might find some use for the old Panorama cycle from Alara, Esper Panorama, Jund Panorama, Bant Panorama, Grixis Panorama, and Naya Panorama. None of those are truly great cards, but in a pinch they both enter untapped while eventually offering good fixing. A nice perk to using more Basics is that you are better at enduring non-Basic hate, not sure if people use stuff like that in your area.

Their is the odd good land worth looking at if you want budget mana fixing, the pain lands Sulfurous Springs or Adarkar Wastes are very strong fixing options that are relatively cheap, people use these in budget cEDH builds, they're perfect if you want good non-Basics for a low price, the Enemy pair from that cycle (Shivan Reef and Caves of Koilos are generally quite cheap, the Ally pairs are pricy). There is also the odd land like Exotic Orchard that can fix pretty well, but most 5 colour lands that enter untapped are pricey.

My final suggestion is that I found it helpful to run more ramp than usual in my 5 Colour decks, as well as more lands total. My 5 Colour Sisay deck has 39 lands and iirc over 20 ramp spells/effects (some work as combo pieces), and my Reaper King deck has 38 lands and around 15 ramp sources. It's a big hassle to get 5 colours consistently, but if you straight up run extra lands and ramp it becomes much easier.

A few more general pointers, I noticed you don't have Crux of Fate in here, it's usually pretty good in a Dragon deck. You also might like Stinging Study as a big draw spell. It's usually not as good as Stinging Study, but Imposing Grandeur also exists. Bring to Light and Wargate are two pretty strong tutors, perfect if you want to power your deck up a bit.

griffstick on infinite rats

10 months ago

I was trying to think of a way to combat the Dragon deck. And I've got one. Add Maze of Ith. Now don't cut a land for it (because maze of ith does not tap for maan) cut something else. Maybe one of the Rats legendofa said to cut.

Also it would be hilarious to board wipe with Crux of Fate against your friend with the Dragon deck. Don't add Crux of Fate

AlistarFiend on How to Train Ūr-Dragon

10 months ago

Licecolony, I have been giving this some thought. Although I like Harsh Mercy better than Crux of Fate, I think Kindred Dominance would be even better!

eliakimras on Jund Dragons

10 months ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

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