Crux of Fate

Sorcery

Choose one —

  • Destroy all Dragon creatures
  • Destroy all non-Dragon creatures.
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Crux of Fate Discussion

hardhitta71194 on Das Death Deck!

14 hours ago

Badass. I love stealing people's stuff.

How about Rise of the Dark Realms (I know it's a little expensive)? Play that and your opponent will most often scoop! Crux of Fate is a good board wipe as well.

Awesome deck!

3InchMeatMonster on Drown Victims

4 days ago

looks like fun. i would run some more field wipes like Mutilate or Crux of Fate. Vapor Snag is great for dealing with attacking threats. Take Inventory might work as well for card draw. i would also recommend running a few Endless Ranks of the Dead and Underground River as well for mana fixing.

Firebones675 on Dirty Dimir Mill deck

5 days ago

If you're worried about aggressive decks beating you down or deathtouch, Fog Bank is the first thing that comes to mind. It's in your sideboard now but i think it's more than justified being in the main deck. I think though that part of the reason you are having trouble with those things though is you don't have too many ways to deal with a creature if it does resolve. I would try to add some more removal. Go for the Throat, Hero's Downfall etc can buy you some time to get going. If the issue is more of a swarm, in your sideboard you can put in sweepers like Languish, Crux of Fate, Infest to slow them down.

I also agree with your assessment about comes into play tapped lands. Generally comes int play tapped (CIPT) lands have some sort of added bonus to make you want to play them over a basic land, but the problem with them is if you have a hand with too many it can slow you down. Provided you only have a few it's usually not too much of an issue. Having too many CIPT lands can slow you down by a turn or prevent you from casting a creature and still being able to hold up a counter compared to a normal island. Especially since you are worried about faster decks, i think you should take some out.

Also Mind Grind is fun if you can get your hands on a copy.

Optimator on Hail Moocifer

1 week ago

Yeah, seems too top-heavy, despite being a demon tribal. I'd remove some six- and seven-drops and add a bit more ramp and utility. I'd say maybe drop... Eater of Hope,. Magus of the Mirror, Demonlord of Ashmouth, and maybe Grave Betrayal and/or Baleful Omen. It's so crowded up in those higher CMCs.

Mind Stone, Fire Diamond, Charcoal Diamond, Commander's Sphere, Wayfarer's Bauble, Armillary Sphere, Darksteel Ingot are all decent rampers to look into.

You also don't have any board wipes. Very important for any EDH deck but more so for decks that start late. What can you do vs a turn-3 Krenko or something? Crux of Fate and Blasphemous Act will be your best bets, budget-wise. Maybe In Garruk's Wake.

pshawver on Budget Scion of the Ur-Dragon - EDH

1 week ago

ive got a Crucible of Fire for you if you need.

Duneblast kinda sucks. its way too expensive. In a more voltron deck maybe but not here. replace with Crux of Fate powerful and on theme

Dragonspeaker Shaman is awesome

Dragon Tempest is a must include

Somberwald Sage is a good ramp card

Slumbering Dragon holds off early aggression while you ramp (also is an 8/8 flyer for when it comes online)

Also i would take a look at the charms you are running and decide if they are really worth a slot. you could replace some with better removal or more reanimation spells

Firebones675 on Sword for Hire

2 weeks ago

Tappedout doesn't like it when i suggest too many cards at once but here are the rest of the suggestions.

Phyrexian Arena, Wrath of God, Crux of Fate,Merciless Eviction, Revoke Existence, DisenchantMortify, Vindicate, Utter End Grasp of FateGilded Lotus, Thran Dynamo, Hedron Archive

Firebones675 on Sword for Hire

2 weeks ago

I agree with what enpc is saying. I think it's a decent start but it doesn't seem to have a clear focus. Oloro is a very powerful commander and it helps to build around his life gain abilities.

When you want to build around a theme like life gain it helps to look at your enablers (cards that help do the theme like Congregate) and payoff cards (cards that reward you for doing that that theme like Felidar Sovereign). At the moment you have a lot of enablers, but not much in the way of payoff. If you can, Id look into more payoff cards such that your deck can reward you for gaining life more reliably. (Some other good payoff cards in my opinion are Ajani's Pridemate, Archangel of Thune, Serra Ascendant, Felidar Sovereign, Angelic Accord, Well of Lost Dreams, Sanguine Bond, Vizkopa Guildmage, Karlov of the Ghost Council)

Other life gain cards to consider: Exquisite Blood (goes infinite with Sanguine Bond), Debt to the Deathless, Rhox Faithmender, Alhammarret's Archive

Next there are a few categories of cards that are must-haves in edh. As i list them, i'll explain why they are important.

Card draw: EDH games tend to go on a lot longer than other formats. This means that you will soon run out gas in hand and be reliant on topdecks. This is where card advantage comes in. Cards that allow you to draw more than 1 card are good ways to restock your hand. as was mentioned in the last comment Phyrexian Arena is a good one but you'd want more than just that.

Board wipes: Sometimes the game gets out of hand and you just need a reset button to take care of the scary things your opponents are doing. I usually like around 3 in my decks. Wrath of God, Crux of Fate,Merciless Eviction and many others get the job done.

Creature removal: In almost every edh game you play, your opponents are going to cast creatures you need to get off the board, and fast and without having to nuke the board. you have a few ways of doing this but could stand to up this number.

Noncreature removal: Artifacts and Enchantments are also pretty common and its important to have answers. you currently have no ways to deal with these. If you throw in cards like Revoke Existence or Disenchant i can almost guarantee you that there will be targets but Mortify, Vindicate, Utter End and Grasp of Fate can hit other card types as well.

Mana ramp: You have a lot of expensive cards in your deck and it's important to get the mana to actually cast them. Sol ring is one of the best but Gilded Lotus, Thran Dynamo, Hedron Archive, etc. are also nice to help you power these higher cmc cards out.

Possible cuts, lastly there are a few cards that I think your deck would be better off without if you just removed them from the deck entirely. I'm not saying there arent other cards i'd remove to make room fr the types of cards i suggested, but these are the ones that i would take out first.

Gosta Dirk: for 7 mana he doesnt do enough for the deck to warrant a slot

Archangel's Light: This costs way too much mana, the shuffling of your graveyard can oftentimes be bad for you, and it does nothing other than gain life (yes you have synergies with life gain but this is way to inefficient).

Traumatize: Unless you're in a dedicated mill deck that is designed to win by getting rid of your opponents library, ignore cards like this as it doesnt help you advance the board or provide card advantage. Against a graveyard based deck you are significantly helping them. If you did target yourself with this, you don't have enough graveyard interactions to benefit from it.

Soldcastro on No Technique is forbidden

2 weeks ago

Glad i could help.
For spot removal things like Silence the Believers, Cruel Edict, Chainer's Edict are very good. For board wipes i suggest Crux of Fate, Toxic Deluge and Languish.
You can also run some counterspells to help avoid something bad.

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