|Commander / EDH||Legal|
Printings View all
|Hour of Devastation (HOU)||Uncommon|
Combos Browse all
Destroy target attacking or blocking creature.
2 months ago
I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.
So, what you want are cards that break the symmetry:
Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.
Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.
Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.
Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.
Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.
Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).
Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.
Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.
Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.
You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.
1 year ago
1 year ago
This is the most frustrating deck I've ever seen... at least to play against. Looks like a blast to use!
What I think this deck really needs is more lands. Even aggro decks almost never try to scrape by with fewer than 21 lands, and as slow and controlling as this one is, you're going to want closer to 27 or 28. Desert of the True's cycling can help mitigate flooding if you're concerned about that, and there are plenty of expensive spells to sink the rest of that mana into.
1 year ago
What is your experience playing against fast aggro decks like Ramunap Red? My reason for asking is that your main board has a TON of counterspells but very little board interaction before turn 4 (Gideon of the Trials and Farm making for only 4 interactive spells). If you're on the play against an aggressive deck, this counter suite may do it, but on the draw I think it may be too slow. You have a lot of options to pick from including:
Flat removal: Compulsury Rest and Thopter Arrest
I think the real standouts here are Authority, Slash, Impeccable Timing, and Compulsory Rest. Authority should live in side if you choose to run it, as it will slow aggressive decks and gain you life. Slash and Impeccable timing are both instant speed removal for small creatures, depends on your local meta but Impeccable is probably the better of the two as you can choose to either counter a spell with Censor, or kill a creature on Turn 2. Compulsory Rest on costs 2, but is a permanent solution against Red or Black aggro decks and might be worth a slot even at the loss of tempo. Rest doesn't deal with indestructible, but that's what Cast Out is for
2 years ago
You currently only have three creatures, the Metallic Mimics, to give flying to. All the rest already have flying. So... why make a big deal out of the 3x Cartouche of Knowledge? You'll mostly be paying 1U for +1/+1 and a card. I'm not sure that's worth a place in the deck.
I'd also question whether or not the white splash is a good idea because with such a low curve you need to make sure you're hitting your island drops early on and can't risk missing them for the ocassional turn 3 Farm.
2 years ago
First thing that comes to mind is dredge. Since both are replacement abilities for a draw, you can always dredge your Grave-Shell Scarab, or Greater Mossdog but your opponent could not. Sure, they could cast them, but as soon as it died, you'd dredge it, and it'll never be theirs again. Another card along the same lines, is Eternal Scourge; the opponent could play it, but it'll get exiled, and it'll become yours (style points for dredging Darkblast to remove it).
The Ahmonket block gave us some interesting options, with, for example, Adorned Pouncer and other Eternalize cards. The opponent could play it as a 1/1, but, once it dies you'll bring it back as a 4/4. There are also the Aftermath cards, where under the Shared Fate they'll be able to play the first half, but not the second. Sure, the opponent could Farm away one of your creatures, but in doing so, he gives you the option to Market, and make up some of the lost value. I'm not sure how many of those you'd be interested in, since the second effects are usually less spectacular.
Since you can't use the Suspend ability if the card isn't in your hand, those cards are also generally unavailable for use from under Shared Fate. Something like Ivory Giant would be so awful it would only be hardcast by a very desperate opponent, but could be ok if suspended. And, the suspend-only cards like Lotus Bloom, would be entirely unavailable to the opponent.
Then, there is the Origins cycle of planeswalkers, which return under your control once their condition is met. The opponent wouldn't ever use the ability of Jace, Vryn's Prodigy Flip to voluntarily meet the condition, thus making him more valuable for you. But you can force an opponent's Liliana, Heretical Healer Flip to flip by killing one of their creatures-they'll get a 2/2, but you'll get a planeswalker.
Maybe one of these will find a place in your deck?
2 years ago
My main reason to not include Manic Scribe is that while the delirium is great, it's difficult to get there from this deck without going out of your way for it. I also don't really want to be using any Unsummons on my own guys if I have them in the deck. If the mana base is flexible enough I may use something like Blessed Alliance, Farm, or Cast Out for spot removal that Sweltering Suns can't take care of.
Thank you for the suggestions, though! I'm still testing this online to find a more optimal build.
No data for this card yet.