Fate Transfer

Fate Transfer


Move all counters from target creature onto another target creature.

Browse Alters View at Gatherer

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Set Rarity
Shadowmoor (SHM) Common

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
2019-10-04 Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Fate Transfer Discussion

Kogarashi on Can I play fate transfer ...

3 weeks ago

For future reference, the color identity of a card is determined by:

  • All mana symbols in its casting cost (including both halves of a hybrid mana symbol)
  • All mana symbols in its rules text (but not reminder text)
  • Any color-defining text in the rules text
  • Any color indicator on the type line (such as on the reverse face of a double-faced card)

So, per each:

  • Fate Transfer has a hybrid mana symbol. Both halves count, so it is both blue and black.
  • Bosh, Iron Golem has a red mana symbol in its rules text, so it has a red identity. Crypt Ghast's Orzhov symbol is in reminder text, so it doesn't count, and the Ghast is only black.
  • Older printings of Ancestral Vision contain the text "Ancestral Vision is blue." This sets the color identity even though there are no blue mana symbols on the card. It's important to note that Devoid ("this card is colorless") does not apply in this case, as Devoid cards still have mana symbols that inform their color identity.
  • Newer printings of Ancestral Vision have a color indicator on the type line (the blue circle). This sets the color even though there are still no blue mana symbols, and the "(This spell) is blue" text has been removed. These indicators are on the reverse of double-faced cards, so while Archangel Avacyn  Flip is white, its reverse, Avacyn, the Purifier, is red, making the card's identity red/white. This one trips up the most people, it seems.

Tylord2894 on Can I play fate transfer ...

3 weeks ago

You can not play Fate Transfer in a Skullbriar, the Walking Grave deck. The color identity of Fate Transfer is both and , which doesn't align with Skullbriar's color identity. A hybrid mana symbol adds both colors to a card color identity. The notable "exceptions" to this are cards with extort like Crypt Ghast. The hybrid mana symbol is in the reminder text, so I doesn't count.

Hope this helps!!

Omnigore on Can I play fate transfer ...

3 weeks ago

Wasn’t sure if I could because Fate Transfer has a Dimir Symbol and not a black mana symbol

Coward_Token on Ikoria Teaser

1 month ago

Oh and lets start looking for Nesting Grounds combos. Since Hex Parasite and plain old proliferate already exists for when you just want to remove or increase counters on a single permanent, let's first and foremost go for combos where you either move a counter from a permanent which doesn't want it to one that does, or from a permanent which can easily produce a counter to one where it's harder to get started (after which it's probably easier to just proliferate). Also note that Fate Transfer and Leech Bonder already got creature-to-creature moving covered.

Decree of Silence + Saprazzan Skerry cycle

Chance Encounter + Gemstone Caverns

Thing in the Ice  Flip/Dark Depths/Woolly Razorback + Iceberg

Sagas + Myth Realized/Scroll of the Masters/Mind Unbound

Cheap level-up cards + expensive level-up cards (meh)

Poly_raptor on Betrayal at House Marchesa

1 month ago

Nice deck, I’ve just spent ages brewing up a deck based around counters so found some neat tricks.

Leech Bonder could be very useful, if you can’t get a count onto something you could use it to move something round at instant speed, just before your creature dies. Fate Transfer would also help you here.

You may also like Bribery instead of taking the best of what’s on offer, take the best thing in someone’s deck instead, really hit them where it hurts.

Really cool deck,

Hope this was useful :)

kamarupa on Evolve and a Paper Ream’s Worth of Counters

8 months ago

Evolution Sage + Harvest Season .

Oran-Rief, the Vastwood .

Some dorks might help you have enough mana to cast a creature and still have mana available for instants on opponents' turns: Rishkar, Peema Renegade , Song of Freyalise , Jiang Yanggu, Wildcrafter .

Fate Transfer might be useful.

On the more expensive side of things... Hydroid Krasis .

PhthisisClock on Negative Creep Modern

10 months ago

Zakuzelo... Necroskitter has been useful in the past in conjunction with Fate Transfer (no longer in the deck), Hapatra, Vizier of Poisons , Blowfly Infestation , and Soul Snuffers . But it's only useful against non-token creature-heavy builds. Unfortunately I'm not seeing many of those builds lately, and so it's a piece of combos that are somewhat pointless, at this time. I agree about Dusk Urchins . Could be worth trying. As far as reliably drawing Hapatra or Nest of Scarabs... it's generally not been an issue to have one or both from the opening hand. But it does happen that I don't, and usually at the worst possible times. As far as the larger creatures you mentioned... I don't think I could afford to slow this down any more than it already is. While I take pride in trying to cobble together a viable build, most people I play against are netdeckers and are slinging top tier decks; fast is an understatement. I'm going to consider Dusk Urchins. Thanks!

PhthisisClock on Negative Creep Modern

10 months ago

Zakuzelo, thanks for checking out my build. Lately I find myself running Wickerbough Elder more often than Necroskitter . Necroskitter isn't as useful as it was when I was running Fate Transfer . However, it is theoretically handy if I side-in Everlasting Torment . Problem is, Torment is usually countered or destroyed before anything can happen. So you are right, in practice, I could likely open up the space to something else. That "something else" is the mystery. I have three tutors now, so running one-of answers is always an option, but not ideal. I don't want to muff up a good thing, but at the same time I feel like there is something I could put in here to really make it a very painful deck to deal with. It already is a pretty hated deck, mostly because it's not straight-ahead or as predictable as some other modern builds. So I want to keep it diverse. I've been thinking about going back to Throne of the God-Pharaoh , or possibly even bringing Crocodile of the Crossing back. Also tossed around Cryptolith Rite for extreme ramp. I'm just not sure if the process of replacing cards will ever end with this build. It plays on a pretty good level, but I want to make it a pretty amazing build.

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