Fate Transfer

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Common

Combos Browse all

Fate Transfer

Instant

Move all counters from target creature onto another target creature.

Fate Transfer Discussion

PhthisisClock on Negative Creep Modern

3 days ago

Rez09... thanks for your comments. I'm actually going to try running Everlasting Torment ... I think it was suggested a while back but I never tried it, and subsequently forgot about it. I updated my decklist to accurately reflect the deck as-of-late. I switched out a few things, moved Fatal Push and Blowfly Infestation to sideboard, added 3x Scarscale Ritual s (insane draw value really), moved Duress back to mainboard... the Vraska will be removed, as I don't need it, and Fate Transfer may be removed ultimately.

I've faced only a few different builds recently, but this encarnation seems to be pretty strong. I'm finally getting to the point where I have almost all the elements that I want (removal, draw, control, tutoring, disruption, strength) but am trying to get the balance down now.

Thanks for checking out my build. Cheers!

kamarupa on I BUG you to look (+1 +win)

5 days ago

First of all, I love Thrummingbird and Fate Transfer here - those are two awesome cards that see so little play.

Something like Heroic Intervention might be good to protect all the counters you're moving. Either that or some counterspell option like Mana Leak or Negate . Good thing the sideboard is wide open!

Perhaps Invisible Stalker would be better than Mist-Cloaked Herald ?

I think Harmonize might be more useful than Explore - after all, there's only 20 lands here, so the odds of getting the ramp effect are thin. For les mana, Serum Visions or even Opt would probably be more useful, too.

IAmTheWraith on Arborial Allies

1 month ago

And also, Fate Transfer isn't legal in because it also has a color identity of blue.

PhthisisClock on Negative Creep Modern

1 month ago

itachi45... I hadn't considered additional ramp, mainly because I have nowhere to put it. I appreciate the suggestion though. Phillygreenman007... unfortunately Wall of Roots wouldn't trigger anything in this build. You are correct that the counters must be -1/-1. The only way Wall of Roots could be utilized, other than ramp, is with Fate Transfer.

marcmilan09 on Unblockable Stalkers

1 month ago

wallisface, really thanks for your advices!

The Bioshift (and / or Fate Transfer) strategy with Stalkers is very intresting. I just thought about it but I did not know some cards you adviced me. I'll work on it but it could be very funny and effective.

what do you advise me to keep about control elements?

wallisface on Unblockable Stalkers

1 month ago

Hey dude, sorry if i'm sending you too much spam - just had a gander at your two other decks, and based on seeing those thought i'd throw another idea in the mix: using Bioshift but without infect.

You keep Invisible Stalker cause he just seems great with counters on him. Early game you drop nonsense like Hardened Scales, Cloudfin Raptor, Thrummingbird, Plaxcaster Frogling, Birds of Paradise, Rishkar, Peema Renegade, and maybe a few Master Biomancer (you probs want 22-23 lands). This gives you a good group of evasive flyers that'll start getting swole. Something like Thrive can help get the Thrummingbird distributing more counters (though not sure this is the ideal spell), while Llanowar Reborn is probably a must-include land.

Then, once you're ready, just Bioshift (or Fate Transfer) a bunch of counters safely onto your Stalker, and make him huge with Solidarity of Heroes.

Darth_Savage on Sultai Spikes

1 month ago

This looks like an interesting shell, however it could probably be made more efficient. As an example, why play a 5 mana artifact Cauldron of Souls when a 2 mana instant can perform the same trick Cauldron Haze. Another suggestion I have is Trinket Mage, which can fetch Walking Ballista, essentially giving you another way to pull out one of your win-cons. If you use the Mage then Sigil of Distinction also becomes a useful alt-win-con.

You also seem to be missing two obvious artifacts in the form of Coretapper and Energy Chamber, with perhaps a 3rd for card draw in Culling Dais. There is also the land Llanowar Reborn, which I think would be a better fit in your deck than Burst of Strength, the graft mechanic itself might be a good fit in general. Other cards to consider include Zameck Guildmage, Fate Transfer and Bioshift.

I played during tempest, where the spikes were first introduced and while they are cool, they were never inherently powerful, bar the surprise Spike Cannibal, which isn't modern legal. I realise I've thrown up a lot of cards and I wouldn't expect you to try and include them all, but hopefully this helps you improve your brew.

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