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
Oathbreaker 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

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

3 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

4 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

5 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.

benelas16 on Sleepy Creatures

5 months ago

AEther Snap , Chainbreaker , Fate Transfer , and grim poppet immediately come to mind :D

kamarupa on Undying Burn

6 months ago

Ratchet Bomb in the sideboard. It hoses tokens and can also help you remove Enchantments. Everlasting Torment might be useful, too.

Fate Transfer would be another way to remove counters from Undying creatures.

Sign in Blood and Bump in the Night seem like possible mainboard fits. Priest of Forgotten Gods also seems worth considering.

If you want an alternative way to abuse Undying creatures, Solemnity fits the bill. Geralf's Messenger + Solemnity + Viscera Seer is an infinite combo.

Squirrelbacon on Fling In The Ice (MODERN)

8 months ago

I don't think so. The timing of the triggers would be really weird...

Thing in the Ice  Flip enters with 4 Ice counters on itself. The card says whenever you cast a spell, remove a counter from TiTi ( Fate Transfer still on the stack). Then, if there are no counters on TiTi, you flip it ( Fate Transfer still hasn't resolved, and TiTi has 3 Ice counters remaining). Then, Fate Transfer resolves and you get to MOVE counters to another creature, so you also need a second creature to target and not be killed in response to the targeting. If the spell resolves and the counters are moved, TiTi will then have 0 ice counters on it, and when you cast your next spell TiTi will check for Ice counters and the flip trigger will go on the stack.

Here's the text from the rules page also about flipping with spells

"...When Thing in the Ice’s triggered ability removes the last counter from it, Awoken Horror’s ability will trigger and resolve before the spell that caused Thing in the Ice’s last ability to trigger..."

Not trying to over kill it, I just want to be clear since TiTi is a realllllllly weird card to understand!

Load more

No data for this card yet.