|Commander / EDH||Legal|
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Fateful Showdown deals damage to target creature or player equal to the number of cards in your hand. Discard all the cards in your hand, then draw that many cards.
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Fateful Showdown Discussion
1 month ago
Asder Yep agreed, I miss read Cerebral Vortex. Thought it worked like a reverse Fateful Showdown. Thanks for point that out! Replaced it with Tandem Lookout. Kinda iffy on Omniscience though. Might rethink it later.
SandwichMan007 Nah, not for this deck. Great card though.
Katscratch Yes, thats a great addition. Any suggestion on cuts?
the__odysseus Also a great addition, but I would like a suggestion for a cut as well.
SenseiRamen Super great idea, just not sure how often it will go off. One card a turn for 5 is a bit iffy.
1 month ago
Swapped out Kozilek, the Great Distortion and Oblivion Sower for Illusionist's Bracers and Sundial of the Infinite, since if I'm not casting kozilek and sower then they're essentially just big dudes and I think I have enough of those in this deck. Additionally I swapped out Fateful Showdown for Magus of the Wheel since in this deck the latter is just a cheaper, infinitely castable version of the former.
1 month ago
Majestic_Clown thanks for checking in on it. In all honesty my Marath Says No deck has been the center of my focus lately. Unfortunately there have not been many cards from the new sets that can keep up with the already blistering speed of my Neheb deck.
I am also looking at a few cards:
Dark-Dweller Oracle has really caught my eye as a "draw card" engine but I haven't found the slot for it.
Howling Golem looks good in a slightly slower version but you do risk giving your opponents interaction.
Loyal Apprentice will find a slot for sure but I have to decide where.
Treasure Nabber is obviously very powerful but I'm not convinced on where it falls in the tempo of things.
Expedite could find a slot for it's simple cycling and would serve as another haste giver that can be later flashed back.
Coveted Jewel is almost good enough.
2 months ago
Reliquary Tower Is a land. There is no reason to not maximize your potential to have it.
As for Treasure Hunt. The fewer copies you have, the less consistant your start will be.
You only have 31,5% chance of getting one in your opening 7. And only 3,3% chance of having more than one.
Compare that to the 39,9% chance you'd have if you played 4. (6,3% at having more than one.)
On top of that, the chances of drawing one each turn, comparably with respectively 3 and 4 copies looks like this:
3 copies, starting with 53 cards in library leaves you with 5,7% (About 1 in 17,5) for the fist draw, and then with every consecutive draw within a relevant time limit, you increase that chance by something between 0,1 percent, and 0,15-ish.
4 copies, again starting with 53 cards, 7,5% (About 1 in 13,3) for the first draw, then it increases by between 0,12 and 0,20-ish.
Your deck has the ability to mulligan heavily, and that greatly inreases your chances of getting what you want. I'm not really sure how the math works here, but I think with the possibility of mulliganning 6 times, your chances of getting a Treasure Hunt with 3 copies in the deck, is probably around 80-85%. So it's not the the end of the world to just have 3 copies, really, but I still think it's probably sub-optimal. Especially if you're facing a card like Thoughtseize (I think the odds are about 95% with 4 copies.)
Now, there is a counter argument to be had here, and that is how good your Treasure Hunts will be when you get to cast them.
If we make a scenario where you are on the play, kept a 7 card hand, consisting of 1 Treasure Hunt and 6 lands, and you draw another land on your second turn.
With your current list, you're left with 47 lands, 2 Treasure Hunts and 2 Fateful Showdown, so your Treasure Hunt will on avarage give you 9,4 cards, and you will have a 50/50% chance at getting either hunt or showdown.
If you added the 4th Treasure Hunt, you will only get 7,83 cards, and that is a big difference. However, instead of a 50/50 chance, you are left with a 60% chance of getting Treasure Hunt and only 40% chance of getting Fateful Showdown.
The thing is, that off of your first Treasure Hunt you want to hit another Treasure Hunt. Hitting showdown now stops you dead in your track, while Treasure Hunt allows to get your draw engine going a second time before going off.
Your chance of hitting Treasure Hunt with 4-copies is 10% higher, that means we can add 10 percent of the avarage card count the first Treasure Hunt is going to net us, on top of it, so it becomes 8,61 cards of avarage. Still not quite as good as the other one, but close.
The second Treasure Hunt however, is going to be a bit worse with 4 copies. Now you want to hit Fateful Showdown, but the chances are only 50/50 for the 4-of startegy, and 66,66/33,33 to the 3-of stretegy. (Playing Lightning Storm here, would make hitting a 3rd Treasure Hunt way less damaging, but by this time, the 3-of stretegy is definitely doing better.
So just play the way you want to :)
Reliquary Tower, though, I am 100% sure about. It's easily better as a 4-0f.
2 months ago
If you somehow end up with no Treasure Hunts in hand, four mana on the battlefield, multiple cards in hand, (including Fateful Showdown), and you're not just dead on board, the hand cycling effect of Fateful Showdown can come in handy.
But 95 percent of the time Lightning Storm is probably going to be better.
2 months ago
Goes off for less mana, and it deals more damage per card.
Showdown can be used to cycle, though. I just don't see that coming up very often.
3 months ago
Thanks for the feedback, most of the cards in this deck are ones I had lying around and scrounged together. I found it fun so I've been working on improving it. Forgot about Guttersnipe if I'm being honest. Used to run Cathartic Reunion but my friend Map217 and I were fooling around with not using it and going for something late with The Locust God. One of the reasons I liked Fateful Showdown in this deck was because you could throw away a bunch of instants and sorceries at the same time as doing damage before swinging with Enigma for game, though it does result in often times getting stone walled by anything which could block or kill it when it attacked. Many of the draw cards were a result of using Fateful Showdown, so getting rid of it would allow me a significant amount of space.
All things considered it's an issue of being split between going with an agro strategy or trying to control into late game cards. I'm kinda leaning towards the former.
That might have been rambley but I hope it was readable. Thanks guys!