Fateful Showdown


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all

Fateful Showdown


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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Recent Decks

Fateful Showdown Discussion

Blaze_Unicycle on Blue Black Cycle

1 day ago

If you wanted, Nimble Obstructionist could go in the sideboard. I know someone at my FNM who uses a W/U/B/R Cycle Discard deck, but he wants to remove the white because of inconsistencies. But trying out the addition of red in your deck could prove interesting because of access to cards like Fateful Showdown, Cathartic Reunion, and maybe even Enigma Drake if you up the instants and sorceries in the deck.

vasarto77 on Self mill burn deck?

2 days ago

I thought I had posted this earlier, but for some reason I can't find the post so I am reposting this.

I need some suggestions for an experiment I want to work on. It is a self mill deck that functions on Adding cards to your hand, and then using spells like Fateful Showdown

It would run spells that would be like Wheel of Sun and Moon Tamiyo, the Moon Sage and other cards that deal with having an unlimited hand size and tons of draw power while playing few spells and doing X damage to opponent equal to hand size.

theindigoeffect on Looking for Double Value Cards ...

3 days ago

The two, core components of my deck are ramp and card draw/wheel effects, but I'm trying to find spells that fill the aforementioned roles, in addition to protecting myself and my general.

The most relevant examples that immediately come to mind are Mana Drain because it functions as both ramp and a counterspell and Fateful Showdown because it functions as both removal and a wheel effect.

I would appreciate your insights on this subject.

Thing2 on The Locust God

4 days ago

This deck looks like a wild ride! For the most part it looks like you just need to hit 6 mana and it will go off the chain.


Coat of Arms - You have more win conditions in this deck then I can count, this one is more dangerous than the others.

Forgotten Creation - This doesn't net you cards and is likely to die before it does any good. I would stick to out of hand wheels.

Jace's Archivist - Same as above but I think this one is worse since it has the potential to hook up other players.

Nin, the Pain Artist - You might have to explain this one to me? Are you drawing off your own creatures? Seems slow.

Evolving Wilds, Myriad Landscape, Terramorphic Expanse, Thawing Glaciers

I think you want a fast land package here and very few to 0 come into play tapped lands. Once you start wheeling you will just be looking for a land that comes into play untapped and then wheel again...At least that's how I imagine this deck working.

Fateful Showdown - Doesn't net you cards, doesn't kill that many threats without a lot of cards and its 4 mana.

Blood Sun - The reason Blood Moon and Back to Basics are so good is because they stop people from playing cards. This just stops certain threats like Kor Haven and Maze. This deck seems to just want to win rather than police the board.

Firestorm - This card seems dangerous and the upside not that good. It needs enough legal targets so unless the board is full of targets and you have a ton of cards AND you are sure no one has a counter up...


I spent less time on looking at adds as I am sure you have some in mind already but here are a few that I would consider.

Mirage Mirror - Nuf said.

Knowledge Exploitation - Its whatever you need.

Kozilek, Butcher of Truth - Prevent yourself from milling yourself! I know you have the spiral and reversal but this is a good fail safe..also I wouldn't worry about not having targets for Pull from the Deep and others, it seems like that will never be a problem for this deck.

Solemn Simulacrum & Burnished Hart - I think these both deserve a spot. Getting to 6 mana as fast as possible seems very important.

Neheb, the Eternal - Card is dumb.

Glen Elendra Archmage - I used to not play with this card cause I thought it was annoyingly good...I was right.

Omniscience - This deck is already broken.. might as well.

Recurring Insight & Rush of Knowledge - Regular card draw is good too!

Propaganda - This one might need to be added to the deck later when our group starts killing you as soon as possible =).

Spell Swindle - My favorite counter spell.

Thespian's Stage - Copying someones Gaea's Cradle seems good.

anubis520 on Go for the Gold

2 weeks ago

How does this deck work for you in standard? I have been working on a similar deck for a couple of months now and feel like it lacks a little. my deck is more cycling though. I use Flameblade Adept and Cunning Survivor but use Vile Manifestation . Since I am on the cycling route to boost creatures (mostly cunning survivor) I use Champion of Wits, bicycle lands (for the discard, mana fixing and cap my land drops), Censor, Vizier of Tumbling Sands and Hieroglyphic Illumination. The other big thing I use is Fateful Showdown since it discards my hand and draws that many cards (minus 1 because fateful gets used). Basically if you have 2 survivors on the board and can cast fateful showdown for 4 discards at the player, you can deal 14 damage on that swing (turn 4?). My plan b is a couple of locust gods since I have some draw power. Plan c is a single Abandoned Sarcophagus. if you wanna compare notes and try to improve this deck, I'd be up for improving on them. I am gonna post my version of the deck when I finish this comment.

xyr0s on R/U Burn-Control, instants/sorceries in graveyard

1 month ago

Calculated Dismissal is 3 cmc Mana Leak that sometimes allows you to scry. But the attraction of Mana Leak is that it is available already in turn 2. And if you pay 3 mana anyway, you could get a hard counter in Disallow instead and always get a scry (I'd go with the cheaper, since cheap is good).

Fateful Showdown is an interesting card, but not really here. 4 mana is way too much for this deck, and you'll at best get to shoot for 3 damage or so. Exchange for Vapor Snag perhaps, to give a bit more pseudo-removal.

I'm not sure Rune Snag is better than Remand in this particular deck. Since you rely on filling your gravyard, drawing more cards is good.

How is Cathartic Reunion working in this deck? Great on your opening hand, but topdecking it later it's probably not all that great. For filling graveyard, Thought Scour isn't bad.

A more general problem is prowess + counterspells. That is a nonbo. You mostly get to play counterspells on your opponents turn, and you mostly want prowess triggers on your own turns, and something between those two doesn't work out too well.

jakeelephant006 on Gishath is cool

1 month ago

Cards to pull:

Creatures- Belligerent Brontodon, Bonded Horncrest, Generator Servant, Looming Altisaur. Opaline Unicorn, Zhur-Taa Druid

Instants + Sorceries:Fateful Showdown ?, Enter the Unknown, Explore

There are some other cards that aren't that great, but currently you don't have the resources to replace them.

Cards to add from Sideboard:Commune with Dinosaurs, Kinjalli's Caller, Obelisk of Urd, Otepec Huntmaster

Other Recomendations:

Pick up the Huatli Planeswalker deck. It has Huatli, Dinosaur Knight who has great synergy with all dinos along with Burning Sun's Avatar, Sun-Blessed Mount, and Goring Ceratops which are all good dinosaurs themselves. And who knows, maybe you'll draw some of the dinosaurs from Ixalan that you don't have from the booster packs. Also, I'd recommend getting the Feline Ferocity commander deck from C17. It's the cheapest of the set, it's in your colors, and you can break it apart and use at least a third of the cards in there. Not many of the creatures would be of use but there are great commander staples and powerful cards in the the lands, instants, sorceries, arifacts, and enchantments in that deck. These two decks would be good options to help enhance your deck if you don't want to just go out and buy the singles you actually need.

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