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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
7 hours ago
Went to standard constructed the other day, one of my opponents was playing a similar build. I have been toying with different color combinations for super friends to different levels of success. This past week was bant super friends and one of my sideboard cards is Consulate Crackdown. I brought it in game 2 to shut down his strategy and had a terrible surprise. He turns his deck into jeskai spells game 2. The deck swaps out a lot of the improvise cards for things like Enigma Drake and things like Fateful Showdown. Might be worth tinkering around with for a sideboard surprise. Standard constructed is monday at my lgs if I can get the full sideboard list I will put it up.
1 day ago
I took a more control approach when I was building around sarcophagus and 2 of was working great for me, granted I had a bit more selection / draw running 4 hieroglyphic illumination. I can post my list if there's some interest, but I think you're pushing more towards a midrangy aggro deck.
I do think Hollow One ought to be a 4 of in the sense that you can cycle all 4 over the course of the game, and at any point on your turn later you can cast them for free - so say the game goes long, 10 turns down the road, cycle a few cards, put 16 power on the board for free..
If you could post a bit about your general strategy I can probably give some more concrete suggestions regarding cards & # of each. It seems your going survive early game w/ push & spray & sweltering suns -> mid range beatdown, my thought is you've got to go bigger or wider than your opponent for that strategy to work.
So while your getting some good value out of your cyclers, I don't feel like they have the ability to play around or interact with some of the most played cards. Take u/r control - an early Abrade on sarcophagus into an Hour of Devastation would (no offense) leave you dead to rights and facing the inevitable Bolas. Whereas if you can create opportunities to drop 2-3 threats in a turn 2-3 turns in a row, you can force your opponent to play more into your value & bash plan (if that is your plan, I may have misinterpreted).
I think if you're going the archfiend route, Ruthless Sniper is absolutely wonderful choice (kudos). One thing I haven't seen that may be an interesting direction could be building around these two homies and putting a copy or two of Liliana, Death Wielder (yep, that jank planeswalker deck card) at the top of the curve.
If you really wanted to get funky may you could do something like sniper > cycle/cast > cycle/cast > Fateful Showdown + drop your hollow one's > Abandoned Sarcophagus + cycle/cast > Archfiend of Ifnir + cycle > Liliana and drop what like potentially another 5-6 creatures?
I think censor's a great card for you as well and based off what your deck is doing I'd be more inclined to run that and or countervailing winds over negate.
2 weeks ago
2 weeks ago
I feel like this deck needs your feature card!
I imagine an aggressive combo deck like so:Phyrexian Unlife (possibly one of my all time fav arts, btw) and Ad Nauseam, draw your deck with it and Solemnity on board, Dump your mana rocks like Mox Diamond, Chrome Mox, free mana like Simian Spirit Guide, cast Seething Song, playing Fateful Showdown for lethal.
Alternatively, you could just do the Modern route and Lightning Storm.
I understand this shakes the entirety of your strategy outside of massive amounts of life loss.
2 weeks ago
Whirlpool Warrior would give you two wheel effects.
Fateful Showdown could provide value with a damage and a wheel effect.
Dream Halls is ridiculous with all the card draw in your deck.
Mizzix's Mastery seems very good here.
3 weeks ago
I know it's been over a week, but I'm glad the suggestions were helpful! Why not a potentially excessive amount of them?!
Somehow, all of the cycle lands completely slipped my mind before. In a deck designed to draw as many cards as possible, you'd likely want all of the lands that can turn themselves into cards.
Blasted Landscape, Forgotten Cave, Lonely Sandbar, Remote Isle, Smoldering Crater, and the new ones coming out along with The Locust God in the new set, Desert of the Fervent and Desert of the Mindful. Mikokoro, Center of the Sea and Geier Reach Sanitarium Could also be decent.
Oh, and WHEELS! Don't even get me started on wheel effects! Dragon Mage, Forgotten Creation, Magus of the Wheel, Fateful Showdown, Incendiary Command, Collective Defiance, Reforge the Soul, Runehorn Hellkite, Wheel of Fate, Memory Jar, Magus of the Jar... I can't think of any more.
A nice way to take advantage of your swarm's sheer size is to use Breath of Fury, which can provide infinite combat phases when paired with Bident of Thassa, Coastal Piracy, or Windreader Sphinx, but it's really just good on its own..
If you can't tell, I've been thinking about building this deck since Locust God was spoiled.
4 weeks ago
Consecrated Sphinx, Winds of Change, Pull from Tomorrow, Read the Runes, Mulldrifter, Nin, the Pain Artist, Illuminate, Illusory Ambusher, Incendiary Command, Izzet Charm, Kefnet the Mindful, Laquatus's Creativity, Master the Way, Mindmoil, Molten Psyche, Faithless Looting, Fateful Showdown, Fiery Gambit, Flux, Wheel of Fortune, Forgotten Creation, Collective Defiance, Dack Fayden, Dangerous Wager, Desperate Ravings, Distant Memories, Bedlam Reveler ...
Any mass draw + Molten Psyche can be a funny way of finishing someone off...
Just ideas !
Bumping CommanderEesha's Skullclamp suggestion. It would be absolutely broken in this deck !
1 month ago
I don't think you have enough ways to put the -1 counters to trigger the Nest. I had a similar idea, but found that more often than not, it didn't do what I wanted it to. When I started with my deck idea, I focused on the archfiend and stuff like Fateful Showdown and Collective Defiance. When you can discard your whole hand, get the -1 counters, one sided wrath, draw that many card, and get a ton of tokens what's not to like? But alas, it doesn't work that way.
I found that the Sniper is very mana intensive, and he makes the deck mana hungry. Which can make it tough to play your other spells when you are using all the mana for the sniper.
So the Scorpion King will help the deck a ton, but I feel like you need more early ways to play -1 counters. Otherwise you'll be looking at the Nest more as a table ornament than a token generator. I think the deck needs the Soul-Scar Mage and Blazing Volley. You can use Sweltering Suns, but the Mage doesn't survive. I think the mage is the key to the r\b nest deck, but you need to run a fair amount of burn or non combat damage.
The other problem I had with the nest is are the tokens enough to win? Or are they even necessary to win? You're already running 24 creatures- most of them pretty efficient. Are there cards that might be better than the nest? I'm not sure I have the answers, but these are some of the questions I've had when trying to make the nest work myself. If you want to see my take on the deck and how it came to be, it's listed on my profile- "B\R Archfiend"
Either way, good luck with it and I hoped this helped.