Fatespinner

Legality

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

Printings View all

Set Rarity
Mirrodin (MRD) Rare

Combos Browse all

Fatespinner

Creature — Human Wizard

At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.

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Fatespinner Discussion

PB80 on Surrak test

1 month ago

Creatures:

Guided Passage Surprising fun card, but a no go in this deck

Traverse the Ulvenwald I like it, but need the room for something else

Bloodbraid Elf I am a fan, but in the new build it just hits too many cards

Captain of the Mists yes goes infinite, but Pestermite is enough

Clever Impersonator I am a big fan and he will return, but not right now

Fatespinner I like this card a lot, but lacks aggression in this deck

Feldon of the Third Path He will probably return, but for now I need slots for testing

Sakura-Tribe Elder Normally an auto include when I play green, but want to try something else

Thrummingbird Was a good card in the first build, but with the changes I think he will lose much of his value in the deck

Treasure Keeper but thinking hard about this one. With the new build he seems less productive

Venser, Shaper Savant I like this card and always will, but right now a no go

Vorinclex, Voice of Hunger for now a no go, too much mana and with the new idea’s just out of the range I want to go. Maybe in fase three

BMHKain on

2 months ago

Actually, I'm switching Fatespinner w/ Cloudblazer as Fatespinner allows the opponent the choice, not the user. Any thoughts on any of these?

BMHKain on

2 months ago

@Megalomania: Well, I'm reading up on Stax now; & here's the proof:


List of EDH Stax/Group Slug Cards

Commander / EDH* Epochalyptik

SCORE: 77 | 84 COMMENTS | 79386 VIEWS | IN 95 FOLDERS


I'll see what cards to put from there. Mindlock Orb seems good, but what about...

1: Fatespinner

2: Unwind

3: Serra's Sanctum

4: Panharmonicon

5: Mindlock Orb

6: Sphere of Resistance

Any thoughts? This seems like total lockdown with these... I wonder though; could this be almost as good as REDACTED?

TheGooseManWells on Estrid's Enchantments and Stax Extravaganza

2 months ago

Fatespinner Rule of Law

Win conditions: Approach of the Second Sun seems like draw would be good. You're essentially doing what u/w approach did in standard.

Also, Overwhelming Splendor is a multiplayer delight.

SynergyBuild on Talrand the Control

2 months ago

Okay, lets start, Talrand, Sky Summoner is the wincondition, right? If the goal of the deck is to drop him fast and early, Kindred Discovery is a great way to use him to draw cards.

Commonly control loses card advantage in 1 to 1 trades, because there are two opponents who didn't lose cards, but you did, if for each trade you make, you draw a card, the trade is a 1 for nothing. It is straight gravy. Honestly it is a 2 for nothing, since you got a drake. 2 for nothing is absurdly powerful.

The issue is blue doesn't have the best tutors, and that will mean you won't get this level of gravy often, but we can try to optimize the list to survive until you can, or until we find another card drawing engine.

There may be a problem here that you have noticed, you still spend the mana of each card you cast. We have to make sure your answers are very cheap for you to win. I want 0 mana spells, 1 mana spells, and 2 mana spells as your answers. If they are any higher, they have to either:

A: be castable for a alternate cost to make it cheaper (Force of Will, delve spells, etc.)

B: draw a card (Into the Roil kicked, Cryptic Command, etc.)

C: hit multiple threats (Whelming Wave, Cryptic Command, Evacuation, Reduce to Dreams, etc.)

D: get back there mana (Unwind, Snap, etc.)

If all of that is done, we need to talk card draw, outside of engines, engines are great, but we can't just run engines, they are slow, clunky, and few-and far between. You run plenty of the next point, cantrips. Let us take the best option, Brainstorm. It is absurdly powerful, one mana to dig 3 cards, at instant speed, using up mana that otherwise would have been wasted, if you held up mana on the opponents turn. It helps find the answer or counterspell you need, all in response to the Food Chain you can't let resolve.

You run a number of cantrips, even some bad ones I would switch, like Telling Time, it may look like an Anticipate, but being forced to top a card sucks. I would run Anticipate over it any day, but you already run that, so toss in a Preordain, I promise, it is worth it tenfold. Quicken would be another drop, toss in Kindred Discovery over it or something.

Cantrips are nice, but good card draw, like Fact or Fiction, you know, a way to get more cards in your hand than you had, they do cost mana. 4 mana is topping it off, and it has to be instant speed for me to consider it at 4 mana, but FoF fits the bill. Windfall should be run, as the control player, before an engine hits, you need to spend more cards than your opponents do to keep threats of the field. Windfall gets you the new hand, and tosses out whatever cards your opponent tutored out.

Rebuild is a great card I suggest, it can be cycled, so you don't have to worry a ton about the specificity of the card, but it sweeps out many players. Run it. Drop something like Wash Out for it.

The trick with sweepers it to hit as much as possible, and be 4-2 mana, or do other great things. Cyclonic Rift is an example of a great removal spell, that occasionally can double as a sweeper, but shouldn't be held back for that effect. Whelming Wave is pretty good at sweeping opponents, I would drop Inundate for it.

Most of your creatures I could drop for more tutors and answers and card draw Solemn Simulacrum isn't worth it, as it doesn't have flash, it wastes a turn and doesn't win you the game, you could lose it if an opponent combos out because you couldn't answer it. Toss in a Mana Leak or something in it's place.

Others I would suggest dropping for basically the same reason are as follows: Archaeomancer, Burnished Hart, Chasm Skulker, Docent of Perfection  Flip, Duplicant, Fatespinner, Kira, Great Glass-Spinner, Phyrexian Metamorph, Portal Mage, Sower of Temptation, Thing in the Ice  Flip, Trinket Mage, Vedalken Shackles, Mindslaver and Runechanter's Pike.

All of these drops will allow for more space for answers, card draw, and a little bit more ramp, such as Fellwar Stone, Sky Diamond, Coldsteel Heart, etc. More answers like Pongify, Mindbreak Trap, Snap, and other answers can allow for exponentially more ways to stop your opponents.

Not all answers are great though, Boomerang is a card I would drop for a better hate-piece like Pithing Needle, Grafdigger's Cage, or any other decent hate-piece, like Silent Arbiter for a meta in which beat-down is regular, or you see a lot of Tymna the Weaver lists. Damping Sphere against storm, or whatever else you need.


In conclusion, I'll probably write up a rough list for this style of game, and good luck!

SynergyBuild on Izzet's Divide and Conquer

3 months ago

Two stax lists, a midrange list, and five combo lists, all are tier one, and this had not won a single game against them.

I understand that "Competitive is far more than rushing through the first turns for a win, it about gaining of hold of every advantage the deck offers with the given hand and draws." I started this by going over the three competitive archetypes, combo, stax and control, this lists offers about nothing to all three of those archetypes.


Your list runs no powerful combos, no stax locks, and extremely little control. Your commander synergies very little with the deck, and runs no ramp, minimal card draw, and bad countermagic.


Lets take a look at this deck considered competitive:

What can you do turn one to a random hand against Food Chain Tazri, they can turn one a Bloodstained Mire into an Underground Sea, and cast an Vampiric Tutor for a Food Chain on your end step.

The best you can do is a Tome Scour, of course this won't mill the card on top, as they did it on your end step, but whatever.

Wow, you have all of 1 card that is actually castable turn 1. Half of your non-land cards require 4+ mana to cast. Many cEDH decks require 3 or less mana to cast every spell in their deck. You run all of 0 pieces of ramp, and no efficient way to win a game against those decks cosnidering even your commander won't cheat them out until turn 8 on your curve.

That is fine though, that means you aren't a fast-paced combo build, it doesn't mean you are not competitive though, stax and control can be great decks, that win very late in the game, turn 8-20 occasionally are when they win.

Stax decks attempt to shut out their combo opponents, you opponent over with Food Chain + Eternal Scourge trying to make infinite mana? Sphere of Safety shuts them down. Try to go off with turns in Narset, Enlightened Master, Stranglehold that. Trying to beat my face in with Blood Pod, Moat that. Then I will go off with infinite flying Pestermite tokens turn 13 with Kiki-Jiki, Mirror Breaker after all of you can't do anything.

What does this deck have in terms of stax?

Well, it has War Tax, which require mana that you cannot efficiently use against a Blood Pod deck, as they will stax you out before you them, Armageddon and Ravages of War are a blowout to this deck since you don't run artifact or creature mana. Propaganda would be a better choice, despite not being good enough a choice to make this deck competitive.

Opposition and Aphetto Grifter are decent options for token builds with tons of creatures, on the upkeep of an opponent's turn, you tap down all of their lands, it is pretty good, but as this deck can't do that before it will die, they aren't very good at a competitive table.

Frozen AEther this is truely the best stax you run, it can stop some Kiki-Jiki, Mirror Breaker combos, slows down other peoples mana in terms of dorks, rocks, and lands. It is also good as it doesn't affect you, if you could run a Sol Ring, Mana Crypt, Mana Vault or anything to make it come down before your opponents win, then it might be useful.

Urabrask the Hidden it is a bad version of Frozen AEther, you don't need haste to combo out or anything, and it just is slow and clunk and easy to remove.

Fatespinner at least it is in your tribe, otherwise it would just occasionally deny 1 or 2 damage, any time a player needs combat, they win that turn. If they do, they you deny a card, and die immediately after, otherwise they take away a combat they wouldn't need anyway.

Orbs of Warding good card if it was a couple mana less, or you could control/stax a game to pull it off, otherwise it doesn't need to be here.

All in all, you aren't a stax deck, you run little to no good stax cards, the few you run that sees play require ramp.


Well, I guess this is a bad cEDH deck, or control. You run 21 spells that could be used as removal or countermagic, 10 that are 4 or less mana. This is awful for a control deck, unless they are Force of Will and just look like 5 mana, or you run a lot of ramp, sadly neither are true.


Again, this is not a bad deck, simply a casual one, not cEDH material. That is why your list isn't competitive, yes, I have run a spellshaper tribal Damia deck at state level play, not a tournament at state level, just a game at a grand prix side event. That deck isn't good, but it is fun. State level play means nothing. cEDH is actual competitive decks, unlike this one, playing at the upper echelons of the format, in fact, it is so different compared to normal EDH, that is it called cEDH.

This may be winning games where you play, but I have tested it, and I implore you to sit down next to some good stax and fast-paced combo players, against $5600 The Gitrog Monster builds, $6000 General Tazri builds, $5000 Teferi, Temporal Archmage builds, and tell me this deck will win a game against them.

You are wrong, not based on my own opinion, but with playtesting a deck that supposedly wins by turn 10 at the slowest, goldfishing it.

I have yet to see another deck in ALL OF CEDH, that goldfishes a win, or complete stax lock down past turn 6, ever.


Your deck is misleading by using the hub "competitive", all I want is for you to remove it.

Shane.Allen on Shhh...

3 months ago

Hey Jim. Really like it, looks like a great control deck. Not a big fan of Cataclysm because it destroys your own board state too and I don't think you want to do that.

Stuff I don't like: As Foretold and Search for Azcanta  Flip. Neither of these give the consistent card draw that your deck needs and As Foretold stops being useful past six counters. I like adding Rhystic Study and Mystic Remora in place of these two.

I would drop Jace, Vryn's Prodigy  Flip and Nissa, Vastwood Seer  Flip and definitely add Sunder and Armageddon. Those will help you the most with all your rocks. I would change out Maelstrom Pulse for Pernicious Deed, more useful.

I also like Mana Breach and Fatespinner, I just can't find spots for them right now. Also, where is Doubling Season?

FancyTuesday on

4 months ago

Was looking at your deck for cuts and noticed a couple cards you might wanna consider:

Rift, Study, and the Sphinx are all a bit on the pricey side, but they're true game winners and well worth trading in for if you have the means, or proxying if your playgroup allows.

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