Fatestitcher

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
Shards of Alara (ALA) Uncommon

Combos Browse all

Fatestitcher

Creature — Zombie Wizard

: You may tap or untap another target permanent.

Unearth (: Return this card from your graveyard to play. It gains haste. Remove it from the game at end of turn or if it would leave play. Unearth only as a sorcery.)

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Fatestitcher Discussion

Lanzo493 on Now this is Pod Racing!

4 days ago

I see you have Freed from the Real . I bet you'd like to hear that there's another similar enchantment: Pemmin's Aura . A card like Junktroller , Reito Lantern , and Epitaph Golem can restart the cycle (especially if you run out of 5/6/7 mana creatures to search for). You seem to lack creatures at converted mana cost 7, so I suggest Avenger of Zendikar and Protean Hulk .

I HIGHLY suggest Illusionist's Bracers . It is gold in your deck.

If you like comboing, then there's options. Bounding Krasis is also a good enabler, followed by Breaching Hippocamp into Chakram Retriever . You'll want to keep him. Great Oak Guardian also does the trick. Kiora's Follower and Fatestitcher also pull more out of her ability. Since you're sacrificing creatures.

GeoFromz on I Can't Believe It's Not Pod

6 days ago

Loving the deck! I’m actually working on a list of my own and found a lot of inspiration and cool cards in your decklist. My list is a budget cEDH deck ($400-450) and uses some different combos that you might want to try.

First combo (main wincon)

  1. Requirements:

  2. Pod away a one or two drop creature, getting Spellseeker and tutoring for Pull from Tomorrow . If you pod away an untapper, make sure to untap vannifar before it dies.

  3. Pod away spellseeker to find Fatestitcher .

  4. Use your second untap effect to untap vannifar. (This step is irrelevant if Intruder Alarm or Thornbite Staff are on the battlefield)

  5. Pod away fatestitcher to find Disciple of the Ring . Use Disciple to untap vannifar by exiling an instant or sorcery from the graveyard.

  6. Pod away the disciple to find Deadeye Navigator . Soulbond to any creature (the soulbond doesn’t matter just yet).

  7. Unearth Fatestitcher and use it to untap vannifar. Pod away fatestitcher to find Peregrine Drake , untapping your lands

  8. Soulbond peregrine drake to deadeye navigator and repeatedly blink the drake to generate infinite mana

  9. Cast Pull from Tomorrow and draw your deck, then discard a land.

  10. Cast Walking Ballista for an absurd amount of mana and win the game

Another wincon used with this specific combo is, once you have infinite mana, playing Laboratory Maniac and then casting Blue Sun's Zenith to draw a card. You can also use blue suns zenith to mill your opponent in 1v1, if you like to do that :) this combo usually can get online in turns 3-5, especially with a good start of a mana dork into an untapper and getting vannifar our turn 3.

The second main combo in my deck involves chaining untappers and podding them away until we reach Protean Hulk , but it’s a bit too complicated to type out all the way right now ;) I’ll probably have the decklist up soon enough so you can check it out then if you’d like. Just thought this combo was fun and fast enough to tell you about, and it doesn’t take too long to pull it off time-wise if you know what you’re doing, which makes it less miserable for the table.

Thanks for sharing your list!

jeffffff on Paradox Scepter-Pod

1 week ago

With Summoner's Pact you can win on the Kuldotha Forgemaster line without Shrieking Drake if you have dorks/rocks that tap for 1GU:

  1. Pod a 1-drop to Scryb Ranger, untap Prime Speaker Vannifar
  2. Pod Scryb Ranger to Trophy Mage fetching Thousand-Year Elixir, cast and untap
  3. Pod Trophy Mage to Fatestitcher, untap
  4. Pod Fatestitcher to Body Double copying Scryb Ranger, untap
  5. Pod Body Double (Scryb Ranger) to Spellseeker for Summoner's Pact
  6. Unearth Fatestitcher, untap Prime Speaker Vannifar
  7. Pod Spellseeker to Phyrexian Metamorph copying Fatestitcher, untap Prime Speaker Vannifar
  8. Pod Fatestitcher to Kuldotha Forgemaster
  9. Activate Kuldotha Forgemaster sacrificing Thousand-Year Elixir, Phyrexian Metamorph, and Kuldotha Forgemaster to get Paradox Engine
  10. Cast Summoner's Pact for Eternal Witness (untap with Paradox Engine)
  11. Cast Eternal Witness for Spellseeker
  12. Cast Spellseeker for Winds of Rebuke
  13. Cast Winds of Rebuke targeting Eternal Witness
  14. Cast Eternal Witness targeting Winds of Rebuke
  15. If anyone still has cards in their library go to step 13 otherwise win the game (or lose if someone is playing a reshuffling eldrazi)

Probably worth cutting Ornithopter for Summoner's Pact

jeffffff on Paradox Scepter-Pod

1 week ago

With Summoner's Pact you can win on the Kuldotha Forgemaster line without Shrieking Drake if you have dorks/rocks that tap for 1GU:

  1. Pod a 1-drop to Scryb Ranger, untap Prime Speaker Vannifar
  2. Pod Scryb Ranger to Trophy Mage fetching Thousand-Year Elixir, cast and untap
  3. Pod Trophy Mage to Fatestitcher, untap
  4. Pod Fatestitcher to Body Double copying Scryb Ranger, untap
  5. Pod Body Double (Scryb Ranger) to Spellseeker for Summoner's Pact
  6. Unearth Fatestitcher, untap Prime Speaker Vannifar
  7. Pod Spellseeker to Phyrexian Metamorph copying Fatestitcher, untap Prime Speaker Vannifar
  8. Pod Fatestitcher to Kuldotha Forgemaster
  9. Activate Kuldotha Forgemaster sacrificing Thousand-Year Elixir, Phyrexian Metamorph, and Kuldotha Forgemaster to get Paradox Engine
  10. Cast Summoner's Pact for Eternal Witness (untap with Paradox Engine)
  11. Cast Eternal Witness for Spellseeker
  12. Cast Spellseeker for Winds of Rebuke
  13. Cast Winds of Rebuke targeting Eternal Witness
  14. Cast Eternal Witness targeting Winds of Rebuke
  15. If anyone still has cards in their library go to step 13 otherwise win the game (or lose if someone is playing a reshuffling eldrazi)

Probably worth cutting Ornithopter for Summoner's Pact

jeffffff on Paradox Scepter-Pod

1 week ago

With Summoner's Pact you can win on the Kuldotha Forgemaster line without Shrieking Drake if you have dorks/rocks that tap for 1GU:

  1. Pod a 1-drop to Scryb Ranger, untap Prime Speaker Vannifar
  2. Pod Scryb Ranger to Trophy Mage fetching Thousand-Year Elixir, cast and untap
  3. Pod Trophy Mage to Fatestitcher, untap
  4. Pod Fatestitcher to Body Double copying Scryb Ranger, untap
  5. Pod Body Double (Scryb Ranger) to Spellseeker for Summoner's Pact
  6. Unearth Fatestitcher, untap Prime Speaker Vannifar
  7. Pod Spellseeker to Phyrexian Metamorph copying Fatestitcher, untap Prime Speaker Vannifar
  8. Pod Fatestitcher to Kuldotha Forgemaster
  9. Activate Kuldotha Forgemaster sacrificing Thousand-Year Elixir, Phyrexian Metamorph, and Kuldotha Forgemaster to get Paradox Engine
  10. Cast Summoner's Pact for Eternal Witness (untap with Paradox Engine)
  11. Cast Eternal Witness for Spellseeker
  12. Cast Spellseeker for Winds of Rebuke
  13. Cast Winds of Rebuke targeting Eternal Witness
  14. Cast Eternal Witness targeting Winds of Rebuke
  15. If anyone still has cards in their library go to step 13 otherwise win the game (or lose if someone is playing a reshuffling eldrazi)

Probably worth cutting Ornithopter for Summoner's Pact

YNotBro on I Can't Believe It's Not Pod

1 week ago

d3sden0va I see where you mean for the most part, but when Elite Arcanist and Fatestitcher are your only four drops, it's personally hard to see how to even get to a five drop, much less win without Fatestitcher or an untap spell in one turn. I'm probably just missing something here, so could you enlighten me on how to get around these edge cases? Like, you mentioned using additional mana/creatures to still win. Can you explain how? (Btw, I don't mean to sound argumentative, just very curious as I am somewhat new to combo decks.)

YNotBro on I Can't Believe It's Not Pod

1 week ago

d3sden0va, I've been trying to make a Vannifar combo deck for the last 2 days straight and I can tell you have seriously thought about this deck and that it is really good, so kudos to you. Even so though, I still have some questions.

Where does this deck take into the consideration the case where you draw/have in your hand one of the critical components to continue the combo? For example, other than the Backup Arcanist Line that avoids Graveyard Hate, you use Fatestitcher in every combo. What happens if you naturally draw Fatestitcher or have it in your starting hand? Many other Vannifar decks I've seen run Brainstorm, or even Scroll Rack to help mitigate that problem. What would be your solution?

Going off on that, I'm a big fan of contingency plans, and I know that there is always a chance to have a combo piece somewhere where you don't want it to be (i.e. GY, exile, hand, stolen, etc.). Due to this I feel that there should be someway to include Pestermite/Deceiver Exarch/Bounding Krasis/Breaching Hippocamp/Disciple of the Ring/Tidewater Minion/Chakram Retriever->(the last one you didn't mention) in order to combo off. (I understand that after Disciple of the Ring/Tidewater Minion/Chakram Retriever you pod into Woodland Bellower/Great Oak Guardian, and although you can pod into Protean Hulk without a way to sac it after, at least you can get a Palinchron instead.)

You might want to look at this combo: https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/803528-prime-speaker-vannifar-the-birthing-pod-commander#c5

It uses a lot of the cards that you already have, and it's just another way to get infinite mana by getting Palinchron and Deadeye Navigator out. Just a suggestion.

itsbuzzi on Jeskai Ascendancy Build In Progress

1 month ago

Hey was just looking this up to test something out and noticed you just put this up. Not sure if you're looking for suggestions and although I don't play this deck my buddy does and we playtest exclusively so I'm pretty sure how it runs. It seems this list very much resembles that guy on the pro tours' deck as I can see the sideboard tech he included and the nagging thoughts. I assume you know what each piece does in the deck after looking it up so i'll just address the changes my buddy and I made.

Not in any order: So the deck dies to any hand disruption because you need to keep a decent hand but once they know what you are playing they know which pieces to take out. 4X Leyline of Sanctity are very important in the sideboard for this reason and helps against burn decks that beat you before you can combo off.

The manabase only needs a few shocks. All green to play manadorks and red, white, and blue for ascendancy. So Hallowed Fountain and Steam Vents are not really needed and you would want more fetches. All the shock lands include green so my buddy uses the red green fetch. Sorry the name eludes me at this moment.

Now for the instants. My buddy plays 1 more Cerulean Wisps because he really likes that card, all the Manamorphose helps out against blood moon because you can play right through it but otherwise the card is subpar compared to other cantrips so I suggested playing 1 Manamorphose in side and 3 main in case game one you need to fetch it from the sideboard you still can. Noxious Revival has proven to be a powerhouse and is the only way to get a combo off on turn 2 because it costs 0 mana. He plays 4 just because other than getting the turn 2 combo it's just an ok card for 0 (it doesn't draw by itself). Silence is Time Walk. But the thing about this is you'll need to save a mana to be able to play it on their turn. Typically you'll want to try to find the combo pieces instead of stalling the opponent (they can still attack). it's really 12 for one and a dozen for another pick and choose with this card.

Although he doesn't run it I can see where Nagging Thoughts is good. You'll need 2 mana dorks (or a Fatestitcher to pull it off typically) but which resolving a card and drawing and discarding your creatures untap and you play another card, could be solid. Not sure but he doesn't run it.

He runs Dryad Arbor at the moment with Expedite along with View from Above just to make things go quicker. Because of this he runs more Abundant Growth to enchant his man land. As for other creatures he dropped a Fatestitcher because you don't need many, you can get him to the grave easy and bring him back fairly easy as well. He also runs a Noble Hierarch. Another 1 drop dork, 12 one a dozen another.

Rest of sideboard: I can see where Grapeshot is used but just use this card instead: Flesh / Blood. Mid combo you search for it, with a Fatestitcher you tap him and whatever other creature you have and whatever creature does 20+ damage to face. You win. Doing it this way frees up a sideboard slot. My buddy runs Meddling Mage. Just 1. It seems fun to search for and play it. There is also Fiery Justice in side. Seems good for little goblin decks or whatever. As for the rest of the sideboard we are still playing around. 1 Wear is good. It seems subpar to just kill one after searching but it still seems alright for Blood Moon or whatever else. The rest of his sideboard is being looked at so nothing else is really in there at the moment.

I think I hit on everything I can think of, hope it helped.

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