|Commander / EDH||Legal|
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Return target creature card from your graveyard to your hand.
Recover (2)(Black) (When a creature is put into your graveyard from play, you may pay (2)(Black). If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)
Grim Harvest Discussion
2 weeks ago
2 months ago
Hello onehitterquiter! I had a lot of the Madness cards of the initial draft, but quickly found out through testing that they made the deck play a lot different than what I'm trying to do. Madness cards want your enabler (in this case Psychatog ) to live for several turns in order to accrue value from them, in contrast with what Tog wants to be doing, which is out-tempoing an opponent and then one-shotting them. Stinkweed Imp seems like a pretty good value creature that can come back to hold off oppossing fliers while filling the graveyard, and Death Denied seems like a good engine. However, having so few creatures and also wanting to fit in Grim Harvest , I fear a worse Death Denied in Shattered Crypt isn't going to cut it for now. Helm of the Ghastlord doesn't protect nor provide unblockability, is very easy to 2-for-1 since it costs 4 mana, and won't provide much value if we want to one-shot the opponent. Vanishing is interesting as an extra protection piece.
4 months ago
I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.
So, what you want are cards that break the symmetry:
Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.
Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.
Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.
Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.
Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.
Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).
Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.
Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.
Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.
You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.
6 months ago
1 year ago
1 year ago
1 year ago
For the sake of saving words I'm just going to list my cuts and my adds. Then feel free to ask any questions.
Cuts: Esper Panorama, Haunted Fengraf, Rupture Spire, Transguild Promenade, Doom Blade, Invoke the Divine, Renewed Faith, Revitalize, Snuff Out, Undying Evil, Angelic Edict, Solemn Offering, Syphon Mind, Urborg Uprising, Soul Link, Guardian of the Guildpact, Kor Cartographer, Commander's Sphere, Orzhov Cluestone, Seer's Lantern, Vampire Envoy, Unhallowed Pact, Painful Lesson, Live Fast, Wayfarer's Bauble, Gray Merchant of Asphodel
Adds: Forsaken Sanctuary, Polluted Mire, Drifting Meadow, Whispersilk Cloak, Thorn of the Black Rose, Palace Sentinels, Chill to the Bone, Eyeblight's Ending, Rend Flesh, Merciless Resolve, Disturbed Burial, Grim Harvest, Afterlife, Forsake the Worldly, Journey to Nowhere, Fountain of Youth, Luxa River Shrine, Marble Chalice, Pious Kitsune, Stone Haven Medic, Tanglebloom, Fellwar Stone, Prismatic Lens, Gold Myr, Leaden Myr, Guardian Idol
1 year ago
At second glance, a bit of polish needed, but otherwise superfine!
- 10 dredgers is too much. Cut down 2 mossdogs and 2 shells.
Cut the dark rituals too, there is nothing here you are accelarating towards.
- Add 2 Hooting Mandrills to increase your threat count.
- Add 2 Basking Rootwalla with the same intent.
I think that these changes will put your deck more aggressive, with even more must kill threats, which is a good direction to move towards.
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