If a player would draw a card, that player removes the top card of an opponent's library from the game face down instead.
Each player may look at and play cards he or she removed from the game with Shared Fate.
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|Commander / EDH||Legal|
Shared Fate Discussion
2 weeks ago
Definitely looks chaotic. You might like these: Bonus Round , Mindmoil , Arjun, the Shifting Flame , Shared Fate , Omen Machine , Elkin Lair , Sigil Tracer , Mizzix of the Izmagnus , Proteus Staff , Tomorrow, Azami's Familiar , Wildfire Devils , Charmbreaker Devils , Stolen Strategy , Thousand-Year Storm , Risky Move , Eternal Dominion
3 weeks ago
To preface, chaos decks in general draw a lot of ire, especially when it is chaos for chaos's sake with no direction toward victory. I personally have no issue with the chaos style, though resolving a Warp World or Scrambleverse is definitely a chore haha. Anyway it looks like you aren't going for anything too egregious here, so you should be fine in the eyes of your opponents. Even so, I might describe the deck as "unique/oddball effects" rather than "chaos" just so opponents don't get the wrong idea and try to eliminate you first because they think your goal is Hive Mind + Undying Flames lol.
As far as the general, have you considered Arjun, the Shifting Flame ? He makes it so that every time you cast a spell, you get a new hand. Pretty chaotic if you ask me! You could fill the deck with unusual effects (like you've done here with Jhoira) so that neither you nor your opponents will know whats coming next. Tasigur, the Golden Fang could be an interesting general as well, since the fact that an opponent chooses the card you get makes it both chaotic and interactive. Ruhan of the Fomori and Atla Palani, Nest Tender are pretty chaotic as well.
These cards might interest you: Chaos Wand , Mindmoil , Stolen Strategy , Charmbreaker Devils , Tomorrow, Azami's Familiar , Shared Fate , Telemin Performance , Proteus Staff , Endless Whispers , Infernal Genesis , Bottomless Pit , Thieving Amalgam , Evolutionary Leap , Oath of Druids
4 weeks ago
3 months ago
6 months ago
One thing that works for Shared Fate is to build a deck with only removal. Essentially, the deck can’t actually win, so when you give it to your opponent they instantly lose because they can’t win! Keep in mind that you can’t play enchantment removal in this case, for reasons that should hopefully be obvious.
6 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
TypicalTimmy The problem with all the creatures you mentioned is that our opponent can now beat us with them. Normally when Shared Fate resolves, we are at low health, these extra 5 points of damage our opponent can now deal to us is enough for them to win the game, as the opponent now draws our deck.
Our deck should have no threats because of this reason, including 1/1's!
I am in love with the Browbeat and Risk Factor idea! I was planning to run this as esper colors pre Shared Fate but I need 5C mana base for post Shared Fate but this gives me new things to think about, especially if my opponent casts this, they can draw as many cards as they want it won't help them! Thanks!
I am not sure about Pilfered Plans , the opponents graveyard gets opponents cards from their deck no matter what, this means after Shared Fate they will be taking cards away from us that we can then no longer play.
seshiro_of_the_orochi Commit is perfect! Thanks! before Shared Fate this works great, and after it does't help the opponent, as this card always goes to my graveyard no matter who cast it, the aftermath is great as well, and fits in with the cards in the post fates section, thanks!