Wheel of Fate
Suspend 4— *(Rather than cast this card from your hand, pay and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.) *
Each player discards his or her hand, then draws seven cards.
|Have (3)||Forkbeard , sonnet666 , metalmagic|
|Want (7)||MarvtheMallard , deathtopop , ConnorMo , nconiglio , Suicune , GrandeKhan , Astrocomical|
Printings View all
|Commander 2016 (C16)||Rare|
|Time Spiral (TSP)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Wheel of Fate occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Wheel of Fate Discussion
2 days ago
MasterGabe this deck started over three years ago as a budget build and I slowly acquired pieces for it. If you are looking to spend around $200 and keep the combo, start by removing all the fast mana (Mox Diamond, Grim Monolith, Mana Crypt, etc) and put in the normal ramp like Fire Diamond, Arcane Signet etc. Also remove Wheel of Fortune and replace with Wheel of Fate. You also don’t need any of the fancy lands, just stick with regular mountains and as we will be removing ramp increase land count to 39.
The deck will be quite a lot slower and more susceptible to interaction but you can keep the combo shell and all it’s shenanigans. If you want to make a copy of this deck, remove the foils and make the suggested changes I would happily make more suggestions for you to meet the budget.
4 days ago
A few recommendations from a long time Aurelia, the Warleader player.
First off, I recommend bumping up the land count to 37-38. 34 lands isn't enough in EDH to reliably make land drops every turn, so adding more lands would help increase the consistency of the deck. Think of it this way- there's nothing worse than having cards in your hand you can't cast because you didn't draw enough lands to have the mana to cast them.
Next, add in more ways to generate card advantage. Looking over the deck, I saw 5 sources of card advantage (aka ways to get access to more cards to play, typically by drawing but can also be impulsive draw) with 4 ways to tutor for them. There are many wheel effects in red that are not the price of Wheel of Fortune. These are Wheel of Fate, Reforge the Soul, and Magus of the Wheel. Red also has access to some great impulsive draw spells. Outpost Siege is reliable, turn by turn one. Light Up the Stage is another good one that is easy to cast for its spectacle cost. Other notable ones are the c2019 new Ignite the Future, Commune with Lava, and Prophetic Flamespeaker. There are a few more equipment that draw cards like Rogue's Gloves and Sword of Fire and Ice. Finally, there are some great artifacts that have been printed in recent years that can get a consistent flow of cards. These include Tome of Legends and Endless Atlas.
Next is a few more ways to ramp. I counted 8 pieces, with once again 4 ways to tutor. Some simple mana rocks would do the job. Solemn Simulacrum, Burnished Hart, Knight of the White Orchid, and Kor Cartographer could also do the job. I do also recommend investing the money in buying a copy of Smothering Tithe. The card is very worth running in the deck. You already play lands that make every player draw, if you add in wheels for card draw it can be abused even more. Even without those though, it is by far the best EDH card in white and is more than worth the investment.
Finally, as you play the deck, I recommend you slowly take the time to think about the direction you want to really take it in. Right now it doesn't seem to have a huge focus to it, it's doing some equipment stuff, some big attack stuff, some artifact stuff, some token stuff, etc. Find a focus to the deck. Once you do, then you can start to make better decisions on how to make it better.
Let me know how the deck has been running in paper though! Good luck with learning to play Boros and I hope you learn to enjoy it!
2 weeks ago
Once you add red to a discard deck, it gives you more options once their hand is empty. There are Burning Inquiry, Wheel of Fate-type effects to give them cards to discard. Also, red has a few Unsummon effects to put cards in their hand to discard.
1 month ago
Ivdar thanks for those great replys, I'll definitly buy a lot of your suggestions when I buy the deck so I can have some cards to edit and swap around. I especially like the Wheel of Fate / Magus of the Wheel suggestions. I don't want to necessarily attack my opponents mana base (my playgroup wouldn't take it too well), so as much as I love Blood Moon , its porbably not going to find its way in. Keen Sense and Snake Umbra worked really well in my mind, drawing 3 cards per Klothys activation just sounds so good. However, I can see where they don't work in practice. Thanks again for the suggestions, I'll keep this deck updated as I play it.
1 month ago
Really like this first draft, I'm hugely interested in Klothys as a group slug commander! Kudos for including Mindcrank , that's a great piece of synergy.
Including stuff to sacrifice your lands like Myriad Landscape and Springbloom Druid could help ramp you through Klothys' ability, especially if there's no budget for the full suite of fetch lands. More wheel effects would also fill graveyards and disrupt your opponents, like Wheel of Fate or Magus of the Wheel
As far as ramp goes, I would suggest throwing in Wild Growth and Utopia Sprawl . If they are in your opening hand, they can allow you to get Klothys out on turn two and they would turn into card draw later if you have an Enchantress out.
I'm just throwing a ton of suggestions now, but for more artifact hate, Collector Ouphe and Vandalblast are worth a look IMO. Storage Matrix is also a pretty hateful piece of slug if your opponents use artifact mana. Crawlspace can be pretty effective against opponents that want to attack with creatures.
I would consider cutting Keen Sense and Snake Umbra , since you don't have a lot of creatures and generally speaking I would want Klothys to stay an enchantement as that makes her much more resilient to removal.
Sorry if I don't suggest cuts to make room for these, those are just some first impressions but I'm glad to see a deck like this. Will definitely check it again to see how it evolves!
1 month ago
1 month ago
Sooooo much burn. Spear Spewer and Lobber Crew turn into cheap put effective lightning bolts on a stick to everyone every turn with your commander out. Keep them around for blocking and tap before death or the beginning of your turn. Shunt can help divert target removal from you. You probably need better card draw. Otherwise you may be dead in the water without a hand. Reforge the Soul Wheel of Fate could help reload.
1 month ago
You are correct that you can't escape Wheel of Fate for the same reason you can't flash it back. It doesn't have a mana cost, therefore there is no valid cost to use as its escape cost.
Phyrexian mana cards will work fine, and you can pay life for the phyrexian mana.