Avoid Fate

Avoid Fate

Instant

Counter target instant or Aura spell that targets a permanent you control.

Browse Alters

Trade

Have (0)
Want (1) LegendaryDumplin

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Avoid Fate Discussion

kurban1213 on Gruul Mid range

7 months ago

Not sure if you ever considered it, but land sac seems to go well with the Gruul modern. Redcap Melee goes well with Gruul or mono-red decks (4 damage to a creature OR PW which makes this a bit more powerful that you can take out PW's). This would also help add some more instant/sorcery for Wrenn. This will also aid in Klothys, God of Destiny to get you more mana if you exile a land card...since there is no guarantee there will be lands in anyone else's graveyard unless you draw Pillage. You could throw in Life from the Loam or Ramunap Excavator to get the lands back as well (I have a bit more land destruction theme in my Modern Gruul deck). Additionally, Cleansing Wildfire can aid you in getting lands to your graveyard OR target an opponent's land.

A card I also LOVE because I have had so much success in mono-red with it, Dreadhorde Arcanist which would also work with Redcap Melee to be able to bring those back with Dreadhorde as well.

Others to consider: Avoid Fate, Atarka's Command

ellie-is on Ellie's Rats

8 months ago

HalbrechtHalbrecht: Thank you for the upvote and comment!!

Rats are great. Feel free to borrow as much as you'd like from this!

I still think Marrow Gnawer is a little slow, mainly because it can't tap when you play it. Best case scenario, I'll have five mana by T5 (39%/29% chance with my 19 lands depending whether or not I'm on the draw), and then tap it on T6 to double my rats. That's already too slow for a Modern wincon if you're not playing control, but in actuality it's going to take way longer than T5 to play it on most games due to the land count. So bringing it in would require me to change up the mana base as well and that'd change the strategy way too much.

In addition to that, I really dislike the Nezumi, hahahaha. I'll run one if I absolutely need to, but if they can be avoided I will. One of my least favorite tribes of animal people, and just do not look right next to all the cute little rats in the deck. (I also purposefully avoid diseased or zombie looking rats, haha. Just realized the art for Typhoid Rats up there was that horrible Khans of Takir one, but I just fixed it to the MB1/M15/Innistrad art I actually own, haha). That said, I do allow changelings, because they're one of my favorite tribes and I just love the idea of this amorphous person stumbling upon a pack of rats and deciding to live as one of them.

Those black counterspells seem like a really fun idea! I don't know if I can make room for them but I'll definitely think about it. Way back in the day I ran Avoid Fate on a monogreen deck and it always caught people off guard, it was wonderful.

Unearth rocks! Definitely the addition to this version of the deck that I'm most happy with, it just does so much work. If you want even more recursion for your deck, Claim is great as well. I actually ran Call to the Netherworld in the very first of version of this deck that included Pack Rat and while on a good day it worked exactly as you described, overall it was a bit of a risky gimmick choice—it only works with Pack Rat (here at least, in that deck I had some rats that caused mass discard but even then a lot of the time it wasn't doing that much work), while Unearth can bring back removed Rat Colonys too. In addition to that there's the Cycling as you said! Unearth is never a dead card while Call is almost always one.

I really like Fiend Artisan out of those sac outlets you suggested! I like how it goes to the battlefield instead of the hand and can be repeated every turn. I used to run Shred Memory just to search for pack rats haha, but that was before Rat Colony and now I'm way more likely to have -something- to attack with, at least. Sadly it's far from being budget friendly, but I might playtest it and see how I feel about bringing it in in the future!

As for the Time Spiral cards! I live in Brazil. It's easy to find older pre-modern cards in Portuguese, and everything after Time Spiral is easy to find in Portuguese and relatively easy to find in English (I prefer English cards to keep my decks all in one language, plus I'm not always happy with how they translate some things haha), but for some reason all the stores have a VERY small amount of Time Spiral cards in either language, when they have them at all. And most of the time they're in horrible condition. I have absolutely no idea why this happens! I'll probably have to get my Swarmyards overseas eventually, but waiting months for cards to arrive (or paying for them in dollars right now) sucks haha. My best hope is that they'll reprint it at some point soon, maybe in a Commander set or something like that!

bamichinees on The old ways

9 months ago

If you seek protection in mono green, there a several ways to do that. I hope my suggestions can be of some use to you.

  • City of Solitude: no removal during your turn, although you also cannot interact with your opponents during their turns.

  • Soul of New Phyrexia: can give your board indestructible for 5. Is not a shaman though.
  • Kamahl, Fist of Krosa: you can punish/cheese your opponent with this card, by tapping your shamans and targeting their lands. With enough mana, you can Armageddon your opponents, if it is a creature boardwipe. You can also use it for it's Overrun effect lategame.

Vimozahr on Yisan - New Verse

9 months ago

Comment edited.

NVM, i wrote a dumb suggestion about Avoid Fate xD.

Greez Vimozahr

Lanzo493 on Ezuri's Elven Warfare

10 months ago

Avoid Fate —> Heroic Intervention It’s just better in general.

Whirlwind This is a situational bordwipe that will usually be a dead card in your hand. Depends on your meta though. If flyers are a big problem from one player, then the best removal is player removal I say.

Sylvan Awakening You’ll generally want to use your mana for Ezuri, not for lands.

Naturalize You’ve got quite a bit of this kind of destruction anyway. You can cut the worst one.

I’d also suggest running more basics to make better use of Extraplanar Lens. I’m not a fan of Zhalfirin Void, and since you can just regenerate your blockers, Maze of Ith and Labyrinth of Skophos seem unnecessary. I do like Labyrinth, though, since you can remove blockers and let damage trample over, but with that much mana you could also just activate Ezuri again. Probably get more damage in that way, too. If you need them to deal with voltron commanders, they are pretty useful, then. Just try to keep track of how many times the pesky creatures have hexproof to see if it’s worth it to run the lands.

dingusdingo on How is Red Elemental Blast …

11 months ago

Mark Rosewater joined Magic in 1996, from Alliances forward. This means that there are a lot of counter spells in non-blue colors that predate him joining.

Red

Artifact Blast

Pyroblast

Red Elemental Blast

Green

Avoid Fate

Lifeforce

Black

Deathgrip

Nether Void

Stromgald Cabal

Thrull Wizard

White

Equinox

Order of the Sacred Torch

There are also a handful of countering abilities in non-blue from pre-Rosewater sets

Rust

Brown Ouphe

Richard Garfield had intended colors besides blue to have access to counter spells. Garfield also built the game to have a greater focus on interactions between colors, with hosers such as Tsunami and Acid Rain being another example, or the frequent Protection from X Color cards that are rampant in the early sets. Maro has moved away from viewing the colors as interactions and relationships between colors and towards trying to define the colors in relation to themselves (a la color pie). Whether or not you agree with Garfield's vision for the game or Rosewater's, we can't ignore that Red Elemental Blast predates Rosewater even working for Wizards. Red Elemental Blast also predates Maro's theory of the color pie, which must be applied retroactively to REB.

We also have numerous examples of non-blue counter spells in sets even after Maro started designing cards or even becoming a lead set designer. I think that while counter spells and interacting with spells/abilities on the stack is primarily a blue ability, other colors need to have access to this powerful and necessary tool. While I agree that blue should be the market share, we need closer to 85-90% of counter spells printed as blue, instead of the current ~98%

discipleofgary73 on Ghired Mega Tokens

1 year ago

Nice deck! I think the hideaway lands could work well here, especially Windbrisk Heights. Other land options that might help are Gavony Township, Kessig Wolf Run, Ancient Ziggurat, and Thran Quarry. Some other synergistic cards that come to mind are Aid from the Cowl, Rhythm of the Wild, Keeper of Fables, Temur Sabertooth, Bear Umbra, Path of Discovery, and Champion of Lambholt. Triumph of the Hordes and Gratuitous Violence could be a wincon. As for good counterspell options, I'd recommend Avoid Fate and Rebuff the Wicked. You could also always just go with Price of Glory.

MagicMarc on Looking for a way to …

1 year ago

Here are some counters in white and green:

Rebuff the Wicked, Silence, Lapse of Certainty, and Mana Tithe. In Green is a way way back card; Avoid Fate.

Load more