Fading Hope

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Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fading Hope


Return target creature to its owner's hand. If its converted mana cost/mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

legendofa on Dredgeless Dredge

2 weeks ago

Welcome to the club, spgscarrot!

What do you think about replacing Fading Hope with another mill card? I'm not a Pioneer expert, but the bounce + scry doesn't feel like it accomplishes much in this deck.

Cheesus2112 on Blue Raspberry Mill

2 months ago

Balaam__ Thanks for the advice!

When I ran a version of this deck in Arena, I found that without any control in the deck I was just getting rolled because even though I was milling well, if the other player got creatures onto the board I had no way of dealing with it (especially if they managed to get a planeswalker out early). So many times I'd run out of life before they ran out of cards because they got a 3 power or a flyer out early. Once I added in that removal/control I saw my win rate go way up. That's one of the reasons I added Brain Freeze so when I play something like Strangle/Fading Hope I'll Dual Strike Brain Freeze and mill 21 cards in a turn. If Bruvac is on the field when I do that, that's 2/3 of their deck gone in a single turn for 6 mana (5 mana if fortell spells count for the storm keyword on Brain Freeze.

But I'm definitely willing to reconsider if there's another avenue for removal/counter while maximizing my mill power.

Thanks again!

Cheesus2112 on Help for my Izzet Mill

2 months ago

wallisface Thanks so much for the feedback! Definitely some good things to consider here.

Here's some of the reasoning for the issues you pointed out to see where I was coming from. I'm still a wee babby when it comes to deck building, so I could be way off base here.

Mystical Tutor is there just to get a double casting or potent mill card into my hand more reliably than waiting for card draw. But can understand that it's a little slow. Are there any better cards to get that kind of value a little more efficiently?

The idea behind Brain Freeze was to play something like Fading Hope then a Dual Strike first, so the first casting gets me 9 cards, then the second gives me 12, for 21 cards in one turn (but not 100% if it stacks like that).

There's 25 lands, but 6 of them are fetch lands, so I'm really only rocking 19. The fetch lands are purely for my ruin crabs to get a bit of extra value. Plus each time I play a fetch land it takes another card out of my deck increasing my chances of grabbing one of the cards I need.

Expressive Iteration is there to give me a little card draw to get to my needed cards faster. I ran it in a version of this deck in Arena and it came in clutch a few times, usually letting me pull a land for my crabs and if nothing else getting me closer to my needed cards. Is there something else that could give me card draw?

Again, thanks for the advice! I really appreciate it!!

Balaam__ on Turbo Budget Competitive Wake Thrasher

2 months ago

@enpc and GrimlockVIII ah, thank you both! When I was building this I was tearing my hair out trying to remember those exact cards.

I knew Slip Through Space existed but could not for the life of me remember what the name was or even how it differed from Distortion Strike, so I couldn’t look it up based on parameters in Gatherer. Same with Fading Hope. These are going in immediately, and I’ll update the description when I have time. Thanks guys!

GrimlockVIII on Turbo Budget Competitive Wake Thrasher

2 months ago

to add onto enpc, replacing Vapor Snag with Fading Hope has the potential to net you card selection against low-to-the-ground aggro decks. Yeah you lose out on a single point of life loss but honestly I think the scrying is way more valuable to dig through your deck faster. Plus, if anything, it can save your own Wavecrasher from removal while triggering the scry effect since his mana value is 3

Elsterooo on The most toxic pioneer ever was!

7 months ago

Thank you as well for your advice!

I've taken all the points you made into account already, and this is exactly why I stopped here, there's need to test the deck out more.

Tetsuko Umezawa, Fugitive is already a 3 of for exactly that reason, but too important to reduce down to 2. This deck absolutely needs to keep up its speed, hence the exclusion of Foulmire Knight. Fading Hope is a great point for using it, but casting a draw spell for 3, even though the value is higher, I thought would be too slow.

Hope mainly protects Priest or Fynn in case of you not having a Tyvar's Stand in hand.

You're completely right about it, as I will swap the knight in for possibly Wasteland Viper if it turns out this deck needs just that little bit more of draw and can afford it speed-wise.

Fynn, the Fangbearer in my testing was too vital and powerful to cut even one, it would drop this deck's consistency.

Elsterooo on The pioneer GOYF - A selfmill deck

8 months ago

I specifically decided against Grisly Salvage in terms of casual format because Harvest is able to hit anything. Salvage is a perfectly good choice, I even should've mentioned it before, but you will wiff sometimes with it. Harvest does fit the curve better as well.

Stitcher's Supplier! Of course. Absolutely. I suggest experimenting and not just putting in 2 of it and Deathrite Shaman. If Shaman doen't hit lands properly, there is no reason not to put in 4 of Supplier.

Can't go wrong with Assassin's Trophy, although I even suggest Fading Hope here. But that removal slot is entirely up to preference.

Arrzarrina on Roon Shenanigans

8 months ago

19/01/2023 changes: There have been a few rounds of changes. Removed counterspells to attempt to make the deck to make more fun to play against, sold the Mox Diamond because it's become worth a mint in the last 7 years, added more draw and refocused the deck on creature ETB based interaction instead of something like Oblivion Ring. It's a good card but I don't get the value that I could get out of a Fiend Hunter. You know where I'm going with this. I've also added more mana fixing to the land base and adjusted colours for the new balance.



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