Fate Unraveler

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal

Fate Unraveler

Enchantment Creature — Hag

Whenever an opponenet draws a card, Fate Unraveler deals 1 damage to that player.

wallisface on Cards of destruction

4 months ago

Some thoughts:

  • your payoffs (Fate Unraveler and Underworld Dreams) both cost a decent amount of mana, making it awkward to begin the engine early. Furthermore, pretty much any opponent would be very happy to trade 1-or-2 life for a card - most of the time you'll just be allowing your opponents to enact their plans faster, and defeat you without issue.

  • To carry on from the above point, you're missing basically any form of interaction, which is especially dangerous when you're giving your opponents almost-free cards. Combo decks are basically guaranteed to pop-off against you. But also, the fuel you're offering to Aggro and Midrange decks will provide them enough gas to deal you more extra damage than you're causing them. And Control is likely to be able to just shut down your key pieces without issue.

  • I think any cards that let players draw, also need to immediately discard those cards again at the same time, so that you aren't just giving your opponent massive card advantage. Stuff like Burning Inquiry seems useful here. Along these lines, stuff like Waste Not can also help you profit off that forced discard.

  • Your mana curve is waaay too high. A lot of decks have only a few 4cmc cards (3-4), with nothing above this. I don't see how you ever realistically are able to cast those 6cmc spells without the help of Dark Ritual. But in general, your mana curve feels super clunky/slow

Flagellum on Need help deciding on a …

4 months ago

TheoryCrafter Yeah I see the point about Mogis. It opens the doors for more draw as well as more pain. Specifically draw pain like Underworld Dreams, Spiteful Visions, Fate Unraveler etc. which will work wonders with Wheel of Fortune, Reforge the Soul and Dark Deal which I would run anyways or just against any slap happy blue deck. Just sucks that Painful Quandary, Polluted Bonds and Bloodchief Ascension have risen. Even my good ole friend from my Nekusaur days Kederekt Parasite is up to $8ish now lol.

As far as Dina goes, I originally built her with an incremental life gain build but I started retooling it more towards the aristocrat support build after realizing that 4 mana for a 1 life every upkeep trigger is not worth the spot. I see the value of pests/creature death triggers especially in the event of a board wipe.

NV_1980 on Not Quite the Odyssey

6 months ago


Wow, this deck brings back memories. My wife used to play a deck she called 'Stopping Power!'; facing off against it was brutal. Some fun, budget additions I can think of (based on that deck):

Have fun brewing!



legendofa on Bringing Turbo Fog to the …

10 months ago

TL;DR: I want to make Turbo Fog better, but I'm not sure how.

I like the philosophy of Turbo Fog, and I've had some success with it in FNMs and casual tournaments. I'm trying to push it up into at least low-tier competitive, but I think it's gotten left pretty far behind. It hasn't really gotten any new toys recently to get it above casual tables.

Basically, Turbo Fog is a control deck that tries to avoid taking any damage by neutralizing the opponent's attacking creatures and avoiding or removing harmful spells. It's a similar line of thought to Lantern Control or prison decks.

Starting with the Fog part, there are a few ways to go. Spore Frog and Kami of False Hope are cheap creatures that are easily searched and recycled, but there aren't many other creature options. The old-school method is instants like Darkness and Ethereal Haze, but while they have more options, they don't have as many ways to search or recur them, with Isochron Scepter and Snapcaster Mage probably being the best. Finally, there are the enchantments and artifacts. Leyline of Sanctity takes care of a lot of the non-damaging effects, Ghostly Prison is good but offers a workaround, and Ensnaring Bridge needs a little too much dedicated support, in my experience. Turbo Fog isn't big on emptying its hand.

Next up is the Turbo. The traditional draw engines are Howling Mine and Phyrexian Arena, and Stormfist Crusader is a mixture of those two. The Royal Scions and Jace Beleren provide some Planeswalker support. Teferi, Hero of Dominaria does pretty much everything a Turbo Fog deck wants.

For removal, I generally look at all-purpose stuff, like Abrupt Decay, Assassin's Trophy, and Counterspell. The Fog effects provide pseudo-removal against attackers, so it's the utility creatures and other effects that pose problems. All the same, a good Supreme Verdict is always welcome. Engineered Explosives and Nevinyrral's Disk are other mass removal options.

Finally, and most importantly, the win condition. The three main approaches I've seen and/or tried are draw damage, semi-passive mill, and simply attacking with a big creature. For the draw damage, there's cards like Fevered Visions, Runeflare Trap, Fate Unraveler, basically anything that might see use in a Wheels EDH deck. Semi-passive mill comes from symmetrical drawing, while recycling cards through Blessed Respite or Elixir of Immortality. For big creatures, my headliners are Kefnet the Mindful and Sigarda, Host of Herons--5 power, evasive, and hard to kill. Honorable mention goes to Nexus of Fate, just to completely lock out the opponent.

I've poked through a lot of cards and tried a lot of variations, but I'm still not sure I'm not overlooking something. It's very color-heavy, but every color offers a unique option that's hard to replace in at least one category. I'm currently leaning toward or . Of course, it may just be unable to compete at a higher level with the tools it has now. What does Turbo Fog need to get into the competitive boards?

ReturnMySquishies on

1 year ago

Fate Unraveler is a good card for this deck. If you're open to suggestions, I would throw the signets and talismans in for extra ramp. How do you feel about infect? Attach it to Nekusar and it will deal 1 point of infect each draw, effectively killing them in 3 rotations with the amount of opponent draw you have. If you're looking at putting a few more wheels in here, Library of Leng is fantastic to keep the cards you want in your hand and to get rid of the ones you're not so keen on that game.

seshiro_of_the_orochi on Kess, Dissident Mage

1 year ago

Ok, do you own this in paper or does "Dream Deck" mean this is where you want to end up? No matter what, that's one hell of a deck, for sure. You did a very good job building this.

There's one card that seems off: Furnace of Rath seems like it could be more harmful than helpful for you. The fact it also doubles damage from opposing sources to you and your permanents as well seems very risky here. As budget doesn't seem to be a problem (correct or not?), Fiery Emancipation might be better here. At least it only counts your damage.

Nekusar, the Mindrazer would be a great inclusion (and maybe even a better commander, if maybe a little obvious). The same goes for Fate Unraveler and Underworld Dreams . Bag of Holding is a fun card, but it propably doesn't fit the rest of the deck power-level-wise. Finally, there's Bone Miser as somewhat of another copy of Waste Not .

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