
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | 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 |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
- card:Fatestitcher + card:Illusionist's Bracers - Can the copy from the Bracers target card:Fatestitcher?
- when is the best time in stack to abuse a tapping ability?
- How does phasing and unearth effects work?
- Fatestitcher tap control
- How does Promise of Tomorrow interact with other effects that put a dying creature into exile?
Fatestitcher
Creature — Zombie Wizard
: You may tap or untap another target permanent.
Unearth (: Return this card from your graveyard to play. It gains haste. Remove it from the game at end of turn or if it would leave play. Unearth only as a sorcery.)








legendofa on Why is Untapping Lands a …
7 months ago
In blue, the Urza's Block hugely skew land untapping, and that block is widely considered to be an overpowered mistake, especially for blue. Urza's Saga and Urza's Legacy alone have ten cards that allow land-specific untapping, more than half of all the blue cards that allow untapping lands without untapping all permanents. They'll be included for the sake of completion, but I wouldn't take them as any sort of precedent. Pioneer legality is just five cards, with one of them being Standard-legal. Blue is the undisputed king of untapping permanents in general, but doesn't have any special focus on lands.
Ye Olde Bordere, "untap" + "land": Twiddle, Reset, Infuse, Jolt, Twitch, Mind Over Matter, Great Whale, Peregrine Drake, Rewind, Time Spiral, Turnabout, Cloud of Faeries, Frantic Search, Palinchron, Snap, Treachery, Trickster Mage. total 16
Modern Border, "untap" + "land": Oboro Breezecaller. total 1
2015 Border, "untap" + "land": Pore Over the Pages, Unwind, Finale of Revelation, Kelpie Guide. total 3
Ye Olde Bordere, "untap" + "permanent": Telekinetic Bonds. total 1
Modern Border, "untap" + "permanent": Dream's Grip, Psychic Puppetry, Toils of Night and Day, Tidewater Minion, Rimewind Taskmage, Coral Trickster, Merrow Reejerey, Pestermite, Fatestitcher, Merfolk Skyscout, Reality Spasm, Deceiver Exarch, Captain of the Mists, Ghostly Touch, Hidden Strings, Curse of Inertia, Tidal Force. total 17
2015 Border, "untap" + "permanent": Teferi, Temporal Archmage, Vizier of Tumbling Sands, Clever Conjurer, Nimbleclaw Adept, Ioreth of the Healing House, Forensic Researcher. total 6
Ye Olde Bordere, "untap" + "Island": none.
Modern Border, "untap" + "Island": none.
2015 Border, "untap" + "Island": none.
There's 44 mono-blue cards that can untap lands in some capacity, with 20 of them being more specific than untapping permanents in general. If Urza's Block is taken out, then there are 34 blue cards that untap lands, with just nine of them having any sort of restriction.
So in final summary, I see green land untapping increasing in recent years, and blue permanent untapping actually falling off slightly. There were 18 blue untap cards in the 12 years of the modern border, and nine cards so far in the nine years of the 2015 border. Discounting Urza's Block, there are slightly more green cards that can untap lands than blue cards, and many more green cards that untap lands than blue cards printed in the last ten years.
If I missed anything in this breakdown, please let me know. But I think the cards are there to support my initial position. Both green and blue are primary in untapping lands, if lands are counted as permanents, and blue is secondary in untapping lands specifically. Mark Rosewater's answer is is at best incomplete and missing nuance, and at worst totally wrong.
Keeping the above because it took me a long time write and I don't want to undo the effort.
In response to wallisface, percentage of cards with a given effect doesn't matter to primacy of color.
-
Primary – This is the color (or colors) the ability is seen in most. That means it shows up in the highest volume and usually at the lowest rarity that the type of effects get used at. The primary color will almost always get this effect in a set if it's an ability we do every set. It also tends to be the color that most often pushes the power level, if it's an effect we push the power level on. There's a wide range on what primary means, because different types of effects exist at different levels. A card secondary in flying can show up way more than a card primary in taking extra turns, for instance, because we have so many more flying cards than extra-turn cards.
-
I want to stress one more time that primary, secondary, and tertiary are relative to how often an effect is used. Things that are secondary in a color, for example, may be far more prevalent in that color than things that are primary if the items in question occur at a higher frequency.
Source: https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021
For example, MaRoo has repeatedly stated that red is primary in extra combat cards, with white as a contender for secondary.
https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021
https://markrosewater.tumblr.com/post/760377485190938624/can-any-color-aside-from-red-get-extra-combat
There are only 36 cards that grant an additional comabt. If primacy was considered as a proportion of cards that grant additional combats was considered only as a proportion of total cards of that color, I don't think any color would be considered primary.
So while there might be fewer cards that untap lands in green as a proportion of total green cards in recent years, that's not a relevant measure to color primacy. The relevant measure is how often cards that untap lands show up in green compared to other colors, which I think is demonstrated by the above lists that green has more land untap effects than any other color, with blue being nearly equivalent. That, according to MaRo's definition, means that land untapping is primary in green.
plakjekaas on Would Seedborn Muse Be Blue …
1 year ago
In pioneer there's a deck making good use of Hidden Strings and Pore Over the Pages to storm off with Lotus Field mana.
The thing they used to do with Turnabout and Frantic Search, or maybe even Time Spiral or Treachery, anything to untap Tolarian Academy for insane amounts of mana.
And Twiddle of course, can't forget that one.
That's in addition to the extra turn argument I tried making in my last post.
Blue untaps a LOT of lands, more with spells than, permanents, although Fatestitcher and Vizier of Tumbling Sands aren't new cards either.
Siosilvar on Colorshift Land Control
1 year ago
Color denial on its own isn't a win condition, it's just disruption, and you need something else going on to make the single-land deniers playable. Blood Moon shuts off multiple lands and Spreading Seas replaces itself, so that's why those are the ones that get play.
But that said... Contaminated Ground and Pooling Venom can be win conditions, if you use them as repeatable shocks in combination with Hidden Strings, Fatestitcher, or Icy Manipulator to force your opponents to use them even when they don't want to. There's a brew from about 5 years ago I have bookmarked that does that: For Assholes Only
Another idea I've had is a mostly-blue deck that denies the first few lands until resolving an Isochron Scepter with Boomerang imprinted to keep them stuck at 2 Islands forever. The final win condition is just Cephalid Constable and Venser, Shaper Savant beatdown.
Tinnuki on
Horrors from Beyond
1 year ago
Profet93: I understand, you're fine!
Fatestitcher is actually one of the newest additions to this deck, which I decided to try out after seeing it pop up in a couple top Mimeo decks. Gotta say, I'm less-than-impressed. While it is nice to get that extra activation, the couple times that I had him on the board, he didn't do much.
Fierce Guardianship is a card I can speak to, as I recently just picked one up but haven't found a spot for it yet. I'm very bad at picking what to swap out. The classic Cavern of Souls is awesome too, just never got around to trying it out.
I do like Allosaurus Shepherd as well, and I feel like he could fill the role of one of my Veils. Flail is another card that I'm not altogether familiar with, but it is interesting.
Conversely, while Skullclamp is a good card by itself, I'm really not feeling it here. Maybe I'm just overlooking the value.
I haven't really done major updates on this deck in a while, but now you have the gears turning.
SniperFrog on
Doomsday [Primer]
1 year ago
UB
Draw for turn opens, Tome Scour in hand, one creature in play
Swan Song or other counter
Dregscape Zombie or Fatestitcher, depending on mana
Licecolony on
Anti Tribal-Tribal Tribal
2 years ago
Looking at Kiora's Follower, Fatestitcher, Kelpie Guide, and Vizier of Tumbling Sands
Icbrgr on
Jeskai Ascendant (modern)
3 years ago
oooof i get it now!.... draw into Jeskai Ascendancy and Fatestitcher and get Pyromancer Ascension online to spell spam and clear the board to smash face with a huge stitcher..... okay that seems fun lol
Polaris on How does Promise of Tomorrow …
3 years ago
Promise of Tomorrow is kind of unique in that it exiles with a triggered ability. Most effects that catch dying creatures and exile them (including unearth) do it as a replacement effect, which doesn't use the stack. When an unearthed creature leaves play, the unearth replacement effect directs it to exile instead of wherever it would have gone. Your Fatestitcher won't hit the battlefield at all, so not only will Promise of Tomorrow not exile it, it won't even trigger because Fatestitcher didn't actually hit the graveyard, so it never "died." The same would be true if there was a Leyline of the Void or Rest in Peace out.
In the end, Promise of Tomorrow won't bring it back because Promise didn't exile it with its first ability. A Fatestitcher that wasn't unearthed and just died normally will get exiled to Promise like anything else.
Have (0) | |
Want (3) | pabloriv , beesaurs , StayFrosty110 |