Fatestitcher

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.)

Latest Decks as Commander

Fatestitcher Discussion

Scytec on Consultation Tasigur (Spicy-ish)

3 months ago

Haha, will do. I plan to add a Voyaging Satyr, Kiora's Follower, and then either Fatestitcher or Krosan Restorer to combo with Freed. High Tide is an interesting card choice...but im not sure if i run enough islands to really take advantage of it by itself without combo-ing out. I only have 7 islands total.

Scytec on Consultation Tasigur (Spicy-ish)

3 months ago

@RNR_Gaming - You think Freed from the Real + Arixmethes, Slumbering Isle is worth including? Or Freed with some combination of the creatures you listed above in place of Arixmethes? Kinnan looks like an all star, I will definitely keep an eye out for that card. I'll admit when I first read through your comment, i thought each of those creatures was heavily overcosted, but if i think of them as combo pieces for Freed, it makes much more sense. Haha. They don't serve any alternative purposes is the only issue. I quite like Krosan Restorer, i may order one of those at the same time as Freed if i decide to add that combo. I also really like the recursion stapled onto Fatestitcher, because that could be the key to me winning. I think those are the two I would consider as an alternative to Arixmethes. I am having a hard time balancing win-cons to answers honestly. Thank you for your comment. I appreciate it!

RNR_Gaming on Consultation Tasigur (Spicy-ish)

3 months ago

The old Freed from the Reel is still very potent in Tasigur. Also, we have aay better dorks and enablers now. Kinnan, Bonder Prodigy with any dork that creates any color is unbound mana. Fatestitcher/Vizier of Tumbling Sands with Simic Growth Chamber does the trick too. Krosan Restorer with threshold gets there too. Wirewood Channeler and Argothian Elder are pretty cool too. Oh and Bloom Tender is at an all time low right now - you probably get the idea. Also, if you haven't you should take a look at pastigur, Cameron from the lab maniacs did an awesome job on that list even if its dated itll probably still hold it's own or at the very least be the fun police.

king-saproling on Target opponent is your teammate [BANG!]

11 months ago

Cool deck!!! I really dig the intent here. You might like these: Null Chamber, Vizier of Tumbling Sands (can untap your friend's lands or mana rocks), Aphetto Alchemist, Unbender Tine, Hyperion Blacksmith, Tidewater Minion, Fatestitcher, Ghostly Touch, Nin, the Pain Artist, Captivating Glance, Act of Treason (steal an opp's creature, then use Zedruu to permanently give that creature to your friend), Braingeyser, Arcane Artisan, Proteus Staff, Diviner Spirit

Daedalus19876 on To Drown the World in Death: Araumi EDH [PRIMER]

11 months ago

sleeper_agent007: Aphetto Alchemist can untap itself, so it gives infinite self-mill directly with Mesmeric Orb. Tap Aphetto targeting itself, let it untap, repeat.

Vizier of Tumbling Sands/Fatestitcher can't target themself (for this exact reason), but when Araumi gives them encore, we get multiple copies. So Copy A can untap Copy B, which can untap Copy A... Giving us the same effect as Aphetto Alchemist + Mesmeric Orb! ;)

TheVectornaut on Blue/White Life and Defenders

1 year ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

Daedalus19876 on To Drown the World in Death: Araumi EDH [PRIMER]

1 year ago

Awk0shi: Thank you, this is performing well so far! I'm pleased with how it's shaping up... I'm definitely considering Intruder Alarm, yeah, though to be honest I haven't had huge trouble keeping Araumi untapped between Aphetto Alchemist, Vizier of Tumbling Sands, and Fatestitcher... Intruder alarm is a dangerous card, but I think we could make it work given that we're running a lot of Merfolk Looter type effects...

I'm not a fan of Freed from the Real, though. Pemmin's Aura, MAYBE, because it has a shroud ability. But auras are a bit too fragile in my opinion.

I'll take a look at your version in the morning! But I'm glad you liked my list, you're welcome to leave a +1 if it inspired you... ;)

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