Nexus of Fate
Take an extra turn after this one.
If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
|Have (2)||, metalmagic|
Printings View all
|Core Set 2019 (M19)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Nexus of Fate Discussion
1 day ago
If milling yourself doesn't seem to be a hurdle, perhaps Laboratory Maniac could work in your favor? Additionally, a particularly nasty way to prevent milling yourself is Nexus of Fate. It will always be the last card in your deck, and you get infinite turns once you are guaranteed to draw it each turn. Nexus also stops a mill player in their tracks, so I'd include it for any mirror matches. It has my vote over lab man in this deck. Congrats on the win!
2 weeks ago
Lol I love Edric. It just snowballs into insurmountable value. One you have Notorious Throng and Nexus of Fate in your juggle you're almost guaranteed a win. Additionally, it dodges so many of the hate cards like Null Rod, Gilded Drake (barring a 1 v 1), and even Cursed Totem isn't that bad.
3 weeks ago
4 weeks ago
Commander Legends has Rejuvenating Springs, not broken, but something if nothing else happens, and don't forget Tamiyo, Collector of Tales that was homogenizing the format with Nexus of Fate (they were insane together)!
1 month ago
PaulMuadDib on Sens
1 month ago
cut stifle, disallow or tale's end for Trickbind. The split second plus prevent the ability from being activated again is so useful I can't stress it enough.
Even though your average cmc is impressively low at 2.33, I still think you don't have enough draw to justify having only 25 lands. You will most likely have to mulligan at least twice to get a decent hand. I suggest considering adding 3 to 5 and to test from there. I get that you can play your opponent's lands, but it's not always a guarantee that you'll get to 5 mana quick enough before your opponent's play all the lands they draw.
The deck has a decent amount of ramp, I think I counted about 12 cards that I'd consider ramp. It's lacking a threshold of draw cards which would fill up your hand if you're hellbent. Sure you can play one of your opponent's hands, people will probably get annoyed at the control deck and kill your commander asap. This of course means that if you have an empty hand, you won't get to use your control spells to stop them from removing your commander or other artifacts.
You seem to have a taking extra turns subtheme. I personally wouldn't run those because often if you play with strangers, they'll target you because of that. My suggestion is to remove Nexus of Fate, Beacon of Tomorrows and Karn's Temporal Sundering for lands. Though you don't have to do that, since I get that they let you choose a different player for your commander's trigger. Alternatively you can use Strionic Resonator for that purpose.
I'd suggest a Vedalken Archmage since the deck does have 26 artifacts, so having them replace themselves is really nice. Syphon Mind is a nice 3 for 1 against a regular 4 pod.
Anyways those are my suggestions, add a few more lands and more draw spells. Also something like Prosperity can help you if your opponents often end up hellbent themselves and is a great card to have alongside the notion theif
1 month ago
I don't think this is being regularly updated, but there is not many other resources that I can see. CedhTV has a great storm build where Playing with Power has the most up to date 4 color control lists. Dramatic Reversal and Isochron Scepter is not as good of a back up as 2 Laboratory Maniac effects with two ways to exile your library. Personally, I want to give Nexus of Fate a shot because it could more or less be another lab man but at instant speed! Finale of Devastation is my favorite way to recur or tutor Thassa's Oracle. I've worked on variations of this deck so long that I feel like it deserves a better primer...