Nexus of Fate

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Legality

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
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Vintage Legal

Nexus of Fate

Instant

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.

LandoLRodriguez on Talrand No-kens

3 months ago

thefiresoflurve First of all, thank you so much for taking the time to look over my list and put some real thought into these last cuts. I truly appreciate it. I understand all of what you had to say, and was having some of the same thoughts myself. As I said before, all these cards made it through several rounds of cuts so I have my reasons for them still being here. That said:

Minn, Wily Illusionist is still here because I like playing the quirky legendary creatures in my colors. There's not much else here that pumps the team the way she does and she would interact nicely with Murmuring Mystic. All this still probably isn't good enough reason to keep her though. Unless I'm drawing 2+ cards on each opponents' turn (which I'm probably not), her token output comes up short. Whispering Wizard is on the block for the same per-turn production limitation. Plus, I don't have much as far as scary permanents to cheat out with her second ability (nor a reliable way to kill my illusions to do so). It'll hurt to cut one of my token producers, but yeah, she's on the block for sure.

Wizard Class because I loathe having to discard for hand size, and I plan on drawing a lot of cards. Taking this one out means I'm left with only Reliquary Tower, Sea Gate Restoration  Flip, and possibly Venser's Journal. I suppose that the amount of draw I hope to produce means I'll come across one of those other options, but it still worries me. Probably still not a good enough reason to keep it in though.

I like Capsize because I love having repeatable options in commander decks, and because it can target any permanent. It's great to have options to bounce a troublesome land if the need arises. Paying 6 total mana to do so (and keep Capsize) is probably not worth it though. I included Field of Ruin and Strip Mine to deal with problem lands, and I have Boomerang and Cryptic Command to bounce any permanent still.

I really like Guile because it does a lot of things for me I think. Besides its mega-menace, I like that it exiles my opponents' spells should I choose not to cast them. I'm guessing that opponents may steer away from casting big splashy spells while Guile is out though for fear of having them turned against them or losing access to them in exile. It also provides just a little bit of mill insurance with its last ability. I hate mill as a strategy and while I'm running a few recursion spells, I'm not going to have much graveyard interaction. I suppose Nexus of Fate does the same thing much better though, since ideally I could cast it every turn if I wound up being milled down to 1 and it would wind up back in the library. Anyway, I was excited about running Guile as I was putting this together but you may be right, might be more than I need.

Ominous Seas I figure will drop its token every other turn on average if the game is going at all the way I want it to. While I should be pumping out an army of small tokens, I figured it would be nice to have some big chonky bodies out there as well. Without trample existing in the deck though, an 8/8 without flying is no different than a 1/1 tentacle as long as you've got a plant to block it. You're right, probably win-more. I do want to win more though...

I certainly understand that Aetherflux Reservoir really shines in storm decks (which no, this one most certainly is not). While I wouldn't be working it as well as storming does, I do plan to cast a lot of cheap spells, sometimes several in a turn in a good game. Something mono-blue is not good at is gaining life, so I really want to include at least one or two pieces that can do that for me for matchups that are pinging down the whole table. So the reservoir serves both as a way to gain life, and as a possible alternative win-con in a pinch. Between reservoir and Venser's Journal though, I probably lean towards the journal to retain as an emergency life gain option. I run it in my Pheldagriff deck and it has proven itself a workhorse.

Finally, I see Psychosis Crawler as another possible win-con. At my LGS where I play at least, I run into a lot of decks that efficiently pump out tokens. This means that if beating face with tokens is going to be my only strategy to win games, there's gonna be some games where that just won't get me there. I can see crawler coming out late-game when life totals have dwindled, and being able to finish everyone off with a big Gadwick, the Wizened or Blue Sun's Zenith cast. I was honestly seeing crawler as a mortal lock to make the final cut, but you've given me something to think about for sure.

Thanks again for your input, I really do appreciate and you've definitely helped by reinforcing some stuff I was already thinking and giving me reasons to think about cutting some stuff I was not.

ASalesman on Unesh, Ultimate Guide (Tribal)

4 months ago

Defiler of Dreams is a new auto include. The text on this card is busted.

  • Previously there was no way to reduce the amount of blue mana you pay for sphinxs, and now there is. INSANE value here.

  • Drawing an extra card for casting blue spells is the cherry on top. While this is on the field when you cast a sphinx, you draw a card. The main reason this is great is because your opponents who are used to seeing all the cards you put in your hand from BFOFs, don't see this one. I'll reiterate from the guide above, information disparity is important. There is a drawback here though, it is incompatible with your Nexus of Fate wincon, because it can cause you to deck yourself.

I am taking out Prognostic Sphinx out for now, but I am not sure this ius the best one to take out yet.

nbarry223 on Best Fae of Wishes Targets?

5 months ago

I'm looking for a list of what people would think are fun and exciting Fae of Wishes targets. This can be anything from Hidden Strings which uses the creature's evasion to its advantage, to something like Worship which makes you immortal provided you have a creature out. You can even have a convoluted suggestion like Summoner's Pact into Spring-Leaf Avenger to further utilize the card's evasion through ninjutsu.

I'm mainly looking for cards that don't typically see a lot of play, and am particularly interested in alternate win-cons like Approach of the Second Sun or Nexus of Fate. I'm also looking for build around suggestions. For example, I've recently found Power Conduit which can make any saga into something pretty broken, and has great relevance with persist/undying, or even being able to play through Chalice of the Void (yours or your opponents). It also makes things like Wall of Roots into pretty epic advantage generators.

There are no color or mana restrictions here, just looking for some novel ideas. Bonus points if it is something relevant in specific matches, like Worship is against RDW variants, and can actually be sided in, when Fae of Wishes is sided out.

theanimetrix on Battle of Wits (Budget Edition)

6 months ago

Also just added Cryptic Caves to draw Rude Awakening to the hand from the library after Mystic Sanctuary is played. Forgot that it goes to top of library and not into the hand. Though Nexus of Fate could also just be played a 2nd time to basically draw it if needed.

theanimetrix on Battle of Wits Attacks For Lethal

6 months ago

Hey,ThatWeirdPerson I made an attempt at a budget version that should still function similarly to this one. Some of the non basics aren't really needed and can be cut based on budget restrictions. The deck uses the new gates opposed to Gaea's Cradle and Field of the Dead to generate mana for the combo. Nexus of Fate instead of Temporal Trespass and Memnarch instead of Mycosynth Lattice

Decklist: Battle of Wits (Budget Edition)

Yesterday on Stealing extra turns w/ Imp's …

7 months ago

There's no rule like that. You just take the turn immediately after the current one, and then gameplay continues to whosever turn it would have been if you hadn't taken that extra turn. Same applies to instant-speed extra turn spells like the infamous Nexus of Fate.

smack80 on Oloro White Blue Black Creatureless Control

8 months ago

You could replace Temporal Manipulation with Nexus of Fate and then you don't need the soldevi Digger part of the combo. Then you can use Doomsday to make a deck of just Nexus of Fate.

How do you have Energy field but not Rest in Peace? RIP also combos with Helm of Obedience to kill a player. RIP in this combo can used with Leyline of the Void. Either card also hoses graveyard based decks.

Gidgetimer on Oona, Queen of the Fae …

9 months ago

Unless there is some effect allowing you to put cards into the graveyard instead of exile (I don't know of any off the top of my head) you will exile cards from your library when the Oona ability resolves. It is one of the few ways to permanently get rid of Nexus of Fate.

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