Nexus of Fate

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.

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Trade

Have (3) Azdranax , metalmagic , Ravilan
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Printings View all

Set Rarity
Core Set 2019 (M19) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Nexus of Fate occurrence in decks from the last year

Standard:

All decks: 0.19%

Modern:

All decks: 0.06%

Commander / EDH:

All decks: 0.03%

Blue: 0.14%

Nexus of Fate Discussion

smack80 on Kalamax, the instant storm

1 day ago

My first thoughts were Nexus of Fate and Springleaf Drum.

Profet93 on Don’t Forget to (Time) Stretch

1 week ago

Nexus of Fate > Beacon of tomorrow

acerbi on Milly's Yuriko | Game Knights #35

1 week ago

NeonSamurai My guess is that the Doomsday pile is based around getting a library that only has Nexus of Fate so potentially something like Nexus of Fate, Dig Through Time, Discovery / Dispersal, Ponder, and Temporal Trespass?

NetholonTheArchmage on Zedruu, Enlightened Master

1 month ago

@ Skullclamped ,

This will be done in the very near future as I'm working on a huge update for the primer :) Wild Research is a good target, Mystic Remora or Smothering Tithe should also be very helpfull to get you through the early game.

It's very true that it's hard to pull of the combo with the Illusions of Grandeur . This deck isn't designed to win a lot of games after all though. While the value-engine and overall performance of this deck is working perfectly fine, I softened up the wincons by a fair bit over the cause of time. With all the tutors, card-draw and mana-accelerants it's pretty easy to pull of a win in my experience. At least for casual games within my playgroup the Zedruu-Deck has been way to powerfull and won most of the games. Even with this Jank-wincon I win my fair share of games. As you say it's easy to get to 1vs1 in the late game. Most opponents tend to have blown of nearly all of their ammunition at this point, while we can recur most of our stuff to pull of a win, even if it takes us 2-3 turns to pull it off. However this applies to my own playgroup, while you might have made slightly different experiences. So I'll list a few of my former win-conditions below:

  1. Approach of the Second Sun ... only one card, boring but easy.
  2. Wild Research , Nexus of Fate and Library of Leng ... take infinite turns and let Zedruu kill them all with commanderdamage while cyclonic rift clears the path.... way more flashy and surprisingly consistent.
  3. Swapping out a bordwipe for Austere Command and including Enchanted Evening doesn't only generate a ton of mana with Serra's Sanctum but also allows to blow up everyone's board while using Teferi's Protection to phase out laughing. Boros Charm might also be usefull in this scenario...

@ THCue , yeah you're absolutely right about the deck not being very budget-friendly... I'm thinking about building a budget version of this deck in the near future to make it more affordable for everyone. Adding some land-alternatives to the maybe-board might do it for now though :)

SkylordAleksander on Taigam, Pillow Fort Master

1 month ago

These are some to think about but pricy: Monastery Mentor Grand Arbiter Augustin IV

These are two early game plays that would be STRONG: Primal Amulet  Flip Baral, Chief of Compliance

This is a really good second extra turn spell Nexus of Fate

zephyr6066 on Uro, Titan of Self Mill

1 month ago

hecubus333, Thanks! I'm glad you enjoyed it so much. Uro, Titan of Nature's Wrath's ETB abilities are just so abusable that I had to build a deck around him.

As for wincons, the primary one is milling yourself and then using Jace, Wielder of Mysteries or Thassa's Oracle. I chose these rather than Laboratory Maniac because they are more resilient. You'll notice we don't run that much interaction, so we want to be able to win and not have that win threatened. Of the two, I prefer Thassa's Oracle more since the win condition is an ability so it doesn't matter if it gets destroyed. The trouble with lab man or jace is that if it gets removed and you go to draw that last (nonexistant) card, you lose instead, so Thassa's Oracle provides that resiliency. And then I chose Jace for the same reason because planeswalkers are typically harder to get rid of. Also both oracle and Jace are what I like to call "self-contained wincons" meaning that they come down and you win assuming you meet the conditions without having to do anything else.

There is one other alternative hard wincon in the deck if the self mill strategy isn't viable, and three soft wincons if it gets to that point. Generally, the soft wincons are designed as ways to lock down the game and stall out until you can get one of the hard wincons to actually win the game.

The alternative hard wincon is a Lifegain + Aetherflux Reservoir strategy. Uro gains us a ton of life, so why not capitalize on this with other lifegain spells? Horizon Chimera, Skola Grovedancer, Tatyova, Benthic Druid, The Great Henge, Shadowspear, etc, function as a lifegain package to pad our life total because people will definitely be attacking us. This buys us time to find responses or to outright win. It also helps you pay for Glacial Chasm's cumulative upkeep cost to prevent those attacks outright. Finally, in long and grindy games, we can simply use our massively inflated life total to blow out opponents with the deathstar that is Aetherflux Reservoir, which itself also functions as a lifegain engine. Plus, all of this lifegain is doubled by Alhammarret's Archive, which is just nutty. Piloting the deck, I've managed to gain 110+ life in one turn so it's definitely a viable strategy.

Onto the soft wincons:

The first soft wincon is to take infinite turns with Nexus of Fate. So the way this works is that with the self-mill we're doing, our deck gets pretty thin. Basically, at some point, if we've milled out successfully, Nexus of Fate will be the only card left in our library which means we draw it every turn since it shuffles itself back into the library if it would hit the graveyard as a replacement effect. This has the bonus of preventing us from milling out since then we always have a card to potentially draw whenever we need to at that point. However, not that this isn't a wincon by itself, which is why it's called a soft wincon, but it does mean you have all the time in the world to find a way to get one of the hard wincons out. Basically the play is to cast Nexus of Fate, pass turn to yourself, and then use the upkeep Genesis trigger from Genesis being in your graveyard to get back Thassa's Oracle for the win. Alternatively, you can just take infinite turns and force everyone else to concede if you absolutely can't win.

The next soft wincon is a little complicated, but basically it's a loop involving Peregrine Drake, Deadeye Navigator, and either Words of Wind + Uro or Panharmonicon + Venser, Shaper Savant to force your opponents to bounce all their permanents, including lands. At that point, most of them will choose to concede the game because they have no permanents or land. If not, you can keep looping, but to draw cards instead to get one of the other wincons to win the game outright. Here's how the loops work:

1) Words of Wind + Uro, Titan of Nature's Wrath To start, you make infinite colored mana with the Peregrine Drake/Deadeye Navigator combo, and then cast Uro, or flicker it with deadeye if Uro is already on the field. With Uro's abilities on the stack, you pay 1 mana into Words of Wind to replace your next draw with forcing every player to bounce a permanent. Obviously, you choose to bounce Uro to your hand. With infinite mana, you keep looping this gaining life each time while forcing your opponents to bounce all of their permanents, including lands. At that point, if they dont concede, you can draw cards by not using Words of Wind and having uro sac himself to the command zone. From there, you dig for either Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game.

2) Panharmonicon + Venser, Shaper Savant For this loop, a Panharmonicon is not required, but makes it easier to do because of the double ETB triggers. First, we begin like previous making infinite mana with Peregrine Drake/Deadeye Navigator. This lets us cast Venser, Shaper Savant. And we target an opponent's permanent to bounce to their hand. If you don't have Panharmonicon, you pair venser with Deadeye Navigator, and use deadeye's flicker ability to keep flickering venser ad nauseum until all your opponents permanents (including lands) are bounced to their hand. At that point, if they don't concede, you can use venser to bounce uro to your hand or use infinite mana to cast him and flicker him to draw cards until you find Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game. Panharmonicon just makes the loop more efficient because you can target two of your opponents' things at once.

The one thing to note with these loops is that you should be careful not to overdraw though, because Guardian Project and The Great Henge are all mandatory draw effects that trigger when a creature enters the field.

Finally, the last soft wincon is Finale of Devastation. I call it soft because the deck really isn't designed to go aggro and attack with its creatures. But basically, if you have a lot of creatures and find an opportunity, you can use a really big finale to finish off the last few players at the table maybe after you used Aetherflux Reservoir to take out a few other players. The finale is honestly just there as a creature tutor with access to both your deck and graveyard.

Overall, the deck is really resilient because you really don't care too much about what your opponents are doing, you just want to mill yourself and gain life to either win off of Thassa's Oracle/Jace, Wielder of Mysteries, or by deathstaring everyone via Aetherflux Reservoir.

Hope this helps, and feel free to let me know if you have any thoughts or suggestions! ^_^

smilodex on List of all infinite combos 2.0

1 month ago

Infinite Turns:

Beacon of Tomorrows/Nexus of Fate+ Isochron Scepter + Mystical Tutor

Isochron Scepter + Narset's Reversal + any extra turn spell like Time Warp/Temporal Manipulation

Omniscience + Enter the Infinite + Beacon of Tomorrows/Nexus of Fate

Infinite Damage/Life:

Walking Ballista + Heliod, Sun-Crowned

Dramatic Reversal + Isochron Scepter + Aetherflux Reservoir + Artifact mana rocks which produce atleast 2 mana

(if your rocks produce more than 2 mana, you'll also get infinite mana)

skyhaven on Kefnet Turns [[cEDH Primer]]

2 months ago

May i ask why Nexus of Fate is not used?

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