|Commander / EDH||Legal|
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If a player would draw a card, that player removes the top card of an opponent's library from the game face down instead.
Each player may look at and play cards he or she removed from the game with Shared Fate.
Shared Fate Discussion
1 day ago
2 months ago
One thing that works for Shared Fate is to build a deck with only removal. Essentially, the deck can’t actually win, so when you give it to your opponent they instantly lose because they can’t win! Keep in mind that you can’t play enchantment removal in this case, for reasons that should hopefully be obvious.
2 months ago
I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.
So, what you want are cards that break the symmetry:
Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.
Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.
Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.
Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.
Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.
Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).
Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.
Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.
Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.
You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.
2 months ago
TypicalTimmy The problem with all the creatures you mentioned is that our opponent can now beat us with them. Normally when Shared Fate resolves, we are at low health, these extra 5 points of damage our opponent can now deal to us is enough for them to win the game, as the opponent now draws our deck.
Our deck should have no threats because of this reason, including 1/1's!
I am in love with the Browbeat and Risk Factor idea! I was planning to run this as esper colors pre Shared Fate but I need 5C mana base for post Shared Fate but this gives me new things to think about, especially if my opponent casts this, they can draw as many cards as they want it won't help them! Thanks!
I am not sure about Pilfered Plans , the opponents graveyard gets opponents cards from their deck no matter what, this means after Shared Fate they will be taking cards away from us that we can then no longer play.
seshiro_of_the_orochi Commit is perfect! Thanks! before Shared Fate this works great, and after it does't help the opponent, as this card always goes to my graveyard no matter who cast it, the aftermath is great as well, and fits in with the cards in the post fates section, thanks!
2 months ago
2 months ago
I want to make the best Shared Fate deck possible, with no card restrictions, but as themed as possible. this means I want the 6/10 card on theme as opposed to the 10/10 card. this will "compete" with modern and legacy decks on the kitchen table.
the main problem is I have too many ideas for this deck, so streamlining it is probably where I need the most help on.
Please help, see the deck here: https://tappedout.net/mtg-decks/12-07-19-shared-fates/
3 months ago
I did tell you i was going to look at everything because of the support, so here goes nothing.
Disclaimer: I am really bad at giving advice for EDH decks. While i do love to help people out, Modern is my prefered format to do this in so feel free to correct me on anything I missed or miscalculated on.
Shared Fate and Nexus of Fate are both fate related cards and while Shared Fate seems fun, i don't know how many extra turn cards you want, just based on mentality of your playgroup, if it more casual or more competitve. Primal Amulet Flip gives you a little ramp and later makes your spells like Aminatou's Augury stupid powerful. Looking at Commence the Endgame it kinda gave the the feel that fate cannot be avoided, not even delayed, especially the fact that it cannot be countered. All in all, I love the deck(of course) and have a sudden urge to build a Triad of Fates deck. Im gonna look at more of your decks and then go get to that i think.
3 months ago
I was looking for the wierdest Magic cards in Google, and stumbled with this magnificence. But I also think you're missing some good stuff:
- Chaos Orb : demands physical interaction with the game
- Shahrazad : the card that created
- Divine Intervention : 8 mana to just tie
- Floral Spuzzem :
- Goblin Game
- Furnace of Rath
- Shared Fate
And then there are the cards that make you play cards from outside the game:
- Mastermind's Acquisition
- Burning Wish
- Coax from the Blind Eternities
- Cunning Wish
- Death Wish
- Glittering Wish
- Golden Wish
- Karn, the Great Creator
- Living Wish
- Ring of Ma'ruf
- Spawnsire of Ulamog
Hope any of these cards work for your list!
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