This has ALSO been covered multiple times!No, you don't lose because Shared Fate is a REPLACEMENT effect. You only lose if you have to draw but can't. Since the draw will be replaced with the exile effect, you don't lose. There is no rule that says "you lose the game if you have to exile the top card of your library but cannot".HOWEVER, as I said in my initial post here, if the opponent happens to hold a card in hand that can destroy enchantments, if he is clever, he will keep on playing your cards, exile stuff until nothing is left, and THEN destroy the Shared Fate. You will then have to draw from your library which is empty => you lose. But he needs to draw it before Shared Fate hits play. Yet another reason why you need to drop it as soon as possible.
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I forgot, too ... currently I don't have any deck that needs help urgently. Maybe check out one of my fun but overlooked decks, for example http://www.mtgvault.com/puschkin/decks/cpt-eminem-his-big-soldiers/
Wave of Vitriol is not just enchantment and artifact hate, it also kills off non-basics =>and replaces them with basics<= !!! Since you have your fare share of non-basics yourself this will trigger lots of landfall and similar effects in a fell swoop! Actually, with Omnath out this might mean game right then and there. The mana cost should be no problem for an effect like this, you have lots of ramp and, well, if you have the mana to cast Omnath, you also have the mana to cast Wave next turn ;)
* Groundskeeper.* If you play this in Multiplayer you could run Taurean Mauler. It is a solid card in anything multiplayer but since he is a changeling he will also count as an elemental.* Yavimaya Elder?* Phytotitan? I mean, he keeps coming back.* Wave of Vitriol!!!* Mountain Valley.* Druidic Satchel* Life from the Loam !!* Overall I think your deck focusses a tad bit too much on it's commander. Remember that in most games, the commanders spent about 90% of their time in the command zone, shuffled into the library or anywhere else than in play. I especially question the lack of removal, lifegain, graveyard hate and all the other areas that are so important in EDH (that can be summed up as "tools to fight over resources").To make room:- I think Azusa doesn't do enough considering how fast she gets killed (and how many other similar effects you have)- Manabond is way too risky, isn't it? And the effect comes EOT, so opponent has a full turn to kill the resulting tokens.- Nova Chaser is pretty much gambling ... he would be my candidate to be replaced by Phytotitan- Seething Pathblazer isn't that great, early on you have nothing to sacrifice and later on he will get blocked or easily killed. I just don't see situations coming up often where you a) have elementals to sac and b) where it is worth.
So, this qualifies as "casual" for your group? ^^I think the deck is quite good as it is with some subtle synergies. Here a fewthings that might possible be improved:* Apostel's Blessing doesn't work that great with Reckoner.* There are no 2-drop creatures* Pyretic Ritual somehow fixes that but is card disadvantage* Vexing Devil, as good as it is, doesn't really count as a creature (and your creature count is quite low)Considering all of that combined I do think you would be better off replacing a Blessing with a cc2 creature. Something like Stigma Lasher, Ash Zealot or whatever fits your meta.
As I said, don't play this in MP for various reasons.
To my personal experience: No. Simply because getting your Shared Fate is way easier than winning after Fate hits play. See, if your deck doesn't contain anything else than mana and 1-mana (or in my case even zero mana) card drawers, then you will draw into Shared Fate pretty consistently. But I could be wrong since I never made the actual number crunching.
Then he can use it to put garbage on top of library, essentially costing you a turn. The typical situation after Shared Fate hits play is that the opponent has already some creatures or other threats out while you have already taken some damage. You need to find removal and/or creatures now. But yes, Vampiric Tutor is better than Demonic.
Because then the opponent would get the tutor post Shared Fate, getting a card from HIS library, which is exactly the one thing this deck tries to prevent. The point of a Shared Fate deck is to have not a single card in it that would be useful for the opponent if hew drew it. That's why a basic Shared Fate deck has nothing but lands, mana acceleration, card drawers and he Shared Fate itself. Any other card you add must be a special one with an effect that also works in your favour if the opponent gets it via Shared Fate. Like Quicksilver Wall (if the opponent is foolish enough to play it, you can bounce it back to your own hand).
If both have no victory condition and no way to remove Shared Fate in their deck, yes, the game would never end because they both would not die not being able to draw a card (since the draw gets replaced). The only way to die when this deck plays a mirror match against itself is to not play any Shared Fates or to use but fail/forget to untap Mana Vault :)
I don't understand the question. It doesn't matter how many Shared Fates are in play or who controls them - instead of drawing a card you exile from a library of your choice and can play those cards from exile as long as the Shared Fate you used to exile them is still in play. Having more than one only matters when someone kills one of them because that action decides which "hand" you keep. But since there is another Shared Fate in play you will keep on "drawing" from a library of your choice.
Counterspells would work before Shared Fate hits play but once it is there, opponents can "draw" into it as well and then slow you down. Which is a tradeoff we can't afford since the opponent will most likely be ahead by the time Shared Fate hits play - he will have some creatures/other threats in play and some in hand while you have nothing. The game just starts for you when Shared Fate is in play and you basially begin from scratch with some lands already in play. The opponent will never draw a useful card again but he still has access to everything he has drawn so far. Which is why you want Shared Fate asap.Remand, of all counterspells you could pick, is actually very dangerous. It puts the countered spell back to the OWNERS hand! That means, if Shared Fate is out and the opponent "draws" it and than uses it on a spell you got from his library, then that spell will return to HIS hand. So, Remand is one of the worst counterspells you could add to this. You'd need something like Memory Lapse. Drawn prior Fate it might buy you a turn. If the opponent gets it post Fate and uses it to counter something you got from his library, then it will return to the top of their library and you'll get it again. However, Memory Lapse doesn't cantrip, so while it bought you a turn it doesn't dig through your library. A simple one-mana-carddrawer might have gotten you there earlier.When there are two Shared Fates in play then it works like this (regardless of who controls the second):Both Shared Fates trigger and you can choose the order. But since this is a replacement effect, only one will resolve, so you don't exile 2 cards. However, in this case it is important to track down which Shared Fate exiled which card because if one Shared Fate leaves play you cannot cast the cards it exiled anymore. This is one of the many reasons why I retired this deck, it's annoying beyond the actual impact on the game. You have to track down which Shared Fate exiled what, essentially forcing you to manage three seperate hands. Now, imagine the hazzle in a multiplayer game where some of you use the same card sleeves ... teh h0rr0r.
Thanks. The odd thing is: I haven't played it yet. Took me forever to get those Mindcensors, Rectors and Intents and since then my buddies weren't annoying enough to whip this out :)
Both things have already been covered. Yes, you need all colors of mana yourself prior to Fate Shared. You can and will of course get lands from your opponent, however, that'S way too slow! By the time Shared Fate hits play he will have creatures or other things in play that you have to respond to. Whatever you draw from his library needs to be played asap! That's why you need multicoloured mana, I just don't think Mana Confluence is the best way to do so, you'll need all your life.Urza lands however? How is that supposed to work? You need all 3 to make them work, that'll be 7 mana on turn three but all of them are colorless. Which means you can play neither Shared Fate nor your carddrawers ...
Oh, yes, I always forget: Gravecrawlers can't block!
I saw the other list but commented here precisely because it has Squee in it :) I don't like singleminded decks that either win fast or fold when their main trick fails. Another possible filler card for decks like this: Raven's Crime. Once you have a Darkmoor Salvage, you use this every turn to stall both of you. Of course that requires you to be in the lead (board position).
Of course, Standard is the most expensive in the long run. And as I said, getting EDH staples is a good way to build an overall good collection for casual play. I never understood the appeal of Type II and now Standard anyway. Especially since Wizards is building the decks for us.
Thanks but I am not really looking for feedback for this anymore since, as I wrote, this deck is retired. I just explained the situations and how to make hot page in the slight hope users learn something - for the future.Regarding EDH: It's in no way cheaper. You only need cards once ech, however, they basically operate from a Legacy card pool. Sure, you can build cheap EDH decks but there will always be so much room for improvemnent - lets say your deck is blue. No matter what your commander is, the deck will be better if you run Bribery which is a 10€ card. And that is true for countless EDH staples. However, at the very least, those are cards you can use time and again in any multiplayer/casual deck, so I think that's still better than buying playsets of narrow cards that only work in a single format. Then again I am the guy that has a highlanderish deck building style anyway - if you check my decks you'll notice I typcially run many 1-ofs and 2-ofs for various reasons, one them being that I want to make use of my collection. Running playsets of everything is mostly a necessary evil in tournament Magic but in casual? Nah. Your keycards should go in 4s, yes, but aside from that I am with Digital Underground: doowutchyalike!
Initially you either need luck or to tell some friends they should comment and like it. New decks have a lower threshold to enter Hot Page - so a small burst of comments is enough. It helps to post a deck with flaws and to add certain keywords such as "budget", "combo", "infinite", "turn X kill" as well as superlatives. If these don't fit the actual deck, all the better, because this, like flaws, generates debates, => comments => Hot Page (this deck for example doesn't have any combo). Once you made it hot page the deck won't leave hot page for a loooong time. Why? Because the average MTGVault user only cares for hot page. Similar to bad pop music he assumes "its on the hot page so it must be good/interesting", adds a view, comment and like and thus helping the deck to stay on hot page, making even more people think "oh, so many likes, views and comments, that must be something great". Basically its a feedback loop that fuels itself, regardless of actual quality. Add to that :- The software causing lots of double and triple posts- people commenting on popular decks just to advertise their own decks- meta discussions like this one- spammersAlso, as unpopular is this will be, the hard truth is that most users here just don't have the knowledge or skill to recognize good decks, ideas and concepts and as such will flock to and like the "wrong" things. Let's compare this to my Shared Fate deck I made 2 years ago. - It doesn't have a clickbait title. - It contains 2 pieces of power which I happen to own that fit the deck - those 2 cards let the deck value skyrocket. People see the deck value and assume they need to drop thousands of dollars to play the deck even though they just need to replace the mox with a basic land and the Ancestral with another card drawer. - It didn't have the luck of initial spam and I didn't advertise- It contains advanced concepts that need some brain effort to realize, for example it has Quicksilver Wall for defence and Undiscovered Paradise to get every mana so I can play whatever I draw from opponent's deck. Both cards are Shared Fate proof in the sense that if the opponent "draws" and uses them, they will bounce back to MY hand. The typical user here won't realize that unless I tell him in the description, but:- the average user also doesn't like Wall of Text (which is why I am sure by this point of this comment, the type of people I am talking of aren't reading anymore), so, ironacally, the more I explain, the less likely that I get actually heard.- the deck had mana acceleration and rainbow mana producers from the get-go, so users had less reasons to commentI referenced my deck in this deck. My deck didn't get a single new comment in return. All the discussion still took place in THIS deck. I contributed a fare share of that traffic myself when I answered questions that should have been answered by the deck author. He said he added Dark Rituals (so, the original deck had no mana acceleration - a flaw that generated the initial responses) and told us his middle name. This should tell you everything you need about this site - both how it is programmed and how the users here tick. (BTW, this is also how tabloids -or meanwhile all of our media-, pop culture, politics and religions work)
The Nameless Inversion + Haakon thingy is SICK! Okay, the entire "Tribal Instant" nonsense is stupid to begin with and even more so with changeling ... did you come up with this yourself? If so, mad props!I don't have much to add except this: I don't think Tendrils of Corruption does much in this deck since you won't have that much Swamps to go with (just 19 in the deck and you constantly kill them yourself). I would like to see Spinning Darkness in here but unfortnately it's not Modern legal. The Rack, however, is. Wouldn't hurt to have some diversified damage sources that can't die to Pox. Or Necroplasm - the deck could use a fifth card with dredge and Necroplasm is an answer to many creatures you can't kill with the Inversion (hexproofers/shroud but also protection from black)
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