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Recent Updates: This deck is now Blue-Green, and legal in modern while still retaining almost all of its powers of frustration.
The basis of this deck is to play card draw spells galore until you draw a Shared Fate. Then play the Shared Fate. From now on, you essentially play your opponent's deck and they play yours. Play your opponents' exiled lands, then their cards. They will be left dumbfounded, for your deck otherwise does nothing whatsoever. NOTHING. You will slowly kill them with their own deck while they frantically draw cards and try to find something useful.Have fun!
This deck has been viewed 12,279 times.
Maybe run Jace's ingenuity
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FoolishDeckbuilder has deleted this comment.
I like it, but would suggest adding ramp. Otherwise you a have to survive until turn 5 at the best...
Now UB With rituals for ramp. Happy?
Yes, but why not Jace's Ingenuity
Yes, but why not Treasure Cruise
Dat looks legitness
Nice combo. A good idea might be to add a few cards like Palace Familiar for the sake of blocking and card draw.
He hasn't got Jace's ingenuity because he has a better version in Tidings.
But Mana Vault is Terrible
Ah. Well. You see... DON'T TELL LIAM THAT!
Yes, but he knows. It is only him insisting that it is good, because he does not like to be in the wrong. Even Fugitive wizard is better than it.
How is mana vault terrible!? It is bad in this deck to an extent, as it could kill the player, but, on average, that takes 14 turns! Usually a deck wins by then! Mana vault is a free sol ring, and sol ring is arguably the best card in commander.
Ask Ben or Fergus what happened to JBC when he insisted Rick Riordan was terrible. Ask.
Sorry, not mana vault, but mana crypt. Slight difference. Pls replace vault with crypt everywhere I typed mana vaulr
What happened to Rick Riordan?
nothing happened to Lord Rick, Imperial King, but JBC was brained by the last Olympian. Wow! I thought she was supposed to be a kind loving godess.
Truth, truth.
Wow, who's been downvoting my comments?
I feel at an average of T4 shared fate is just a little too slow, especially . Game two. Not that I would play with you game two.
Let me share the experiences I made with my own Shared Fate deck:1) You absolutely need more mana acceleration, Shared Fate has to hit play asap2) You don't have the time to wait for the matching mana producers, you should provide them on your own. I used Fellwar Stone, Chromatic Lantern, Exotic Orchard and Undiscovered Paradise (the latter retuns to MY hand if the opponent uses it!).3) DON'T play cards like Telling Time! Once Shared Fate is out, if the opponent exiles and casts this, he will get cards from HIS library!4) If the opponent happens to hold a disenchant effect in hand by the time you play that Shared Fate, you are screwed. If he is clever he will hold back on to it, play all your card drawers until your library is empty and THEN nuke the Shared Fate.5) It just doesn't work in multiplayer. Having said that I had some very weird and fun (albeit the twisted kind of "fun") games with my deck but I have never won. Once the other players realize whats going on they won't "draw" from your deck anymore. If a player loses, he and all cards he owns leave the game. This means, if opponent B has permanents from opponent C in play, he might not want to kill C because then B would lose that permanent. Overall, it was a fun experience but I have retired the deck now. There are some players of my group that outright hate it, even if they win against it, because they "want to play with their own cards, dammit!". We also had some quarrels during play due to the problem described above - nobody plays as he should. I just think Shared Fate decks are not healthy for any group of regulars. For reference, more explanations and evolution of Shared Fate: http://www.mtgvault.com/puschkin/decks/shared-fate/
something that you should take into account is the fact that you cannot put cards like Telling Time in, and Rituals are just BS for a mainly-blue deck. use Chromatic Lanterns or Coral Atoll to make the mana you need. rituals are good to make burst moves, but not good for long-term once you get opponent's cards.
I disagree on the Dark Ritual: You need that "burst" mana to actually play Share Fate asap. And once Shared Fate is in play, you do not longer care about Dark Rituals being in your deck since you won't draw them anymore. Also disagree on the Coral Atoll since it slows your down. Chromatic Lantern, however, are a good addition (so are Fellware Stones).
This is so great. If there were a way to make it Modern-viable, I'd try building it.
You do know that the concept has been around before. Also, why are we all liking a deck that has no difference from the original deck idea?(I don't mean to be mean or make you gain less likes just curious.
Magic of the Hot Page. Once it's there it won't go. Likes are given at whim. That's how MTGVault rolls.
I'm still confused why we're liking a concept that has been made multiple times before.
Thinker, this is the first time I've ever seen it. The combo, I mean. *shrug* I went and read Puschkin's list as well after I saw that he had made one, if that matters.
I didn't know about the card. I also think there are way too few Johny and kitchen table decks looming on the Hot Page.
This kind of makes sense. You want to pay respects to the publisher of this deck because he/she introduced it to you and you do so by liking the deck. That makes sense but it seems a little unfair in my eyes as someone who hasn't thought of the concept for the deck is getting the credit for it. If anything this sounds almost like plagiarism, but that's just my opinion. I respect the deck being liked now.
Clairvoyance and the rituals are all keeping it illegal in modern. Get some ramp: maybe UG and then you could hypothetically play modern casually.
Then again, if you see a deck, do you really want to check entire Vault if there is a similar deck out there? It might have a weird deck name and you'll never find it anyway.
Groupthink is a thing... There's also a finite number of "useful" combinations (read as: all the most efficient cards or cards that do something exploitable), so not only is there bound to be overlap (as opposed to plagiarism, because I'm guessing that the intent to steal a decent idea is not really motivating anyone) but there's also the fact like Puschkin said, decknames are weird and not really illustrative of what the deck does... I've been thinking of getting into Modern and came up with a Death and Taxes style deck without knowing what Death and Taxes even *was*- I just started looking for cards that made it hard for opponents to do things. Anyhow, I try to avoid the "Hot" page and look at Unloved decks, personally. I'm only on this one now because I wanted to see what the combo with Shared Fate was.
Okay I guess that makes sense but we still don't know if the that is the case here.
I know the creator, no plagiarism was involved...
Who's the creator?
Of this deck. Ben
Middle initial and last name please. Thank you.
Benjamin J. G. Evans. Me.
Why did you want Ben's middle and last name. What, do you also want his school and home address?
Are you a stalker?
Huh. Jo, for once we are in agreement about something.
I needed the name to verify with other sites. It is true that the middle initial wasn't needed but that is the reason why I would like the last name. Also, the Manasource did a video on this deck before you posted this deck.
So, you planned to check EVERY SINGLE WEBSITE, knowing he may not have commented, or may have watched a video, or seen it off someone else? I admire the thought, but I don't think it's physically possible to prove either way without an insane coincidence.
I haven't checked every sight but if your saying that they both created the same concept it is possible.
Heh, I chuckled.Brilliant and fun the first couple times played, but that's all it needs to be.
OMG. Best combo I've seen in a while. Dastardly! +1!
Leveler is an instant win. I built mine with relentless rats and cards like Surgical extraction so I knew I was going to get the cards I needed.
Actually, no. 1) The opponent won't die if your library is empty since he doesn't draw anymore. He just won't get to exile stuff but where is the difference? You don't have anything useful in your deck he could get anyway. So Leveller doesn't do much besides denying him the access to more land. Leveler or not, in both cases, with Shared Fate out, your worries are the cards the opponent has already played and the card he still holds in hand. 2) You need to have Leveler in your hand prior to casting Shared Fate because once Fate is in play you won't "draw" into Leveler anymore. This makes things more complicated than it should be, the Fate has to hit play as early as possible, you can't wait to draw combopieces. But if you add Leveler, then you MUST wait for it because:3) If your deck contains Levelers and play your Shared Fate without having it, then your opponent will eventually "draw" into leveler, play it and exile his own library.4) If the opponent holds an enchantment removal spell in his hand by the time you cast Shared Fate and sticks to it, a Leveler would mean instant loss for YOU!
Playing leveler prior to playing Shared fate is an instant win. I played brainspoil to transmute into the one copy.
Why is this tagged as a mono blue?
Because the Ritials were added later in the process-
Turn 1 I play a goblin. What do you do?
Take the damage of your attacks, probably.
Take the damage, play Shared Fate and then play something bigger or removal from the opponents deck.
Or die turn 3
This deck is trolling but that’s it.In Vintage there are so many broken combos, no way you are going to survive multiple turns without doing anything.Why go the vintage rout anyways? I suggest you stay in Modern.I guess your doing a budget deck. As mentioned by Puschkin you still need mana fixing.You just cant wait to draw their lands to play their cards....Some signets maybe. If you can afford to play 3 colors Sultai would be sweet:Green for Manamorphose and land-ramp.Otherwise Dimir:Black not for mana ramp (modern...) butCard draw and hand disruption. You need to discard their enchantment-removal before casting your Shared FateAlso versus fast decks: mass creature removals will slow them down. Who cares if they blow up your board after deck-switch, they never draw something to do damage, therefore you win eventually...Blue for the obvious cantrips/card draw. Some Dispel/Guttural Response in sideboard wouldn't hurt either?!
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Because neither counterspells nor enchantment removal exist. If they already have active threats on board and you can't draw their removal (if they have any), you're still screwed. If you want to play their deck and have them do nothing... and still win... play blue tron Mindslaver.
This also lets you stay in modern, away from broken vintage and legacy BS.
this looks like it would be fun for about 15 minutes
I can't tell if that's a compliment or an insult to the deck.
i hate you, go die
Pretty sure that's an insult.
Man, wowwow27, as well as having THE WITTIEST comebacks, he also has the most intelligent things to say, completely relevant and in relation to this deck.
https://youtu.be/ULjCSK0oOlI
Remy's right, you have definitely got the best comebacks.
doesn't matter as what he says is true as with all combo decks. their fun but rely to much on their combos. so lets stay neutral cos i think it was all a misunderstanding. remy wasnt trying to be mean and wowwow was not trying to be originally either. btw i am trying to be neutral even tho these are my friends.
Dig Through Time x1 hand altered art, acrylic/ink KHANS OF TARKIR MTG http://r.ebay.com/N5LVl7
Anyone mind checking out my commons/uncommons, GB, standard, $5 elves deck?
Liam! it was $15 dollars, and nobody likes comments-advertisers!everyone you know has looked at your deck! no one would want to take a common/uncommons deck to a protour!
5$, Nettheim, and I want ADVISE, not publicity. Goodgames is just really expensive.
*ADVICE. Stupid bad spelling of me.
That's 100 Idiot Points to you, liam
The correction nullifies it.
wowwow27 has deleted this comment.
Good deck ben! How'd you get it so popular?
I think it got onto the hot page Bcuz of the number of comments.
How do i get de comments?
is there an app for getting comments? JK
How are you answeing my posts if u r at schul?
Remy! I thought you had a fat pack and weren't going to school because you didn't want to go to tennis
Sorry, joe. I'm sick. I opened the fat pack cos i got bored. Nathan' good: just an end bringer
I mean world breaker
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)
Right.... thanks.
36 in a row!
To be fair, I am probably one of the people who flock to the "wrong" decks, but I read through to the end!
its a fun deck while your looking at it, but to play it is like ripping off finger nails.
I'm going to hang myself in the closet with my dogs leash
Ok... That's not weird at all...
its only weird when i post it up on youtube as a live feed.
RemyNett has deleted this comment.
k den...Um....Right...
my mistake...... 37?! in a row?!??
chimps vs monkeys? or retards and idiots.
You are REALLY witty.
sometimes i don't sit when i pee
And thus, I believe, the title for largest idiot goes to... Wowwow!
No, You FDB
hello, there, joe
Yes, Hi Remy
FDB, How many idiot points are you on now
10.. As I always have been
Betty? is that you????
I tried it and threw in four copies of all the Urza-Tron lands, with all that draw you're bound to find them and play Recall early more solidly, I also put in some Mana Confluences, cuz its hard to play someone else's deck when you only have your color of mana.
you play the other guys lands for the colour your after
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 ...
Maybe city of Ass or Forbidden Orchard
As this is black, why not a tutor?
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).
I mean top of library, not into hand. Thus the opponent could change the top card of HIS/HER own library, but you could use it to get shared fate.
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.
However, couldn't the advantage pre-fate be worth more than the disadvantage post-fate
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.
Give me a few minutes to crunch the numbers, I'll get back to you tonight.
Never mind, too many variables.
What happens if you are playing 3 player?
They will draw off each other as you draw off them.
yes, and then they get other players win con's
As I said, don't play this in MP for various reasons.
Here's one question though. If the other player is playing your deck, and obviously will only receive draw cards, if they play enough of your cards won't you loose the game seeing as you have no cards left in your deck?
Given enough of a dent has been made to get shared fate in your hand the first time and able to hold out long enough to play that many draw cards.
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.
physco141989 has deleted this comment.
wowwow, why would you post'wowwow27 has deleted this comment'? As we can still see the comment score, we know you haven't!
bored i guess' ill be posting links to some of my card alters on here periodically on eBay; be on the lookout' probably soon...
You should make this deck mimic, not dimir. Then you can use caryatids for ramp, and replace the clairvoyance with wall of blossoms, still getting you the draw. Also, another good draw spell would be slip through space.
You realize that the opponent will get those Walls once Shared Fate is out, no?
thats why it isn't modern
I think hypothetically, what Joe is suggesting is that if the opponent gets a wall post fate it doesn't matter much, while pre-fate it can buy you a turn...
technically the algorithm doesn't allow for any substantial move other than a counter spell , or a card that voids all enchantments.
they need a possibility storm that cancels your spell and digs through your opponents deck finding the first card of that card type, allowing you to cast his spell.
https://imgflip.com/i/10i7bg
No, FoolishDeckbuilder, like I explained MULTIPLE TIMES in this goddammed deck:YOU DON'T HAVE THE TIME TO FOOL AROUND!If you have Dark Ritual, Shared Fate is out on turn 3, otherwise it's turn 5. That means your opponent drew 9 respectively 11 cards from his own library before he uses your deck. That typically translates into 3-4 lands, 3-4 creatures and 2-3 spells. And he'll be able to play those, even if the creatures cost 4-5 mana, because he'll get lands from your library. And THAT means, he'll have creatures out by the time Shared Fate resolves. Having walls of your own may slow him down but they also slow YOU down when you make the switch. You are on a clock. And the big difference is, the opponent, using your deck, will play all the other draw cards until he gets a wall ... he'll be pumping them out faster than you get creature from his deck (plus the matching mana), a race he will win since he has already other creatures from his starting hand.The only wall worth adding is Quicksilver Wall because no matter who controls it and no matter who activates it's ability, it will bounce to YOUR hand. That's why I had it in my version but even that wasn't worth the trouble and later versions played with nothing but mana sources, carddraw and Shared Fate, which turned out to run the best.
Yes, but why attack straight away? Once fate is out, it no longer becomes a race (unless there is enchantment removal in hand). If your opponent gets a 0/7 defender, it doesn't scare me. I'll wait until my creatures are larger, then start swinging when all my opponent has are walls and a few left over creatures. Obviously if you can you cast fate immediately, but a wall can save your life pre-fate. I understand a wall isn't the BEST form of card draw, but it has the advantage of blocking damage that would be dealt to you. Please explain to me how it is a race post-fate. It is only a race if your opponent has enchantment removal, as... Walls can NOT attack! Meaning you are free to build your board before crushing what (s)he (the opponent) has left.
By the way, I don't mean to be rude when I say 'Please explain...' I realize that may sound a little rude.
So the thing with Shared Fate is you can only play your opponent's cards if you can produce the correct colored mana. Since your ramp spells only produce black mana, and all your other mana sources only produce black and blue mana, you'll struggle to play most decks' cards.With the above in mind, I'd suggest adding green to supplement the black, and enable you to use the opponent's cards.Replacing your current draw spells with cheaper, deeper-digging spells will also make this deck faster and more consistent.I'd suggest a build along the lines of:Draw/Discard Spells: 4 Shared Fate 4 Preordain 4 Ideas Unbound 2 Serum Visions 4 Distress (or Inquisition of Kozilek/Thoughtseize if you can afford it)Ramp Spells: 4 Birds of Paradise 4 Sylvan Caryatid 4 Dark Ritual 4 Cabal Ritual 4 Pentad PrismLands: 2 Opulent Palace 4 Exotic Orchard 4 Mana Confluence 2 City of Brass 1 Reflecting Pool 1 Mikokoro, Centre Of The Sea 2 Island 2 Swamp 4 ForestReasons for some less obvious/intuitive cards:Birds of Paradise - This card acts as rituals 9-12. Birds+a ritual is a turn 2 Shared Fate. It also enables you play any of your opponent's colors. Yes, your opponent can play it from your deck, but the downside of an opposing 0/1 flyer is far outweighed by the value you get from it.Sylvan Caryatid - Similar to Birds, except slower and even less of a threat in your opponent's hands. Also helps slow down aggressive decks, giving you time to get going.Distress/Inquisition/Thoughtseize - Even though you can lock an opponent out of the game with Shared Fate, they still have the cards in their hand. This lets you get rid of the scariest cards (including enchantment destruction). It's also a pretty useless card in your opponent's hands, since you aren't really using your cards-in-hand anyway once a Shared Fate is on the board.Pentad Prism - color-fixing. Also guarantees a turn 3 Shared Fate even without access to other ramp spells.Ideas Unbound - Great for digging for a Shared Fate, or ramp spells. It's also funny if your opponent casts it, since they have to discard 3 cards.Preordain/Serum Visions - Great for digging for Shared Fate/ramp. Downside is your opponent can use the Scrying against you, but at that point, it's more just an inconvenience than a deal-breaker.Mikokoro - Honestly, it's a win-more kinda card in this deck. But it's REALLY FUN with Shared Fate on the battlefield. It doesn't add any value to this deck's strategy though. It would probably make more sense to replace it with another City of Brass... or Serum Visions... or Island... or anything mildly useful really... lol.Cards to consider:Sterling Grove - It performs double duty by tutoring AND protecting your Shared Fate. Enough white sources to cast this card by T3.Better Lands - Shocklands and Fetchlands would be better than this manabase, if your budget allows for it.Manamorphose - Fixes mana and draws a card, BUT it doesn't ramp :(Simian Spirit Guide - Fantastic, uncounterable ramp. Downside is it gives your opponent a creature with power>0.Force of Will - great back-up for if things go south early on. You don't really care if your opponent uses this against you (most times).Winter Orb - doesn't really affect you, but can cripple your opponents. Adds a secondary lockdown option for this deck.Ensnaring Bridge/Propaganda - slows down creature decks, BUT it kinda sucks if your opponents plays it off a Shared Fate trigger.It was a bit of a long post, but I hope it helps :)
counter spell, or something to that effect; if your opponent should fail to draw into shared fate (which i am assuming {ha!} he is playing a modern build) by turn 3 or 4 you could surgical extract (mill), cranial extract, etc (theres another sorcery that does the same thing. modern is the way to go, otherwise you'll face off against a lot of turn 0 or 1 wins if your not prepared.
runed halo works if your in white, i don't care much for white, as i mostly steer towards black and blue.
shameless: http://www.ebay.com/usr/wowwow27
Actually, I think Legacy would be the way to go with a deck like this. You have access to the best ramp rituals and draw spells (barring Ancestral Recall), as well as the best answers that won't cripple you once Shared Fate is in play (e.g. Force of Will, Trinisphere, Winter Orb, etc.).This deck would kinda suck in Modern, since it won't ever interact with the opponent, and Shared Fate will hardly ever hit the board before T3 (due to lack of 1 mana rituals). Big, stompy, fast decks (Eldrazi, Amulet Combo, Infect, etc.) will establish strong board positions before you do anything worthwhile.
well the point being, legacy has things like 'tin fins creating a turn one win, this deck can't compete on that level. anyway, my modern deck can take it, i just need to side board a few thought seizes for shared fate.
This deck can't compete in Modern (no access to Dark Rituals); it'll be way too slow. Bearing in mind that the average kill-speed of a Legacy deck is 3 turns or more, dropping a T2 or T3 Shared Fate is hardly the most efficient use of all that ramp, but it is vastly better than a T4 Shared Fate in Modern. Remember that this deck is not going to be competitive if it relies so heavily on a Shared Fate soft lock, but the deck's creator didn't necessarily build the deck to win at Tier 1 Magic. Without some sort of guideline from the creator on how competitive he/she wants the deck to be, all we can do is suggest potential improvements for the current strategy. On a side note, referencing your Thoughtseize remark: the probability of getting rid of the Shared Fate threat through discard is 14% on T1, 16% by T2 and 19% by T3 (assuming you run 4 Thoughtseizes). Not exactly overwhelming odds compared to this deck's 77% of casting Shared Fate by T3 (referencing my proposed list).
the creator of this deck needs to start back at the beginning and teach preschool, learn em how to wipe their own ass.
hand altered art, acrylic/ink Battle for Zendikar MTG http://r.ebay.com/koeS5H ... my favorite altered card, even if it isn't the most powerful.
The creator or this deck hasn't responded for ages and the few times he actually did where oneliners, essentially spam. I don't get why you still post on it.
I'm high as a kite, i just might......
https://imgflip.com/i/10jd75 it goes on and on, till eventually everything grows quiet.
ping..... ....pong ping...... ..........pong ping.,/''' point!
Great deck. Might want to change the tags tho...
Wall of blossoms, maybe would work well
No. They slow you down when the opponent gets them. Which isn't negliable because he will have creatures from his opening hand that will set you on a clock.
How so? His creatures will attack you just as much whether he plays wall or not. He generally will have more creatures than you at this point, so a wall may buy you valuable time.
I explained this several times already and am genuinely tired about this. Why don't you build this deck and play a few games, eh?
Puschkin, where have you explained? I have read through almost every comment on this page AND on your shared fate deck, and haven't found a good reason against walls. Please explain either a: how it is a race post shared fate, as you would definitely lose if it is just 'can I draw his cards and use them to attack faster than he can finish me off?' or b: Some other reason why walls would damage you post fate.
Sigh.Shared Fate is the SWITCH. From then on yoj have to beat your opponent as fast as possible which is a race against what he has already in play and what he still holds in hand. This isn't Hearthstone where your creatures can attack enemy creatures. So, when the opponent has access to walls post-Fate he'll delay your kill which buys him time to ride whatever he has to victory.Yes, those walls can also delay the opponent before Fate. However, that's the thing though: You don't have time for walls! As I said about a dozen times already, Shared Fate has to hit play ASAP! Casting a wall for 2 to draw a card means you can't cast 2 one-mana-carddrawers and that makes all the difference. But post-fate your opponent has access to much more mana and can burn through your deck pretty fast. Which means he will be able to play a wall almost every turn. I hope you can see the difference now and if you can't: Please, build the deck and play it yourself! It's an usual deck and there are some things that can't be properly explained and that you'd better learn yourself.Also, who the fuck downvoted me for that!? I am the only one here that has actually played a Shared Fate deck! The author of this deck (who most likely stole the idea) hasn't answered ANY of the questions! I went at lengths explaining this deck, disussing what works and what doesn't, basing on actual experience with this deck, EVEN THOUGH ALL THAT TRAFFIC KEEPS THIS GUYS DECK ON HOT PAGE whereas my deck, which predates this by more than a year, stays unnoticed. I did so because I think helping people out is more important than vanity and didn't complain until now. But downvoting me for doing the hard work the author of this deck should do!?Seriously. This sums up pretty well whats wrong with this place.Everything you need to know about Shared Fate can be found in either my deck or my first comment of this thread. I won't reply to this one anymore.
I have read your deck and all your comments on here. I disagree with the 'race' statement, and how, pray tell, could you out race your oppononent (who, as you said, probably has 3-4 creatures out by now) when (s)he has a 3-5 turn head start on you AND will keep on attacking! I will copy this entire comment onto your deck, but please explain!
Also, Ben Evans is not a copycat. He probably does not even want his deck on the hot page.
Yeah, that is true.
Run an Abundant growth. It enchants a land, gives you a draw, an lets the land tap to add any colour to their mana pool.
That helps the opponent post Shared Fate.
You might want to change the tags.
I have a little bit of a problem with a Shared Fate deck fully relying on its ability to land Shared Fate asap and not caring about the game at hand. It's probablybeen suggested over and over, but adding some control - discarding, specifically - is really important. Brainstorm is also awesome - it's also perfect for when you do get Shared Fate in play. I've built a Shared Fate deck here: http://www.mtgvault.com/palas/decks/using-the-opponents-deck/Sure enough, it isn't viable at all. It's probably the Enlightened Tutor, Thoughtseize and the obsession with producing any mana color at any given time, but I suppose you do get the difference in philosophy? Your own deck must be useful to stall the opponent somehow as well as consider what might be already in play once you land Shared Fate.I understand you don't want to give your opponent any advantages, but consider your opponent already HAS an advantage at the beginning - it can attack you, control you or combo you, whereas all you can do is wait until the game is reverted. You must try and eliminate this advantage even if it means hindering you after the game is in your favor.
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I run a shared fate deck, but its ug shared fate leveler.
This is funny, but beyond slow. Gitaxian Probe was banned in Modern, which pretty much restricts you to strictly worse draw power unless you want to play Legacy where games are won or lost on turn 1 if someone is playing a combo deck. Also, most top tier modern decks have the capability of a turn 3-4 win condition, or they play heavy control/removal that will disrupt your only strategy... This deck is at best good to irritate friends on a budget, but that's totally fine if you have a solid few friends who like to screw around.
You do know this was made almost two years ago, right? When Probe was still legal.