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This is weird concept I developed almost by accident. It's all about Shared Fate, an enchantment that says:"If a player would draw a card, that player exiles the top card of an opponent's library face down instead.Each player may look at and play cards he or she exiled with Shared Fate."That basically means you play with the opponent's deck from now on. Originally I wanted to play this in multiplayer. The idea was to run things like Ingot and Lantern so that I can cast everything I get from the opponents. Problem is that everybody can play from my deck as well, so I tried to discourage them picking my library by not including anything useful. Then I realized how devastating this concept would be in a 1-on-1 situation where my opponent has no other choice than to pick me ...... voila, a deck that runs only Share Fate, mana producers and cards that replace themselves! You burn through your deck in no time and will run into a Share Fate and the needed mana acceleration soon. Once a Shared Fate hits play, all your oppnent will ever get is mana and carddraw. Yes, he can play you out of cards fast but you won't die from it since you are never going to draw from your library anyway. BAZINGA!Of course, this isn't exactly foolproof. The opponent has about 4 turns until Shared Fate hits play and keeps his hand. The main problem is that he will have some creatures out by the time Share Fate hits play, so you need find a solution in your opponent's deck fast. Seceondly, if he 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.-------------------------------------* Deck is illegal right now due to an error: Ponder is listed as banned in Vintage which isn't true, it is restricted.* Undiscovered Paradise will return to YOUR hand, if an opponent uses it!* Similarily, I cannot include bounce spells for defence because if ma opponent uses it on cards that I played from his deck, he will get it back into HIS deck! So, don't suggest bounce cards* Cards in the sideboard are cards I consider adding
Just play your spells as you get them until you can play a Shared Fate, then use your opponen't deck to win. But make sure you have a Undiscovered Paradise, Exotic Orchard or Fellwar Stone in play before you do, otherwise it will take too much time until you can play opponent's stuff.
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Definitely, as you noted, you need some sort of removal or bounce. 4 turn until you have you card...that is a lot of turns for them to put some nice cards on the board.
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" I tried to discourage them picking my library by not including anything useful. Then I realized how devastating this concept would be in a 1-on-1 situation where my opponent has no other choice than to pick me ..."That is brilliant. You build a deck of nothing, for them to play, and you let them build an amazing deck...and play from it. It needs small changes...the biggest being what you said an issue was...how to put in cards that kill/bounce their threats they got out BEFORE you cast Shared Fate. As you said, if you put in a lot of good removal spells...they can use them too, once the Shared Fate is out. Almost...just maybe...you could look at something that disrupts basic land/mana from being used? Allowing you to use your bounce/removal cards without fear that they may use them back on you. Another small issue...all of your artifacts that produce mana...they will get to access them after you cast Shared Fate. Not sure how big of an issue that is/will be.
The artifacts are no problem (in 1-on1) ... they can play them, sure, but my deck is mono-blue and all they can cast with it will be card drawers and more Shared Fates. Okay, they might help them to play whatever they still have in their hand, but that is negliable. I absolutely need those artifacts in order to play the cards my opponent has.Bounce, unfortunately, is NOT the way to go. Why? Well, bounce is okay early on. But if I have bounce in my deck, my opponent will draw into it later for sure. And then he will use it on the stuff I played from his deck. And since *he* is the *owner* of the card I bounced, it will go back to *his* hand ...... no, I need something else. Something like Fog, delaying damage but not affecting board position at all. But I don't think splashing green would do the deck any good - or, lets say, it would make it really expensive. Energy Field doesn't work. Glacial Chasm, maybe. But yes, it needs work. If I play Share Fate and the opponent has a land on top of his library, I am probably already dead.EDIT:Tangle Wire, maybe. It stalls enough to get going and if my opponent gets it later, it won't stay forever.
Very possible card.
You could use some cards like runner's bane to hold the creatures, also these cards could be the target of the opponent's anti-enchantment spells.
In theory, that could work. You put it on your opponent's creatures. Then, when you cast Shared Fate and your opponent gets to use Runner's Bane against you...he won't have any creatures to cast it against. At least until, Puschkin starts casting creatures from his opponent's deck. I definitely like his idea. It shows much promise.
Goddamn it my friend just dropped my iPod and now it's quite broken.
That does suck.
Yes it does.
I think I am settled with Tangle Wire for now but with a little bit of thinking there might be other solutions. For example something along the line of Quicksilver Wall: Can be used early on and if my opponent uses it later, I can reuturn it to MY hand, hehe.Of course, Quicksilver Wall isn't good enough on itself. But I sense there are more weird tricks out there.
Ugh, this deck is reeeaaally tricky!I just realized that, once Shared Fate hits play, Opt, Serum Visions and Ponder would allow my opponent to stack HIS deck and therefore manipulate what *I* draw ... which will probably not save him in the long run but will definately help him to stall long enough to ride any creature he has already in play to victory.So, now I face a dilemma: I actually have to make my deck even more crappy and should replace at least Ponder and Serum Visions with pure card drawers like Whispers of the Muse. However, if I do that, I will have a considerabley harder time to set me up before Shared Fate hits play. This would be very fine in multiplayer of course but I want this to work in 1-on-1. On the other hand, this is only a problem if my opponent has access to blue mana. Then again, he will get that blue man from my library sooner or later.I guess only playtesting will help me now ...
Yes indeed, just seems like you are missing one or two ideas/one or two cards...for this deck to be an absolute beast! But as you have stated before, you hate pure lockdown...and this deck, as it is, still gives your opponent chances to win.
Really been thinking about this deck...lately, and i really can't give out any card suggestions. Just a very tricky deck to make!
Yes, I have to assemble and actually play it to make any calls. I got 3 Shared Fates recently and can now assembly this baby. I'll post results when I played it!
FELLWAR STONE! And Exotic Orchard for that matter. I should have thought earlier about this ...
Fun casual concept.I would splash white for Academy Rector
The problem is, if I run Rectors, then my opponents can grab them once a Shared Fate is in play. It would defeat the purpose of this deck.
Only applicable if your opponent plays enchantments in his deck. But yes, I see your point.
The Tangle Wires weren't that great in the games I played meanwhile. I have to add that I played both 1-on-1 and multiplayer. Basically, it does slow dwn my opponent but usually not enough. He can typically afford to untap at least one creature and keep on hitting me while I also suffer from the Wire, albeit less. I'll try Quicksilver Wall next.
Why that blue wall?There are better blue walls. Was curious as to why you picked it. I mean, why not Fog Bank or Wall of Frost or my favorite, Wall of Tears? Is it the built in bounce ability that you picked it? You are one of the most interesting deck builders on here, so was curious.
If I pick a Fog Bank, then, with Shared Fate active, my opponent will have access to Fog Banks. The usual scenario is that my opponent will have some creatures or other damage sources out by the time I play Shared Fate, so I am on the clock. I have to draw creatures from my opponent's deck to kill him and if he can stall me with my own Fog Banks, then I might be too late.Quicksilver Wall however ... note that EVERY player can bounce it! More importantly, no matter who controls it and who activates the bounce ability, it will alway go to *MY* hand ;) So, if my opponent is playing Quicksilver Wall, he is actually helping me :)For the same reason Wall of Tears would be awful in this deck! If my opponent gets it and I run into it with the creatures I got from him, they will go back to HIS hand.Sigh. This is probably also one of the reasons I don't get many replies ... poeple just don't realize what I am doing here :P So, glad that you asked^^^(even though I explained the bounce thing several times so far ...)
Sorry. I assumed as much. I just wasn't certain. That is why I asked.And truth, yes, your decks are very complex and most people don't get them. I do try. And you have to remember...half my problem isn't not reading your words...but the lack of understanding in rule mechanics. I suck at them. That is why I ask you so many dumb questions! lol. But I do try. Give me that, at least.
Sure, you are always welcome and you know that :)
Read your "article/wall of text" on the more recent shared fate. Here's a comment for ingenuity. plus a like. This would be an interesting deck to try out. Chances of me playing a deck like this are slim now since im more into commander now... I think it's cause its cheaper? not having to buy a playset makes it easier on the wallet. love 60 card decks tho... I just don't hardly make em any more.
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!
Ah the comment was just for kicks and giggles really but I do enjoy a good conversation. Text walls don't bother me. I guess I should say I think playing standard is more expensive, not necessarily because 60 card decks or play sets but the fact that once the block rotates they are no longer standard. Trying to keep up with standard mtg has been expensive and ultimately the fact that they rotate out so quickly, (idk maybe that's just my opinion??) is what led me to opt out for commander. Does that make more sense? (also the local kitchen table switching to commander might've had something to do with that decision.) I do miss the sweet tricks one could do with a 60 card deck
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.
Out of curiosity, would adding in counter spells work? They could delay your opponent (eg remand) and allow to play shared fate easier while not being too large a threat once taken by your opponent, right? Or would the possible delay to you playing their creatures/spells be too much?
On a side note, what if 2 decks both like this played each other?
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.
Yes, but how would the game end with 2 shares gates against each other?
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.
No, if 2 people had the same deck, this, would he game ever end? In a 1v1 I mean.
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 :)
Okay. I guess in that case hopefully someone concedes...
This comment is copied from the Shared Fate on the hot page: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!
You'll also (hopefully) draw removal and will be able to cast bigger stuff. If he has 3-4 creatures you'll lose either way, wall or not. This deck rarely won, I think just one time, and that was with a near-perfect hand and a slow opponent. But while tinkering with the deck I found that any deviation from from the basic formula of just mana and 0-1 cc carddrawers weakens the deck. I tried it with walls, I tried it with Tangle Wires, it just doesn't work. But when I replaced those distractions with more cheap carddraw, I got closer to my goal. If you don't believe me, why don't you build the deck and try yourself? This deck has been retired for a varity of reasons.