Ok, so I'm looking around and thinking of how this deck could be put together. There was some discussion about how Shared Fate could potentially make for a fun deck. Lets brainstorm this out and see where it goes (:
Yes it's a weird mana base. Yes it's a weird deck, but we gotta get started somewhere! So the idea is to run enough wipes and hand disruption to keep them from being somewhere potentially dangerous to us when we drop Shared Fate.
Thoughts? Comments? Suggestions?
Cards to discuss:
- Wheel of Fate - This card could be cast for its suspend and then resolve post Shared Fate to open your opponent's deck wide open as well as discarding anything potentially painful in their hand.
- Burning Inquiry - This card would be similar to Wheel of Fate, you would just have to have it in your hand when Shared Fate hits the board.
- Whispering Madness - I don't like this as much as the others, but it's another solid option that could continue to pump your opponent's deck.
- Leveler - HAHA, troll card. Funny option, but I don't think very viable.
I would think if you packed the deck full of draw spells and used Notion Thief you could almost shut you opponent out of the game. With Notion Thief in play all the draw spells in you deck that they play gets you cards. You can also use discard spell because the cards you are casting are in exile.
I would think if you packed the deck full of draw spells and used Notion Thief you could almost shut you opponent out of the game. With Notion Thief in play all the draw spells in you deck that they play gets you cards. You can also use discard spell because the cards you are casting are in exile.
But would you survive to a point that would even matter if that's how you ran the deck?
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Decks:
Modern
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Yaay! Shared Fate seems like a fun idea. Here's what I'm thinking:
We have to have U for the namesake enchantment. We also know that we want Shared Fate to win the game for us if it resolves. How do we make that happen?
- Give our deck 0 ways to win. This makes Shared Fate a lock, where we get to cast the opponents' threats, but opponents have no ways to actually beat us with our cards.
- Make sure the opponent does NOT have an answer for Shared Fate in hand when the card resolves.
- Keep the opponent off of ways to win in hand when Shared Fate resolves.
- We need to ensure that Shared Fate will not be countered.
- We can't die before turn 5, but we also need a board state where we can't be killed when Shared Fate hits.
So this is going to be tough. We have to not only clear the way for a Shared Fate resolving, but we also have to stay alive before AND after the spell resolves, keeping in mind that anything in the opponents' hand that can kill us can still be cast. We also can't play spells that cannot be used to kill us in our decks, so even benign stuff like Lightning Bolt is out of the question.
Fogs are OK, but are not going to work here. We need an empty board before Shared Fate hits, and an empty or neutered hand from the opponent.
Oh, and we can't run potential answers to Shared Fate in our decks. If we pack, say, Oblivion Ring in our main, then the opponent could draw it and break out of our lock.
You don't need a five color mana base here, because once Shared Fate gets going you will be playing your opponent's lands. If necessary, we can adopt the old 5cc mana base with Vivid lands and Reflecting Pools. Not to mention City of Brass is in this format!
So with this list I envision turns 1-2 being covered with holding up mana for counters. The mid game will involve the opponent jockeying for board presence while you work to dismantle it. Notice how all of the kill spells in the deck cannot go to the face? That's intentional, ensuring that we get to kill critters but can't kill ourselves in the late game.
This list will have problems with: Discard spells, non-creature combos, and decks that can play a more controlling game than us. In these colors we simply cannot get all of the cards out of some players' hands before Shared Fate goes off.
After game 1 with this kind of deck the jig will be up, so I recommend transforming into either a normal UWR deck with Geists, etc. or transforming into a Gifts package, or just mixing it up through some other means. You don't want to be on the wrong end of a Slaughter Games after boarding!
Something I want to try in this type of deck is Restore Balance. That card takes forever to resolve, but when it does your opponent's hand will be mostly gone, their field will be wiped, and then you get to drop a Shared Fate under ideal conditions. The speed is going to be a big issue, however.
Do you see another weakness with this type of deck? We're vulnerable to non-creature permanents! We can't run enchantment or broad permanent disruption, so we have to hope that nothing dangerous will hit the board before Shared Fate drops.
Hand disruption seems like the safest form of control, keeping the late game in mind. Those cards don't give the opponent any way to interact with their own deck once Shared Fate hits the table, while counters or sweepers might.
Remand seems like a solid choice for a counter for the same reason. It also digs for Shared Fate, which is also nice.
Think Twice is a fantastic card because if your opponent cast it you can play it out of your grave yard.
Path to Exile puts land from your deck into play pulling out land your opponent could use against you.
For the same Reason I like Path to Exile is way I don't like Marsh Flats. When your opponent gets one he can pull land out of his deck he could use.
Notion Thief; with all the card draw you are going to want to pack in this deck, resolving this card before the Shared Fate makes your deck useless to your opponent
It's worth noting that Remand becomes a liability once Shared Fate lands, because it returns the card to its owner's hand. If you cast some bomb you got from your opponent's deck and your opponent uses your Remand on it, they get that card.
Notion Thief feels like a sideboard card if that to me. If we're actually running no win cons then stealing the opponent's extra draws after Shared Fate lands won't change much - the point of this deck is that it's already useless to the opponent.
I feel like Exotic Orchard has a place in this deck since it gives you access to the opponent's manabase before you draw any of their lands.
If it were me, I would consider something like BUG; that way, you could have some amount of Dig/Discard+Abrupt Decay/removal, to protect you during early game. Pentad Prism seems like a good inclusion, similar to the old Hive Mind decks that would try to delay the game and use it to throw out the enchantment in the following turns.
Looking at RUG, you could have some form of single-card engine like Pyromancer Ascension, which should be quite easy to get activated when you are entirely focused on delaying the game with cheap spells until Shared Fate hits the table.
The more I think about it, the more it feels like you could even use some form of Storm shell (i.e Ascension, Serum Visions, Manamorphose, Gitaxian Probe etc) coupled with bounce spells and Spell Snare. Replace the Past in Flames+kill condition package with some half decent removal or a tutor for your Shared Fate?
Will think more and keep an eye on this thread; Shared Fate seems like an absurdly fun brew to catch people off guard
It's worth noting that Remand becomes a liability once Shared Fate lands, because it returns the card to its owner's hand. If you cast some bomb you got from your opponent's deck and your opponent uses your Remand on it, they get that card.
The exact reason why I chose not to run with Remand in the original list.
I didn't even think about playing opponent's lands, I'm an idiot haha.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Decks:
Modern
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
What about running this in a list similar to some Turbo Fog Builds? Without any Win Condition, your enemy will just be drawing stuff to stall while you can start looking for an actual wincon.
I've been trying a very different approach from the ones proposed up to now, ramp. The following decklist gets Shared Fate into play at turn 3 or 4 rather consistently. Do note, this is a really rough list.
The pro's:
-It's fast, as I said, getting Shared Fate out on turn 3 isn't too rare and on turn 4 it's almost always on the battlefield (goldfishing).
-It has a bunch of fixing in all colors (even black to some extent), so we can start playing the opponents spells immediatly.
-There is nothing "dangerous" in the deck, Arbor Elf is the only thing that actually can deal any damage.
The cons:
-The landbase is still very rough and costs way too much life. I just threw this together without too much thought, so there is a lot of room to improve it. The color requirements aren't hard, so putting a couple basics in the mix seems appropriate.
-The deck has no way to disrupt any plays yet. There is room for some disruption, I think, the deck seems the have too much ramp (it only needs 5 mana after all, or 8 over two turns) and it can keep open 2 mana on turn 2 or 3 quite often.
I think the deck could use some counters instead of a couple of the ramp/fixing. Prophetic Prism is very clunky, I think it should be cut for a playset of Mana Leak or some other way to interact with the opponent.
Burning Inquiry fits this deck a lot better than Wheel of Fate, because waiting 4 turns is alot in such a fast deck.
I've had some form of Shared Fate deck built for years now. Mono Islands has always worked for me.
Private Mod Note
():
Rollback Post to RevisionRollBack
In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
This is my build for the deck I went with a kind of Esper tempo/control, most of these spells should be damn near useless to my opponent once Shared Fate hits the table.
chiming in, telemin's performance is powerful in this deck, because if the opponent uses it, even if your library is reduced to 0 by it opponent gets no more draws, since you're not drawing, you don't deck out and get to continue to use their cards. Fun deck.
There was a primer for this deck before and I believe they decided that Esper was the best color options to go. Brainspoil is pretty key as well because it allows you to tutor up your shared fate and run fewer redundant copies as Brainspoil can always be a kill spell while the second Shared Fate in your hand does nothing. Supreme verdict is good, PtE is good, Esper Charm, obviously is not. You can also go for a gifts+un burial rights package out of the board so that you can win post hate. I still have most of the deck although not put together anymore. Another one was Wall of omens as it is a creature that blocks and draws a card but does not help them win against you.
One of the main issues I had with this deck was winning within the time allowed per round during a live tournament. As if someone doesn't just rage quite when the enchantment resolves it takes quite a lot of time to actually win the game. Remember, your deck is full of removal spells for all of the creatures you will be trying to win with out of their deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
Bring back Transmute as a U/B mechanic and take your mill back to the depths of hell where it came from!
This is nuts. Thinking in regard to how the board plays once Shared Fate hits the field in pretty boggling. I'll definitely be giving this thread a watch and try and give some advice after a bit of testing.
Edit:
Hilariously fun deck but it's pretty much impossible to finish within tournament time. :/
I just learned of this card (Shared Fate) and fell in love. I don't know if it's been mentioned, but I plan to pair it with Selective Memory. As long as you have a Selective Memory in hand when you drop Shared Fate, your opponent will only be "drawing" lands for the rest of the game. Also, Exotic Orchard seems like a shoe-in.
Few of my concerns, albeit it was mentioned above:
1. How do you win against the tournament time? All I can think of is mill (e.g. Increasing Confusion pitched in the yard)
2. In what shell would this type of deck be most suitable? Ramp? Discard? Control?
Please don't make crap up. This is such an obvious word vomit it's ridiculous. Something about the internet and people thinking they need to say something to fit in..
Be aware, if you run Sleight of hand in this deck, after you have shared fate down if they take it, they'll be able to use it to look at their own library's cards and pick one because it is not drawing a card.
Private Mod Note
():
Rollback Post to RevisionRollBack
Come watch me stream over at my twitch channel. I play Loam Pox, Ad Nauseam, and jank in modern on MTGO.
Second: Be careful with tutors, card draw, ect. sleight of hand, telling time, anticipate don't draw cards, and therefore allow the opponent to actually draw cards from THEIR OWN LIBRARY. Similarly, brainspoil will let your opponent search their own libary, so depending on their deck, they just might be able to pull a 5cc win-con out of their deck. Bad idea.
Third: I think the way to go is probably UR. Basically, cantrips, efficient burn/sweepers that only hits creatures, mana ramp (simian spirit guide, rituals, pentad prism[/card, ect]), and a few counterspells to protect the namesake. Wheel of fate, burning inquiry are probably also good here... you need to empty your opponents hand of threats and fill your own before they kill you with whatever you haven't been able to stop before casting shared fate.
Black discard is powerful because as soon as you cast shared fate it's worthless in the opponent's hand, but 1) I'm unconvinced there's space and 2) it means adding a 3rd color (or going UB, which has less efficient board control and less ramp)
Even more hilariously, if you start with a UR deck full of cantrips and rituals, you might be able to do a transformational sideboard into UR storm!
Another thought: Once you land shared fate, you'll be using your opponents fetches to search your own library, which means you probably have to run a bunch of off-color shocks so you've got half a prayer of assembling the mana to cast your own stuff. At the same time, you don't want to run any fetches yourself because the opponent would likely be able to use those fetches to remove key shocks from his own library, effectively cutting you off of colors and forcing a draw.
1 Blood Crypt
3 Godless Shrine
3 Hallowed Fountain
4 Marsh Flats
4 Misty Rainforest
1 Sacred Foundry
4 Scalding Tarn
1 Steam Vents
1 Stomping Ground
2 Watery Grave
2 Blightning
4 Idyllic Tutor
2 Raven's Crime
4 Serum Visions
4 Sleight of Hand
4 Supreme Verdict
3 Terminus
4 Thoughtseize
3 Mana Leak
3 Path to Exile
Enchantments (3)
3 Shared Fate
Yes it's a weird mana base. Yes it's a weird deck, but we gotta get started somewhere! So the idea is to run enough wipes and hand disruption to keep them from being somewhere potentially dangerous to us when we drop Shared Fate.
Thoughts? Comments? Suggestions?
Cards to discuss:
- Wheel of Fate - This card could be cast for its suspend and then resolve post Shared Fate to open your opponent's deck wide open as well as discarding anything potentially painful in their hand.
- Burning Inquiry - This card would be similar to Wheel of Fate, you would just have to have it in your hand when Shared Fate hits the board.
- Whispering Madness - I don't like this as much as the others, but it's another solid option that could continue to pump your opponent's deck.
- Leveler - HAHA, troll card. Funny option, but I don't think very viable.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
But would you survive to a point that would even matter if that's how you ran the deck?
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
We have to have U for the namesake enchantment. We also know that we want Shared Fate to win the game for us if it resolves. How do we make that happen?
- Give our deck 0 ways to win. This makes Shared Fate a lock, where we get to cast the opponents' threats, but opponents have no ways to actually beat us with our cards.
- Make sure the opponent does NOT have an answer for Shared Fate in hand when the card resolves.
- Keep the opponent off of ways to win in hand when Shared Fate resolves.
- We need to ensure that Shared Fate will not be countered.
- We can't die before turn 5, but we also need a board state where we can't be killed when Shared Fate hits.
So this is going to be tough. We have to not only clear the way for a Shared Fate resolving, but we also have to stay alive before AND after the spell resolves, keeping in mind that anything in the opponents' hand that can kill us can still be cast. We also can't play spells that cannot be used to kill us in our decks, so even benign stuff like Lightning Bolt is out of the question.
Fogs are OK, but are not going to work here. We need an empty board before Shared Fate hits, and an empty or neutered hand from the opponent.
Oh, and we can't run potential answers to Shared Fate in our decks. If we pack, say, Oblivion Ring in our main, then the opponent could draw it and break out of our lock.
Here's a rough draft in UWR colors:
2 Hallowed Fountain
4 Marsh Flats
4 Misty Rainforest
4 Scalding Tarn
1 Steam Vents
4 Seachrome Coast
2 Island
1 Plains
1 Mountain
2 Telling Time
2 Supreme Verdict
3 Terminus
4 Mana Leak
3 Spell Snare
4 Path to Exile
2 Pyroclasm
2 Flame Slash
3 Magma Spray
3 Firespout
You don't need a five color mana base here, because once Shared Fate gets going you will be playing your opponent's lands. If necessary, we can adopt the old 5cc mana base with Vivid lands and Reflecting Pools. Not to mention City of Brass is in this format!
So with this list I envision turns 1-2 being covered with holding up mana for counters. The mid game will involve the opponent jockeying for board presence while you work to dismantle it. Notice how all of the kill spells in the deck cannot go to the face? That's intentional, ensuring that we get to kill critters but can't kill ourselves in the late game.
This list will have problems with: Discard spells, non-creature combos, and decks that can play a more controlling game than us. In these colors we simply cannot get all of the cards out of some players' hands before Shared Fate goes off.
After game 1 with this kind of deck the jig will be up, so I recommend transforming into either a normal UWR deck with Geists, etc. or transforming into a Gifts package, or just mixing it up through some other means. You don't want to be on the wrong end of a Slaughter Games after boarding!
Something I want to try in this type of deck is Restore Balance. That card takes forever to resolve, but when it does your opponent's hand will be mostly gone, their field will be wiped, and then you get to drop a Shared Fate under ideal conditions. The speed is going to be a big issue, however.
Do you see another weakness with this type of deck? We're vulnerable to non-creature permanents! We can't run enchantment or broad permanent disruption, so we have to hope that nothing dangerous will hit the board before Shared Fate drops.
2 Watery Grave
2 Marsh Flats
4 Misty Rainforest
4 Scalding Tarn
4 Darkslick Shores
2 Island
2 Swamp
3 Telling Time
3 Infest
2 Damnation
4 Mana Leak
3 Spell Snare
4 Wrench Mind
3 Devour Flesh
2 Go For The Throat
4 Shared Fate
This list will help with the hand issue. Its a bit slower, but you can adjust the discard package to tear apart hands before resolving Shared Fate.
~ Brian DeMars
Remand seems like a solid choice for a counter for the same reason. It also digs for Shared Fate, which is also nice.
Think Twice is a fantastic card because if your opponent cast it you can play it out of your grave yard.
Path to Exile puts land from your deck into play pulling out land your opponent could use against you.
For the same Reason I like Path to Exile is way I don't like Marsh Flats. When your opponent gets one he can pull land out of his deck he could use.
Notion Thief; with all the card draw you are going to want to pack in this deck, resolving this card before the Shared Fate makes your deck useless to your opponent
Notion Thief feels like a sideboard card if that to me. If we're actually running no win cons then stealing the opponent's extra draws after Shared Fate lands won't change much - the point of this deck is that it's already useless to the opponent.
I feel like Exotic Orchard has a place in this deck since it gives you access to the opponent's manabase before you draw any of their lands.
Looking at RUG, you could have some form of single-card engine like Pyromancer Ascension, which should be quite easy to get activated when you are entirely focused on delaying the game with cheap spells until Shared Fate hits the table.
The more I think about it, the more it feels like you could even use some form of Storm shell (i.e Ascension, Serum Visions, Manamorphose, Gitaxian Probe etc) coupled with bounce spells and Spell Snare. Replace the Past in Flames+kill condition package with some half decent removal or a tutor for your Shared Fate?
Will think more and keep an eye on this thread; Shared Fate seems like an absurdly fun brew to catch people off guard
The exact reason why I chose not to run with Remand in the original list.
I didn't even think about playing opponent's lands, I'm an idiot haha.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
4 Arid Mesa
4 Breeding Pool
4 Misty Rainforest
4 Scalding Tarn
4 Stomping Ground
4 Temple Garden
4 Shared Fate
4 Utopia Sprawl
4 Burning Inquiry
4 Idyllic Tutor
4 Prophetic Prism
4 Arbor Elf
4 Birds of Paradise
The pro's:
-It's fast, as I said, getting Shared Fate out on turn 3 isn't too rare and on turn 4 it's almost always on the battlefield (goldfishing).
-It has a bunch of fixing in all colors (even black to some extent), so we can start playing the opponents spells immediatly.
-There is nothing "dangerous" in the deck, Arbor Elf is the only thing that actually can deal any damage.
The cons:
-The landbase is still very rough and costs way too much life. I just threw this together without too much thought, so there is a lot of room to improve it. The color requirements aren't hard, so putting a couple basics in the mix seems appropriate.
-The deck has no way to disrupt any plays yet. There is room for some disruption, I think, the deck seems the have too much ramp (it only needs 5 mana after all, or 8 over two turns) and it can keep open 2 mana on turn 2 or 3 quite often.
I think the deck could use some counters instead of a couple of the ramp/fixing. Prophetic Prism is very clunky, I think it should be cut for a playset of Mana Leak or some other way to interact with the opponent.
Burning Inquiry fits this deck a lot better than Wheel of Fate, because waiting 4 turns is alot in such a fast deck.
I've had some form of Shared Fate deck built for years now. Mono Islands has always worked for me.
Cockatrice username: Blackcat77
3X Hallowed Fountain
3X Watery Grave
3X Godless Shrine
2X Marsh Flats
2x Scalding Tarn
1 Blood Crypt
3 Godless Shrine
3 Hallowed Fountain
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
2 Watery Grave
2 Blightning
4 Idyllic Tutor
2 Raven's Crime
4 Serum Visions
4 Sleight of Hand
4 Supreme Verdict
4 Thoughtseize
3 Path to Exile
3 Shared Fate
3 Telemin Performance
3 Acquire
4 Terramorphic Expanse
4 Island
4 Plains
is what I've come up with so far... (sorry.. kinda messy on the /deck)
One of the main issues I had with this deck was winning within the time allowed per round during a live tournament. As if someone doesn't just rage quite when the enchantment resolves it takes quite a lot of time to actually win the game. Remember, your deck is full of removal spells for all of the creatures you will be trying to win with out of their deck.
Edit:
Hilariously fun deck but it's pretty much impossible to finish within tournament time. :/
Modern: Eldrazi CB,
Few of my concerns, albeit it was mentioned above:
1. How do you win against the tournament time? All I can think of is mill (e.g. Increasing Confusion pitched in the yard)
2. In what shell would this type of deck be most suitable? Ramp? Discard? Control?
I think both Selective Memory and either Burning Inquiry or Wheel of Fate is a must for this deck.
Should be running UB. Brainspoil tutors for both Shared Fate and Leveler
Commander
U Tetsuko Umezawa, Fugitive
RG Zilortha, Strength Incarnate
WB Amalia Benavides Aguirre
Second: Be careful with tutors, card draw, ect. sleight of hand, telling time, anticipate don't draw cards, and therefore allow the opponent to actually draw cards from THEIR OWN LIBRARY. Similarly, brainspoil will let your opponent search their own libary, so depending on their deck, they just might be able to pull a 5cc win-con out of their deck. Bad idea.
Third: I think the way to go is probably UR. Basically, cantrips, efficient burn/sweepers that only hits creatures, mana ramp (simian spirit guide, rituals, pentad prism[/card, ect]), and a few counterspells to protect the namesake. Wheel of fate, burning inquiry are probably also good here... you need to empty your opponents hand of threats and fill your own before they kill you with whatever you haven't been able to stop before casting shared fate.
Black discard is powerful because as soon as you cast shared fate it's worthless in the opponent's hand, but 1) I'm unconvinced there's space and 2) it means adding a 3rd color (or going UB, which has less efficient board control and less ramp)
Even more hilariously, if you start with a UR deck full of cantrips and rituals, you might be able to do a transformational sideboard into UR storm!
4 serum visions
4 izzet charm
4 faithless looting
3 anger of the gods
4 flame slash
4 roast
4 pyretic ritual
2 dispel
3 wheel of fate
4 steam vents
4 shivan reef
4 sulfur falls
1 stomping ground
1 sacred foundry
1 blood crypt
1 breeding pool
1 hallowed fountain
1 watery grave
1 temple garden
1 godless shrine
1 overgrown tomb