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DECK description:
"Classic" U/B Controll
Put shared fate into play in order to lock your opponent out. With this card into play, he will never draw a single card from his/her library. Then you use his deck to win, while he can`t win with your deck.
So the deck mainly consists of carddraw, removal, handdisruption and counter.
Brainspoil counts as an additional shared fate (tutor effect) + if the opponent plays handdisruption himself he might not consider this clunky card as a thread.
The handdisruption (you play) is important in order to a) annoy your opponent b) backup your shared fate drop. A blackmail on turn 3 or 4 mostly just says "your oppont discards a card of your choice.
So usually you drop shared fate on turn 5 or 6.
Playtestig has shown that you quickly run out of usefull cards and draw to many lands lategame (in this case turn 3-4). So i added 4 carefull consideration. 3 seems to be to less.
Other Players rely on "days undoing". But i don
t like the idea of facing an opponent with 7 Cards in his/her hand turn 4 and myself beeing tapped out (when he went first).
Brainspoil can be alternatively used to search for aetherspouts against aggressive decks (e.g. tokens) and while it doesnt send the creatures back to it
s owners hand it has no value for your oppont when shared fate is into play.
With shared fate into play we cant afford to play spells that sends cards back to it
s oweners hand
=> no remand,, cryptic command, "bounce stuff", ...
The three copies of "tectonic edge" seems right, since they can be used against tron or greedy mana bases. Addationaly they prevent manlands from destroying you.
City of brass allows you to cast your opponts spells, althought you can also use his lands as soon as their are exiled with shared fate. (Keep in mind that fetchlands are useless for you, unless their are your respective colors)
Barter in blood serves against hexproof creature (e.g. G/W aura). Your countermagic and handdisruption should let you live long enought to let you witness how your opponent has to sacrifice his/her creatures.
Since you are vulnerable to planeswalkers (since they overcome your countermagic and handdisruption) two copies of hero`s downfall are included, since they can also hit creatures.
Matchups:
Here I have no reliable data yet, but i can imagine, that mono B controll (e.g. 8rack) destroys you, since even if you can cast shared fate, you can`t refill your Hand => you die to quickly.
Also other counterheavy decks (e.g. U/R delver, U tron,) should be a problem, espacially when they figure out your plan.
And of corse, everything kills you that either is faster than you. (e.g. storm (with pact of negation), red deck wins/ burn)
or sindboards game 2 into a "Go home with your lousy strategy"-deck.
Also keep in mind that the "ad nausem - Combo" still works, even if shared fate is on the battlefield.
=====>>>>> Conclusion: Our deck is bad against nearly everything! <<<<<=====
Wrong! Your deck just chooses to go the sneaky way and that is exactly how you have to play.
Dont play brainspoil on turn 3 unless you don
t want to cast something more important turn 4 (like barter in blood when there are 2 creature that have to be terminated) and beware of handdisruption.
Dont play blackmail on turn 1 unless your oppont went first and has droped his first creature. Don
t play shared fate unless you know what is in your opponts hand.
Dont show your oppont your plan at all. Don
t waste your removal, counterspell on cards that wont kill you the next few turns. (Mana accelerators wont
t kill you, but can mess up your countermagic or enable your opponent to cast his/ her combo)
Search your library for aetherspouts in order to distract your opponent, when you have already two copies of shared fate in your hand.
And always remember! Brainspoil is still a removal...
A very, very bad removel indeed, but it can destroy something. Sometimes. Maybe in the lategame.
Plus:
Since you play a lot of disruption, when you know what you are up against, you can hinder your oppont from playing his Combo. (e.g. you see a goblin electromancer turn 2 => autokill)
Your oppont plays creatureheavy => you still have a lot of answers and prevent early threads via countermagic.
And allways remember: Your deck has a plan. Perhaps a sneaky and lousy plan ideed. But it is a plan.
Sideboard:
The Sideboard is a little tricky, since there are at least two possible strategies:
1)
Since you have your bad matchups (8rack, controll,...), you use leyline of sanctity (4 times and mulligan into one of them) (althought it is not budget).
Here are budget versions:
haunting echos (graveyard, and everything else) (personal favorite)
Crux of fate (mass cratures)
consume the meek (everything cheap)
aether snap (tokens, planeswalkers)
three tragedies (card advantage)
Orbs of warding (discard, creatures) (actually way to slow)
(brainspoil can Tutor all of them))
And of course your average sidebord stuff like:
dispel, negate,... (U/R Delver, Combo,...)
smallpox (G/W aura)
outwit (8 rack)
pithing needle
...
2)
OR you use your sidebord to board out shared fate, all your handdisrubtion and perhaps bater in blood and transform your deck into a rather weak, but surprising aggro-controll deck.
How about a strong turn 4- 5 demon? Or cards like
Ghastlord of Fugue
Vengeful Pharaoh
Godhead of Awe
(agian all to be tutored)
At last: I have no idea how to build a Sideboard, perhaps you have some ideas.
Disclaimer:
Any suggestions are welcome. But please remember that this is a budget version.
(Non-Budget suggestions are also welcome)
My first improvements would be probably
the mana base and the replacement with inquisition of kozilek.
Please note also, that there are other powerful Versions of this deck.
Probably the esper Version is the strongest.
Check also: https://www.youtube.com/watch?v=Q68voq_VD54
(Shared fate modern, brought to you by "The Manasource"(awesome channel))
Budget cuts:
Although I bought this deck for about 40 Euro (magickartenmarkt.de), I noticed that it is actually pretty expensive. So you can cut:
Serum visions via Sleight of Hand or think twice or peek or any other cantrip
City of brass via basic land (when shared fate is into play you can use your opponents lands, too)
tectonic edge via ghostquarter
Heros downfall via ruinous path or dismember or any other removal
Drowned catacomb via Basic land (just make sure you can cast turn 1 => no terramorphic expanse) or underground river
Blackmail via despise
Thanks to all of you who have made it this far. And I probably won`t reread this article. So please forgive me my mistakes I have probably made.
Bye
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