Shared Fate
The Combo Deck Your Opponent Has To Play
Shared Fate is one of my favourite cards in Magic: The Gathering. If there were only one deck I'd have to choose and play forever, it would be without a question a Shared Fate deck. After all, you're essentially playing your opponent's deck. I've played plenty of different decks featuring this card but I can't recall an instance where I have played against it. This article tries to remedy that fact by providing guidelines how Shared Fate decks should be built upon and providing couple sample decklists. There are number of things you should take into account when building Shared Fate decks and many of them are applicable to combo decks in general.
- Find your combo. No combo is good if you can't find it. Tutors and/or card drawing should find your combo fast.
- Protect your combo. You need to make certain that once you play Shared Fate you can also keep it in table. Countermagic or cards like Priviledged Position that make your Fate untargetable work fine. Discard works fine as well.
- Accelerate to your combo. It is often good idea to play Shared Fate early as your opponent may not have removal for it and it prevents your opponent drawing removal. Also it lets you use your opponent deck earlier, hereby providing you possible answers to his hand and threats he have already played.
- Protect yourself. Playing Shared Fate doesn't provide an automatic win like some combos do. Thus you need to keep yourself alive even after playing it. Creature removal is often perfect answer.
- You shouldn't play cards that remove or bounce fate. Remember that your opponent has access to your deck as well.
- You shouldn't play bounce at all. Remember that opponent can return his threats to his hand with bounce and it makes you look rather lame if they did it with bounce in your deck.
- Remember that Shared Fate provides a replacement effect for card drawing. Neither you or your opponent can die to milling when Shared Fate is in play
- You can rely on your opponent's win conditions. 99.99% of decks have actual win condition. Remember that threats in your deck may backfire if your opponent has them.
- Having multiple Shared Fates in play doesn't change anything. You don't need to fear your opponent playing Fate, instead you should propably thank them for fortifying your position. You still "draw" from each other's deck.
Those are only guidelines, there are lots of different effective (in casual) Fate decks that break one or more of those rules. In fact, the following deck breaks at least one of them.
Removed Fate
This deck tries to remove the library right after playing Shared Fate either by Arc-Slogger (removes most of it anyway) or Leveler. Notice that both of this this creatures survive Wildfire that is here to combat masses of critters. Artifacts in the deck serves two purposes, both accelerating you and to ensure your Wildfire doesn't hurt too much. Artifacts also serve as a decoy for Disenchant cards. Memory Lapse is very effective at protecting Fate. This deck can often just pull a win with Arc-Slogger, likely with help from Wildfire. Notice that while removing library allows me to use cards that bounce or remove artifacts, I've selected not to play them since there is a slight change of your opponent getting them.
Buyback and Flashback spells are also interesting cards you can trick unaware opponent playing. Quicksilver Elemental is one of the threats you could play without big danger to yourself. Remember that you should be wary of playing cards from your opponents deck that could benefit him once they hit graveyard. Also if you pack mass removal in your Fate deck, you shouldn't put more threats into the table than needed to whittle away your opponent's life total. While you may very well not lose after Shared Fate is down and your opponent has no significant threats in play or in hand, the game may still end in draw especially if you're careless.
Enchantress of Fate
This deck has followed all the guidelines I presented above. It has fast acceleration in the form of enchant lands. Excellent card draw engine of Enchantress. And enough protection for both you and fate. Though partly that protection comes from you drawing more Fates faster than your opponent can draw answers or your opponent wastes his answers to other enchantments. It neither has any threats, so your opponent can't win with your deck. Neither can your opponent use transmute of Drift since transmute has to be used from hand.
Condemn is excellent removal in this deck, since it returns the threat back to library from where you can draw it later. Whip Silk provides efficient card drawing even when Fate is already down, allowing you to quickly find answers and threats in your opponent's library.
And here ends this article. I hope you have enjoyed reading it.
Best Regards,
Risto Salama (Orlanth)

7 Comments
The best deck is one with nothing
honstly how much enchantment removal does a normal deck run? And if the person has no idea what your playing wouldnt they waste it on Enchantress's Presence? Also oblivion stone isnt that highly played most black decks run damnation or one of the other mass removals instead so extirpate wouldnt be able to hit the shared unless they played discard. Enchantress of fate maybe a weak build if your ready for it but how often do you know what the opp is playing before you play them?
Thanks for the feedback. It is appreciated. :)
Enchantress build is actually one of my favourite decks. While it may not be as effective as Arc-Slogger build, it does use Fate itself very efficiently. And it is blast to play, maybe not for opponent but for me at least. No one really expects Shared Fate and I can thus often outplay opponents, even those playing counters.
And thanks for the site editor (JXClaytor) for making those neatlooking decklist formats/tables.
It was an interesting article, but I thought I would point out that your Removed Fate build above has 7 Shared Fate in it; 4 at the top, and 3 between Counterspell and Magma Jet. I assume that you intended for another card to go into one of those slots.
"No one really expects Shared Fate and I can thus often outplay opponents"
this is why i don't like that build. It's something based just on shared fate and just on the fact "maybe they won't expect it". This is a weak "win condition" and it would be destroyed in any game that uses a sideboard (while we know that the 90% of games in the casual room are one match only).
"And it is blast to play, maybe not for opponent but for me at least."
and this is the second reason: you've said you have not found many shared fate players... well, if you had and if you had gone against builds like the arc-slogger one, you would have said "wow, what a nice deck", but if you had gone against builds like the enchantress (or counters) one, you would have said "Nooooooooooo this is soooooo boring"! it's like milling decks that try to mill you 1 card each turn, or monoblucontrol: these are decks that maybe are fun for the one that plays them, but not for the opponent (this could change if in the casual room sideboards were used, but again, they are not).
Thanks for the notification. I missed it, the card in question were Careful Consideration and it is now fixed.
Hi, nice article, well written and with good advices in deck building.
I admit that leveler plus shared fate is very famous but it's nice to see a deck list that actually uses up decent cards and includes arc-slogger. I like it and think you've made a good work :)
On the other hand, I totally hate your enchantress list, it summons dark nightmares of boring games: no win condition? nothing but card drawing? oh wait, shared fate is gone so we have nothing to win with? Lists like that can win just because players in the casual room are simply not so clever, you find enchantress or similar decks every day you play, and nobody packs mass enchantment removal even if they do not play any ench. A list like the enchantress one is something that dies to anything that removes the board (oblivion stone is played a lot), bouncing lands (cloudskate anybody?), weenie fire (pyroclasm?) and against players with library removal (ok, scour is not played, but extirpate is). Plus, counters eat it. Turbofog is ugly, sharedfog is even worse :)