DESCRIPTION
I saw some activity on this front a while back,but nothing since. To be fair, it was pretty much due to the fact that the shared fate decks stunk like an unwashed monkey. With the release of Darksteel, this has changed, most notably with the addition of Death Cloud, which helps shore up a lot of the problems that the deck had in its earllier incarnations.
For the moment - here's how it is laid out. Has anyone else had success with a dramatically different build? lmk
As with any SF deck - I have zero win conditions, and this is critical, so your opponent cannot win once you acomplish the sharing of fate.
The deck is largely self-explanatory, but just in case - I'll run through a few of the semmingly less obvious card choices, starting with the Puzzlebox.
Puzzlebox is your defense against any sort of recursion, as it forces the opponent to place their hand on the bottom of their library (the one you'll be drawing off of) and replaces those cards with useless ones from your deck. Puzzlebox also lets you sift theough your deck looking for a missing bit you need.
Vex is a fine defense if all you need is one turn, or to stop a particularly crucial card from enering play. 'Tis even better should you have Fate in play, as they'll get to draw a useless card off of your deck.
The rest of the deck is about controlling hand and board. Dropping the Fate on an empty hand and board is [unless you screw it up] a guaranteed win for you. Between BiB, Banishing and Cloud - creatures are hard pressed to stay in play. Between Coercion, Persecute and Cloud, the opponent's hand is under severe pressure. This push - pull helps maximize the effectiveness of the Death Cloud.
In case your opponent's deck is not cooperating with you, you can kill using the Grim Reminder - since the person casting it gets to dig through the deck they own (not necessarily the same one that they are dawing off of) to find the matching card. So, once your opponent starts turning your creature kill against his (your) creatures, you can punish him by using the Grim Reminder. It goes back to your graveyard, so you'll be able to get a hold of it over and over. It makes the opponent a bit unhappy if they have to choose between being creamed by their own critters or losing 6 life wjhen they try to stabilize.
The SB is pretty solid so far -
FWIW - I'm not claiming tier one - but I''l lobby strongly for tier fun. It doesn't roll to most decks, but it doesnt have any really easy games either. Oversold Cemetery decks are troublesome and may require Scrabbling Claws in the SB should they become more popular.
Anyway - tke it for a test drive and see what you think. I get mad satisfaction from defeating an opponent with their own deck. Kinda like the Gracie school of Ultimate Fighting - your strength is your weakness - and I'm just gonna crawl up here on you and choke you out.
COM
Quantum Mechanics: The dreams stuff is made of