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The Magic Chest 12: Sealed Fate

Sealed Fate XUB
Sorcery
Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library in any order.

I'll be the first to admit that Sealed Fate isn't exactly a powerhouse. It inconveniences your opponent, but it doesn't cause him to lose anything substantial, whereas it costs you a card. Sure, you can make sure your opponent is stuck with bad draws for a while, but eventually he'll come to the good stuff again, unless you can shuffle his library for him. Library shufflers are a danger as well. If your opponent has anything like a tutor in hand, his fate won't be so sealed after all.

Still, in the right situation, this can be a heck of a card. A few bad draws for your opponent can really swing the game in your favor. The easy way to take advantage of a situation like this is to add a few big creatures, like Palinchron and Morphling. It's possible to use a more controlish strategy, though, which should give a more interesting deck, if not necessarily better.

Let's look at some cards.

Sealed Fate: Three of these should be enough. You want a lot of mana to use them effectively and you really don't want two in your opening hand.

Lobotomy: A good way to reshuffle an opponent's library and some decks will just die to a well-timed Lobotomy.

Thran Dynamo: You need the extra mana boost for the Sealed Fates and the Capsizes.

Worn Powerstone: More extra mana.

Propaganda: The deck needs a bit of creature control and once you can Capsize, your opponent will have a hard time keeping his land in play.

Capsize: A utility card that can also be used as a slow lock if you have enough mana.

Disrupting Scepter: My first idea was to add some reusable discard to this deck and kill with The Rack, but I don't think it's necessary to add discard other than Lobotomy.

Black Vise: With no Disrupting Scepters, one of these will work as a kill card. If it's banned in your play group, use one of its clones, like Viseling or Iron Maiden. Add a few more to the sideboard in case you're playing against a deck with a lot of ways to get rid of it that this deck has trouble getting rid of, like Seal of Cleansing.

Force of Will: To allow the deck to tap out when casting Capsizes or Seal of Fate and still be able to counter something really bad.

Impulse: To dig for whatever you need, even mana. It'll also get you the single Black Vise with enough cards in your library left to allow it to kill your opponent.

Counterspell: You need a bit of counterpower to keep undesirable spells from being cast.

Miscalculation: Useful at the start of the game and once you start Capsizing. In the middle game, you can always cycle it. Still, I'm not crazy about this card, probably because I tend to bump into decks with a lot of mana, so I find myself cycling this too often.

Forbid: Better. It's more expensive, but can come in quite handy because of the reusability. Against certain decks, you'll want four of these, so put the rest in the sideboard.

Terror: Some spot creature removal is essential in dealing with decks that can get out a big creature fast. Propaganda isn't very useful in such a case.

Hibernation: Perish is the green hoser of choice in any deck that can cast it, but I like Hibernation as well. As an instant, you can use it to fizzle a Rancor and it gets rid of non-creature permanents as well.

Chill: Very useful against red burn.


The deck becomes:

Let Me See Your Future
3x Sealed Fate
4x Lobotomy
4x Propaganda
3x Capsize
1x Black Vise
4x Impulse

4x Force of Will
4x Counterspell
2x Forbid

4x Thran Dynamo
4x Worn Powerstone
4x Salt Marsh
12x Island
7x Swamp

Sideboard:
2x Black Vise
2x Forbid
4x Terror
3x Hibernation
4x Chill

Have fun!

 
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