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The Magic Chest 12: Sealed Fate
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.
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