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Magic: The Gathering Card Comments Archive

Triad of Fates

Multiverse ID: 373685

Triad of Fates

Comments (36)

Randowar
★★★☆☆ (3.5/5.0) (3 votes)
Not great but I'll make an Ashen Rider leave the battlefield and come right back.

Two turns, two exiles. Not too bad.
TheManakinTransfer
★★★★☆ (4.8/5.0) (6 votes)
Hey, an Johnny/Melvin WB general. It's good to remind people that Orzhov isn't just about sucking life.
Lord_of_Tresserhorn
★★★★☆ (4.6/5.0) (11 votes)
Comboes with Oblivion Stone... slowly...
Ligerman30
★★★★☆ (4.3/5.0) (3 votes)
This is pretty awesome guys, it's legendary. B/W Flicker EDH, Here we go. :)
James_Kernaghan
★★☆☆☆ (2.5/5.0) (4 votes)
So slow that it's essentially useless.
Legendxp
★★★☆☆ (3.0/5.0) (2 votes)
Wish it was WhiteBlack for a 1/1 instead of 2WhiteBlack for a 3/3.
Abl
★★★★☆ (4.9/5.0) (4 votes)
Would have liked Ashen Rider at rare and this at Mythic with a stronger effects.
Ferlord
★★★★☆ (4.0/5.0) (2 votes)
The Triad of Fates: Cleaning your laundry and messes, one body at a time.

I think this'll be a good WhiteBlack general, since it doesn't have any true strategy going for it. It's removal on a General... you always need removal in EDH.

Besides looking like, feeling like, and fitting in the colours of Sen Triplets, this will do well with something like Thousand-Year Elixir and Magewright Stone. It effectively gives you an Oblation each turn.

Can someone say, "Sweet Jesus"?
Nucleon
★★★★☆ (4.0/5.0) (2 votes)
This gets insane once you find a way to untap it regularly, Pemmin's Aura gets my vote. Though the problem I see with the second ability is that it won't keep the fate counter upon returning, so you have to put another on the thing.

That said, if I can build an EDH deck around making dozens of Oblivion Stone and Heartstone copies and then flinging fate counters all over the place, why not?
majinara
★★★☆☆ (3.5/5.0) (3 votes)
I like the concept, but the card is by itself quite weak as a Commander. Someone like Visara the Dreadful gets rid of a creature each turn. This guy requires two turns and mana. Sure he is more flexible, but he's just soooooooooooooooo slow. You definately need ways to give him haste, untap him, add rings of brighthearth and the like.
leingodf8
☆☆☆☆☆ (0.0/5.0)
Man... why couldn't that second ability return it to the battlefield with a fate counter on it. It would even make more sense flavourfully.

You set the thread of fate to show how long their life is, you extend their life by helping them escape some ordeal... but that somehow gets rid of the thread so you have to start all over again.

NNNGGHH so close wizards so close. Still totally going to make an EDH deck out of this though, I don't care if it turns out terrible my inner johnny says I am required to do so.
pedrodyl
☆☆☆☆☆ (0.0/5.0)
Oh shit it's legendary.
Fro66er
☆☆☆☆☆ (0.0/5.0)
dissapointment at the end of the pack.
Cloudchaser.Kestrel
★★☆☆☆ (2.5/5.0) (2 votes)
I really like the overall flavor of Theros, they did a good job of not taking specific characters from Greek mythology, capturing flavor without having to capture specifics.

The fates ARE specific characters from Greek mythology though, and I don't think Wizards captured either their flavor or specifics. The fates in Greek mythology are about the inescapable. Oedopus doomed to kill his father and marry his mother, the Oracle of Delphi who's prophesies always come true. Once a fate is set nothing can be done to escape it.

The three fates are typically Clotho (spinner), Lachesis (allotter) and Atropos (unturnable). I agree that they should be black - maybe white, but green (life) or blue (sight into the future) would do as well. Maybe green (for the spinner) blue (for the allotter) and black (for the unturnable) The general flavor should reflect inevitable doom. They should be static not activated. Things to build around, not things a planeswalker controls. "Each player sacrifices a creature at the beginning of their upkeep." "If you would scry reveal that many cards, you cannot change their order." "Whenever a player gains life they discard a card." "Players cannot gain life and damage cannot be prevented." "Players can only play instants any time they could play a sorcery." Things that make fate inevitable, but work for everyone.

Now if they wanted to make Vorthos really happy - they would have a power that reflects each of the Moiraes. Their powers would be something like:

At the beginning of each player's upkeep they draw an additional card. Other additional cards cannot be drawn while Triad of Fates is in play.
At the beginning of each player's upkeep they gain life equal to the number of creatures they control. Other life cannot be gained.
At the beginning of each player's upkeep they sacrifice a creature. Other spells or abilities that would cause players to sacrifice a creature have no effect.

You tried Wizards - but not quite with this one.
Mode
★★★☆☆ (3.5/5.0) (3 votes)
Interesting concept, but without any ways to untap it, this is far too slow to have any use.
Sure, it's cheap, it's reusable, it's versatile.
But say you play it turn four, place your fate counter on turn five, and then in turn six, if your opponent still hasn't responded in any way, you use the second or third ability to finally do something. Even then, the third ability grants your opponent card advtange if you were to use it against one of his creatures, so it might even end up in his favor.

To make this more reliable in the long run, this should have been hexproof I think.
It would also have worked out nicely flavorwise I think. They're the freaking fates after all!
No mortal should be able to interfere with their plans.

It might also have been more interesting if the first effect wouldn't tap the Triad but was once-a-turn-only,
and the third ability required you to remove two counters.

Imho they woud have been perfect Mythic candidates.
Too bad they didn't turn out as amazing as they could have been.
tankthebest
☆☆☆☆☆ (0.0/5.0)
Don't underestimate this card in limited. At the Prerelease today this was my saving grace from a very menacing Heliod as well as many other threats. Yes, it is very, very slow, but so is the set in general. Repeatable, cheap removal OR utility on a solid body is definitely playable.
Fenizrael
☆☆☆☆☆ (0.0/5.0)
Combos very nicely with Thought Gorger, but there aren't really any other cards that have both "enters the battlefield" AND "leaves the battlefield" that you can really abuse unless you have a way of reliably untapping Triad of Fates.

I bet I could make a very nice deck with this though. Maybe throw in some "X damage to player where X is the number of cards in hand".

Time to do some SCIENCE! And by "SCIENCE!" I mean "MAGIC!"
Blitz_Hammer
★★★★☆ (4.2/5.0) (2 votes)
In standard this card would combo well with Illusionist's Bracers.
Black_Sun28
☆☆☆☆☆ (0.0/5.0)
If you play commander+planechase (as I do) Norn's Domion also combos.
PapikCZ
☆☆☆☆☆ (0.0/5.0)
I think this card should be renamed to "Spoon killer" or "Ginosaji"
N146
☆☆☆☆☆ (0.0/5.0)
Opened this beauty in my first Theros pack and immediately decided I was going to build a deck around it. After mixing and matching it with a few other cards i discovered that if you use this with the Village Bell-Ringer then you can effectively get extra turns. Just save up a bunch of fate counters on the Village bell ringer and then use the fate's white ability to string a ton of attack-phases together.
CaptainNV
☆☆☆☆☆ (0.0/5.0)
I've rethought this card. My problem was trying to use it to take out an enemy card. It can, but it is slow. Combo it with a one of your own cards with a big ETB effect like Abhorrent Overlord or Gray Merchant of Asphodel. Allowing those effects to re-trigger every turn is probably a balance issue.
Drewskithelegend
★★☆☆☆ (2.5/5.0) (1 vote)
This isn't a terrible card, but it could at least not have to tap to put fate counters on things. Still, as it is, it's likely best in limited, although I'm sure there's a way to make it awesome in EDH (Probably some awesome game- equalizing politics deck) I played this in a sealed tourney and, though it may be slow, blinking a Gray Merchant of Asphodel with 7 B on the field is not bad at all.
Pinto331
★★☆☆☆ (2.5/5.0) (1 vote)
Repeated exile is powerful, but when it takes three turns and {3}{W}{B}{B} to do it does it have to give your opponent card advantage?

I think I'd be a lot more into this card if the first ability didn't require tapping. Or even just haste so I get to actually do something with it the next turn. I suppose that wouldn't mesh perfectly with the flavor, and this card has flavor for sure.

If you've got a deck with means to untap creatures then maybe you've got something, but otherwise it's hard to make much of the triad even in casual constructed.

Certainly a bomb in limited in such a slow set. Removal isn't absent like it was in Avacyn Restored but it's not so prevalent that you can't count on keeping this guy around for a few turns.
Dragon_Punch
★★★☆☆ (3.0/5.0) (1 vote)
@N146 couple things. Once you exile a creature it looses all counters (of any kind) that were on it, unless the ability states otherwise, which this does not. So no matter how many counters you stack on something it comes back with none. Second, untapping creatures doesn't cause you to be able to attack with them again or you somehow get an extra turn, it just means they can block on your opponents turns and use tap abilities again. Each turn has 1 combat phase where you get 1 chance to declare attackers. You only get an extra turn or attack phase when something specifically says you do, not just from untapping. See Aurelia, the Warleader and Medomai the Ageless

I wish this card was better 3/5
cooleyford4722
☆☆☆☆☆ (0.0/5.0)
Triad of Fates + Oathsworn Giant(s) = Merry Xmas.
Jayquaz
★★★★★ (5.0/5.0) (1 vote)
It would appear that very few people understand this card. It is very bad removal on a stick this i will admit but its not meant be removal on a stick. Its based on the three fates and they did more than just kill people. They controlled the fate of the world. That's what this card is meant to do control the board. don't just kill everything just because its there. Keep putting fate counters everywhere and then when you need a something dead (or flickered) you can do it at instant speed for 1 mana. Until then use it as a mana dump on the end of your opponents turn. That way you can activate it in-response if necessary.
Enelysios
☆☆☆☆☆ (0.0/5.0)
This card makes me incredibly sad because I absolutely love the Moirai, and this card might have flavor, but it is so far below the curve for legendaries that its not useful. A 3/3 for 4 that has no protection and has to tap twice to effect the board? The fact that the last ability gives two cards means I wouldn't want to use it on my opponents. If It didn't have to tap for fate counters it would be better, but honestly, still not great. The most useful thing this card has going for it is definitely the ability to blink things, but the ability is so slow and restricted that it doesn't work well for protection. Yes, you can wait for the end of their turn, set down a counter then flicker on your turn, but only every other turn.

For those who think it would be broken to flicker more often: Conjurer's Closet, Deadeye Navigator, Nephalia Smuggler are all recent cards that can do exactly that. Navigator can do it as many times as you have the mana to pay for it, it can do it the turn it comes out and it can protect itself. Frustratingly most modern flicker cards are blue, as are repeatable untaps.

I am terribly sad my favorite greek lore became a mediocre card, but at least the Hundred-Handed One is flavorful and balanced.
Duskmantle
★★★★★ (5.0/5.0) (1 vote)
Mm. I feel most of you guys are missing the point. You're not supposed to drop this card and go in for a hailstorm of creature removal. If that's what you're looking for, you'll be severely disappointed.

This card is not for removal--it's for counteracting removal. If you have the extra mana at the end of each of your opponent's turns, you pop a fate counter on your creatures. Then, when they go in to kill said creature, you tap this sucker and draw two cards (or save your creature's hide).

It's pretty simple, and a lot more versatile on your side of the board than you might think. In the right deck (think an esper deck running hidden strings) it pretty much equates to an altar's reap every turn. Even without modifiers, it'll work into an altar's reap every other turn, which is still awesome card advantage.

Also, don't forget that the exiling isn't part of the second abilities activation cost. You could activate the ability, then fling, sac, even altar's reap the targeted creature in response and end up with extra value.

And lets not forget illusionist's bracers.

4.2/5 for versatility but a certain lack of board presence.
Elnshaw7
☆☆☆☆☆ (0.0/5.0)
I have this card in my Oloro EDH deck, and I can't even begin to justifiably mention how much work it puts in. Goodbye, indestructible creatures! Goodbye, combo piece! Goodbye, big beater! If unanswered, this card can put counter after counter on your opponents creatures and then they have to pick and choose what to swing with. I locked a game down against an opponent because of this card and ended up winning. 5/5
Whiskerbro
☆☆☆☆☆ (0.0/5.0)
I can see it being decent in EDH, but its just so slow.
Atali
☆☆☆☆☆ (0.0/5.0)
My kingdom for a W/B legendary cleric.

Is there any reason this is a wizard other than because we're not allowed to have a tribal cleric general?
limitsofmagic
☆☆☆☆☆ (0.0/5.0)
Sure he is annoyingly slow, but I'm just building an EDH around this, and even without any untap stuff yet, it is super-fun.

You just get so many options! I never thought a Glimmerpoint Stag would swing a game for me until I paired it up with this guy. Now he is a bona-fide "oh crap not that" card. Tokens and annoying auras are toast. But mainly it is just a great all-purpose spanner-in-the-works in an array of sticky situations.

A couple of other cards that like the Triad...
Kor Skyfisher - Rescue on a stick.
Entomber Exarch - bounce creatures from the graveyard or raid your opponents' hands for nasty surprises.
Dare I mention Rune-Scarred Demon?

As for the third ability, if reserved for creatures that are indestructible or provide card advantage, I find it is well worth it.

Love it. 4.5/5
P1aneswalker
☆☆☆☆☆ (0.0/5.0)
One line would have made this worth mythic status, at the very bottom, would be simple and elegant. "Sacrifice a creature: Untap fates". Without a way to untap her repeatedly it's just kinda blah, although I do love the flavor.