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Giving opponent choice is never good. Just trying to think of uses for her, but whatever you do with Fatespinner, you have to think about at least 2 things:
1. What phase is least important for you?
2. What phase is least important for the opponent (i.e. the least number of times)?
1. Probably combat phase. So you win with something other than creature damage, like milling.
2. Will vary, but when an army of creatures is in place, it's either draw phase or main phase. When he runs flash and a lot of interrupts, it's definitely main phase.
So find some way to really make that phase more important for opponent. Opponent will only want maybe a couple of more creatures out and just combat and draw for a number of turns. Possibly just using upkeep phase to play stuff like Giant Growth. So he'll skip main phase at times to be able to draw more> no spells or lands played. So you bounce stuff back during combat, like with Capsize, and it stays in his hand. Evacuate is even worse...you just... (see all)
Posted By:
FlorisV
(12/16/2012 8:25:52 AM)
It was more annoying in MTGO. When you had to choose which phase to skip it wouldn't let you pick but it would still want you to. You would lose to timing out.
Posted By:
Moxxy
(1/18/2013 11:22:49 PM)
Very interesting and cool ability. I can't remember any cards doing anything similar on top of my head.
Posted By:
Arachnos
(8/16/2013 2:37:14 PM)