Welcome to Modern, where the combos are made up and the wincons don't matter!
I saw a wicked azorius
Shared Fate
deck tech that seemed fun, but everything's better with green.
What does the deck do, exactly? Nothing! You have no way to win. Who does? Your opponent! So, you just run with that. And once you resolve a
Shared Fate
, it's good game. You play your opponents stuff, and they get some disruption and ramp, but they'll never win. Your plan is to stop their board, fight hand disruption, and resolve your
Shared Fate
.
Card Choices:
Path to Exile: Removal.
Condemn: More removal.
Farseek: Good Ramp.
Birds of Paradise: Great ramp. (Note: 0 attack. Can't be giving our opponent a way to win, now can we?)
Mana Leak: Counters.
Rune Snag: Counter the counters.
Day's Undoing: Okay, this one's ridiculous. After you resolve
Shared Fate
, you cast this and then one of your only worries (your opponent's remaining hand) is gone, only to be replaced with your useless junk. Classic! Also is a good way to dig for your combo.
Gitaxian Probe: Dig.
Anticipate: Dig on a budget.
Supreme Verdict: Ba Boom.
Side note: You editing the deck? Puttin' some cash in it? Making it your own? Awesome! Just one rule: Absolutely no Cryptic Command. Or Remand!... Technically two rules.
Putting stuff back into your opponents hands es no bueno. They get their stuff.
They aren't supposed to get their stuff.
So, back to one rule: no bounce. Ever.
Also, I'm looking for a transformative sideboard, in the unlikely event of a mirror match. Feedback needed.