Categorized | Mechanix

Vanishing and Fading

Posted on 20 February 2007 by Dominic Hodgson

Intro
Storm in my Heart by Scarred IV Life

The comprehensive rules for both vanishing and fading, and a closer look at the differences between them.

Special note: Stifle, Trickbind and Voidslime can actually stop vanishers from going away.

Time Spiral Cards with Vanishing
Aven Riftwatcher
Calciderm
Chronozoa (a wacked out Phantom Monster?)
Deadly Grub (part Cocoon, Deadly Insect, and Penumbra)
Deadwood Treefolk
Keldon Marauders
Lavacore Elemental
Reality Acid (the blue Vindicate)
Tidewalker
Waning Wurm (possible use with Sutured Ghoul)

Fading into History
The roots of these abilities may have started with Clockwork Beast, Divine Intervention, Lord of the Pit and Stasis. Magmasaur was likely a huge influence to the creation of vanishing and fading. Cumulative upkeep, echo, phasing and even suspend have similar elements to vanishing and fading.

Fading Cards from the Past
Static fading cards have a basic countdown
Blastoderm
Cloudskate
Parallax Dementia
Rejuvenation Chamber
Rusting Golem
Skyshroud Behemoth
Skyshroud Ridgeback (a Kird Ape wannabe)
Tangle Wire

Adjustable fading cards let you remove counters for more effects
Ancient Hydra
Defender en-Vec
Jolting Merfolk
Parallax Nexus (likely an influence for Nightmares)
Parallax Tide
Parallax Wave (likely the influence for white blink cards)
Phyrexian Prowler
Saproling Burst
Woodripper

There’s also Parallax Inhibitor to alleviate faders.

Using Vanishing and Fading Effectively
Due to their limited lifespan, you have several options here:
1) Play fast and aggressive with cheap and efficient damage or mana production.
2) Use bounce or blink effects - Temporal Adept, Clockspinning, Ghostway, Safe Haven, or Blood Clock are some examples.
3) Use reanimation (normally found in black) - Hell’s Caretaker might be a powerhouse with fading or vanishing.

Here’s some other cards that use time counters:
All Hallow’s Eve
Tourach’s Gate (might be fun with Endrek Sahr, Master Breeder)
Infinite Hourglass
Time Bomb

Stopping Vanishing and Fading
Forget bounce and blink spells, that will only encourage your opponent!
Also, don’t fall into the trap of using AEther Snap, Ferropede, or Spinal Parasite. Use strong, basic tactics instead and try stopping whatever is allowing the opponent to abuse the cards.

Favorite Card with Decklist
Blastoderm/Calciderm

Here’s a Standard-legal deck that uses bounce and blinking to reset your time counters.

Vanishing Act
Lands: (24)
4 Adarkar Wastes
4 Hallowed Fountain
8 Island
8 Plains

Creatures: (16)
4 Calciderm
4 Dust Elemental
4 Sage of Epityr
4 Temporal Adept

Other Spells: (20)
4 Chromatic Star
4 Ghostway
4 Reality Acid
4 Remand
4 Wrath of God

This is a basic control deck, so play defensively until you can clear the way for your finishers. There’s a lot of synergy here, as Dust Elemental or Ghostway can save your side from Wrath of God, and Temporal Adept with Reality Acid is great for all-purpose removal. Sage of Epityr really helps to smooth out your draws, especially when you can use it repeatedly throughout a game.

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    Sealed Deck
    • 2+ players
    • Each player needs 1 Tournament pack and 3 booster packs
    • Players simply open their tournament packs and the cards from three additional booster packs and build a deck from the cards they opened. Guidelines require a minimum deck size of 40 cards and allow players to add as many basic lands (Plains, Islands, Swamps, Mountains, and Forests) to their card pools as they like.

    Booster Draft
    • 4-8 players
    • Each player needs 3 booster packs
    • At the start of a Booster Draft, each player opens a booster pack and picks the card he or she wants from it. (You can't see the cards that the other players draft.) Then each player passes the rest of the pack to his or her left. You pick up the pack that was passed to you, select a card, and pass the rest to your left. This process continues until all the cards have been drafted. Next, each player opens a second pack, but this time, you pass the pack to your right. After all those cards are drafted, you open the third pack and pass to the left again.
      Once all the packs have been drafted, players build decks from the cards they selected, adding as many basic lands (Plains, Islands, Swamps, Mountains, and Forests) to their decks as they like. Each deck must have at least 40 cards.
    Tribal Wars
    • One-third of every deck must be of a single creature type (e.g. "Merfolk" or "Beast")
    • Each deck must contain at least 60 cards, and players may build decks using Standard, Extended, Legacy, or Vintage deckbuilding rules.
    • You can use creatures of other creature types, but they do not count towards the "1/3 of single creature type" rule.

    Singleton
    • aka "Highlander"
    • No two cards in a player's deck can share a name unless they're basic lands (Plains, Islands, Swamps, Mountains, and Forests). Players can use Standard, Extended, Legacy, or Vintage deckbuilding rules.