Fatespinner is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
Complete guide
Fatespinner is a devious Human Wizard that forces your opponents to make a difficult choice every single turn. By restricting their tactical options, it slows the game down and disrupts even the most carefully planned strategies.
Forcing the Choice
At the beginning of each opponent's upkeep, Fatespinner's triggered ability goes on the stack. When it resolves, that opponent must choose one of three options: their draw step, their main phase, or their combat phase. This choice is mandatory and determines which part of their turn will be skipped entirely.
How it Resolves
The choice happens during the upkeep, which is before the draw step, combat, or main phases occur. Once the player chooses a step or phase, they skip every instance of it that turn. For example, if an opponent chooses to skip their main phase, they skip both their pre-combat and post-combat main phases. If an effect would grant them an additional combat phase later in the turn, that is also skipped.
Common Pitfalls
Players often forget that Fatespinner only affects the player whose upkeep it is. It does not stop you from having your phases, only your opponents. Additionally, if multiple Fatespinners are on the battlefield, the opponent chooses for each one separately, but they are allowed to choose the same phase for both triggers to minimize the damage.
When to Deploy
Fatespinner is most effective when your opponent relies on a specific phase to function. Against aggressive decks, forcing them to choose between drawing a card or attacking can stall their momentum. Against control or combo decks, removing their main phase prevents them from casting most spells, effectively locking them out of the game.
Interaction examples
If you have Roaming Throne on the battlefield with 'Human' or 'Wizard' chosen, Fatespinner's ability triggers twice at the start of an opponent's upkeep. The opponent must make two choices. They can choose to skip two different phases (such as Draw and Combat) or choose the same phase twice to only skip that one phase.
An opponent facing Fatespinner might choose to skip their draw step to keep their main phase and combat. If they then attack into your Solemn Simulacrum and kill it, you get to draw a card while they have missed their natural draw for the turn, putting you further ahead in card advantage.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Fatespinner
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
That opponent skips only the phases or steps that are chosen.
No other card is named in this ruling.
- #2· Wizards of the Coast
If there are multiple phases with the same name in the turn, your opponent skips them all. This is true even if a new step or phase is added to the turn after the ability resolves.
No other card is named in this ruling.
- #3· Wizards of the Coast
If more than one Fatespinner affects you at the start of your upkeep, you can choose the same step or phase for each one.
No other card is named in this ruling.
Legal formats
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Meta decks with Fatespinner
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum