Home / Pokemon / Shrouded Fable / Xerosic's Machinations
Xerosic's Machinations
NM
LP
MP
HP

Viewing offers in Near Mint condition

Ultra Rare · Trainer

Xerosic's Machinations

Ultra Rare · Trainer · Shrouded Fable
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Your opponent discards cards from their hand until they have 3 cards in their hand.

Card Details

-/-Power / Toughness
-Mana Cost
2Prints

Character Background

Xerosic’s Machinations is a classic control tool, and in Shrouded Fable it reads like a ruthless piece of hand disruption meant to smother an opponent’s options before they can convert them into pressure. By forcing the opponent down to just three cards, it can reset a hand that has been carefully sculpted for a big turn, often buying the tempo needed to establish your board, set up a late-game attacker, or finish a lock. It shines best in control and disruption-heavy midrange shells, especially alongside effects that punish small hands or make redraws awkward, such as follow-up discard, gust-based denial, or Item-heavy lock pieces. The best timing is usually after your opponent has already invested resources, so the effect strips away redundancy and combo pieces rather than random fillers. In deckbuilding, pair it with consistent draw engines and recovery cards so you can continue applying pressure while your opponent is forced to rebuild from a reduced hand.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Xerosic’s Machinations is a classic control tool, and in Shrouded Fable it reads like a ruthless piece of hand disruption meant to smother an opponent’s options before they can convert them into pressure. By forcing the opponent down to just three cards, it can reset a hand that has been carefully sculpted for a big turn, often buying the tempo needed to establish your board, set up a late-game attacker, or finish a lock. It shines best in control and disruption-heavy midrange shells, especially alongside effects that punish small hands or make redraws awkward, such as follow-up discard, gust-based denial, or Item-heavy lock pieces. The best timing is usually after your opponent has already invested resources, so the effect strips away redundancy and combo pieces rather than random fillers. In deckbuilding, pair it with consistent draw engines and recovery cards so you can continue applying pressure while your opponent is forced to rebuild from a reduced hand.

Generated using gpt-5.4-mini · Updated at 2026-08-21 11:10:43 UTC

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