Chance for Glory

Chance for Glory

Instant

Creatures you control become indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

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Set Rarity
Guilds of Ravnica (GRN) Mythic Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Chance for Glory occurrence in decks from the last year

Standard:

All decks: 0.05%

Commander / EDH:

All decks: 0.01%

Chance for Glory Discussion

king-saproling on Interracial Marriage

1 week ago

Mistveil Plains and Chance for Glory, in conjunction with Sunforger and Angel's Grace, will allow you to take a couple extra turns. With enough mana and a way to untap Mistveil (e.g. Deserted Temple), or just something like Junktroller, you can even take infinite turns!

Sunforger can find Tithe which can find mistveil, so the setup is actually pretty easy once you have Sunforger. Deserted Temple could be found with Expedition Map or Weathered Wayfarer, who in turn can be found by all sorts of rangers/recruiters (if you wanted to dedicate more of the deck to being a Boros infinite turns combo haha): Ranger of Eos, Ranger-Captain of Eos, Recruiter of the Guard, Imperial Recruiter.

You might like these too: Scrapyard Recombiner (finds Canal Dredger), Moggcatcher (finds engineer/welder), Reito Lantern, Epitaph Golem, Pull from Eternity (reusable TP! gross!)

Joe_Ken_ on Winota, Infinite combos

3 weeks ago

44 lands seems like a bit much especially when your deck is mostly 5 drops or less. I’d tone back lands to 37 or 36 while looking for more cards to make Winota more consistent.

I think an interesting few cards could be Chance for Glory and Glorious End to get that extra turn to potentially kill the table.

Gbeail on The Whole Squad's Here >70$<

4 weeks ago

Thanks for the info, didn't know they wouldn't trigger. I'll see what I can do to improve it based on this. Before it had turn 4-5 wins, this is a significant nerf. If you have any budget cards that would work it would be greatly appreciated. It could still get a turn turn 4 win if you drew Chance for Glory, Combat Celebrant, or Relentless Assault before the attack and had the mana for it. Before hitting Combat Celebrant was a insta kill however I guess it wouldn't activate that attack.

alexjustdoit on Threat Level Midnight

4 weeks ago

This is great.

You might like looping Chance for Glory for infinite turns

king-saproling on Kaalia of the Vast

1 month ago

Looks like a fun deck! The overall deck strategy looks to be dealing massive damage as quickly as possible. That being said, and because Kaalia costs 4 mana, I'd definitely recommend including more mana rocks that cost 2. They would allow you to get Kaalia out on turn 3, making your deck a whole turn faster!

If you ran eleven 2-drop mana rocks, you would have a 99% chance of drawing one by turn 2. Sounds like a lot of mana rocks, but considering you run a lot of high cmc creatures I think they would be worthwhile, especially if Kaalia gets killed a lot.

Here are some decent ones: Fellwar Stone, Arcane Signet, Talisman of Indulgence, Talisman of Hierarchy, Talisman of Conviction, Wayfarer's Bauble, Coldsteel Heart, Everflowing Chalice, Prismatic Lens.

Here are some other cards you might like: Blood Speaker, Sunforger, Chance for Glory, Angel's Grace, Mistveil Plains, Tithe, Seize the Day

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