Final Fortune

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Mirage (MIR) Rare

Combos Browse all

Final Fortune

Instant

Take an extra turn after this one. At the end of that turn, you lose the game.

Price & Acquistion Set Price Alerts

7ED

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MIR

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Final Fortune Discussion

Kthululu on Kalemne Voltron

2 weeks ago

Hey buddy, here are some tips I would suggest in order to make your deck more competitive. Unfortunately voltron is not the strongest right now, but that doesn't mean you can't give your sexy lady Kalemne, Disciple of Iroas everything that she deserves.

Lands:Things like Boros Garrison that come into play tapped need to go, unless they are part of a winning combo, and even then that is sketchy. Add Sacred Foundry to your mana pool for essentially another Plateau. Also, add more fetchlands to fix your mana. Fetchlands also have a benefit of thinning out your deck so you have a better chance of getting to what you want. Ancient Tomb is also a great land for you. So is Inventors' Fair!

Artifacts:You are missing the essential artifact ramp package of Chrome Mox, maybe Lotus Petal, Mana Vault, Mana Crypt, Mox Diamond, and for your deck even Mox Opal due to your amount of artifacts. You could even add the 2 artifact lands to help with metalcraft. Lotus Petal is a person call, but I could see you going without. If you need more ramp then maybe ones like Mind Stone or Prismatic Lens. Howling Mine gives a benefit to all of your opponents as well, so I would suggest cutting that. Any mana ramp that comes into play tapped should probably be cut. In addition, since your deck is slower than many other decks and require combat steps, I would recommend adding artifact stax pieces to slow people down. Ideally you want pieces that hurt your opponents more than they hurt you. Things like Winter Orb after you play your commander. That way your opponents have less resources to deal with your stuff. I would recommend checking out competitive decks to see what stax pieces they use and seeing which ones would work best for you.

Creatures:You have a lot of expensive creatures that don't completely go with your wincon with your commander. I would also straight up remove Skyknight Legionnaire. I would definitely add Stoneforge Mystic to have another tutor and a way to flash in artifacts. I would also recommend using stax creatures to hurt your opponents. Maybe something like Ethersworn Canonist since you play lots of artifacts. I believe there are other white creatures that tutor up artifacts, you should check them out. If you want to add creatures that can you can equip things to besides your commander, maybe look at things like Kemba, Kha Regent or Monastery Mentor. You can also rock the awesome Recruiter of the Guard. Also, have you met your future friend Magus of the Moon?

Enchantments:You have lots of stax pieces here which I think is good. I would recommend adding more with things like Stony Silence. I'm not sure how well Ghostly Prison works with your deck, so if you need to cut things it should also be one of the things to go. And probably most importantly, hello Blood Moon!

Instants/Sorceries:Faithless Looting should be an instant add. I would also say Pyroblast and Red Elemental Blast should be for sure additions. They can counter counterspells and destroy blue permanents. If you want wheel effects then good old Wheel of Fortune should be added. Red has access to some okay draw effects through cards like Tormenting Voice that can help you go through your deck. Sensei's Divining Top might not be a bad card for you either. You also have a tons of board wipes. Yes, having one or two can be nice, but not that many. Rolling Earthquake is really solid, and if you want Wrath of God isn't bad either, but after that more spot removal is probably best.

Overall Recommendations:I would recommend dropping your overall cmc with cheaper costed cards that help you win with your primary wincon, Kalemne, Disciple of Iroas, more efficiently. Stax pieces could help you out a lot with slowing others down too. Adding something like Isochron Scepter + Final Fortune + Sundial of the Infinite is a relatively cheap way for you to get infinite turns and to pull out a win. I would also recommend more draw spells, they can help you go through your deck to the good stuff more efficiently. Once you drop the cmc of the deck you should cut lands, I wouldn't go over 32 with the ramp you will have.

Rhadamanthus on If I play Emrakul, the ...

1 month ago

Multiple extra turns do "stack up" on top of each other. You get 2 extra turns.

It doesn't matter in this particular situation but just so you know in case it comes up: the most recently created extra turn will be inserted right after the current one, i.e. in your example you'll take the 2nd extra turn you created first, and then the 1st extra turn you created after that. This is really only relevant if one or more of the extra turns has something unusual going on (Savor the Moment, Final Fortune, etc.).

VesuvanDoppelbanger on Forged on the Altar of Infinity

1 month ago

Looks pretty vicious! It feels like you'll be in the if-I-had-1-more-turn state pretty often since you're going for a combo. What do you think of Final Fortune/Last Chance/Warrior's Oath?

Impact Tremors seems like a win-more card here - only super valuable after you're already combo-ing. Maybe some Faithless Looting would work to push for Golem/Mastery and to toss myr when you're flooded with them.

Lastly, some removal would help. Gotta stay up till you blow up.

Until your next brew...+1 and done.

xTempest on Sundial combo to avoid milling?

2 months ago

The situation is:

I have 5 lands up.

An Isochron Scepter with a Final Fortune on it in play.

A Sundial of the Infinite in play.

(Creating the infinite turn combo)

and an Isochron Scepter with for example Lightning Strike in play.

I know that you have infinite turns so you can tap the 3 damage every turn, the question is if I can do it before drawing a card. so if:

On my upkeep, tap the first isochron, tap the second, then end the turn (avoiding drawing a card from the start of the turn) and move to my next bonus turn and keep doing this infinitely, essentially, dealing infinite damage?

Daedalus19876 on Judgment Day: Avacyn the Purifier EDH | *PRIMER*

2 months ago

JankimusPrime: Sorry it took me a few days to get back to you! Things got really complicated really fast :(

I do think that Avacyn is best as a fast Voltron list, simply because she's not QUITE as impactful as you'd want for a midrange control-ish commander. But she can definitely function in that role! :)

If you wanted to go that way, you could add more equipment that gives deathtouch or lifelink. Quietus Spike would also be pretty awesome in a slightly slower build.

You could also run some cards like Gisela, Blade of Goldnight to bias combat and damage in your direction, and some blink cards like Cloudshift to blink Avacyn to grant indestructible to your field :)

I also know a guy who plays Final Fortune/Glorious End+Angel's Grace to tutor for them with Sunforger, hehe.

I hope that helps!

Mataogetrekt on [List - Multiplayer] EDH Generals by Tier

3 months ago

What do you think of Neheb, the Eternal ? He gives you infinite attack phases with Aggravated Assault if you hit for 5 or more which is very easy, In a 4 player game, Pyromania for 5 makes enough mana to hardcast any eldrazi titan and Wheel of Fortune, maybe pay 5 into Pyromania , get 15 mana, hardcast Kozilek, Butcher of Truth, and Final Fortune to then swing with kozilek, and get infinite combat steps? Win? Sounds like a fun little deck.

Pandaka on Glorious End Deck

3 months ago

Also for for new beginnings put in Final Fortune + Isochron Scepter + Platinum Angel and maybe Last Chance

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