Final Fortune


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual 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


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

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Recent Decks

Final Fortune Discussion

Kaleo42 on cEDH Godo Helm

4 days ago

Apologies for the delay, I had to write this twice.One time mana sources make a lot of sense since you do need 11 mana to play your commander and equip all in the same turn.Basalt Monolith, Grim Monolith, Lion's Eye Diamond, Mana Vault, Pyretic Ritual, Desperate Ritual, Seething Song, Lotus Bloom, Lotus Petal, Treasonous Ogre, Vessel of Volatility, Simian Spirit Guide

Rite of Flame is too weak and Mana Seism may be a bit too deep.

Good RocksChrome Mox, Mox Diamond, Mana Crypt, Mox Opal, Sol Ring, Coalition Relic, Gilded Lotus, Thran Dynamo, Everflowing Chalice, Mind Stone, Fellwar Stone, Metalworker

Ok rocks to cut if you need more slots.Worn Powerstone, Jeweled Amulet, Fractured Powerstone

EquipmentHammer of Nazahn, Helm of the Host, Lightning Greaves all good but how do you feel about Sword of Feast and Famine + Aggravated Assault backup strategy? Sword of the Animist is a good equipment for this strategy as well but depending on the table may not be fast enough.

Draw and tutorsSensei's Divining Top, Daretti, Scrap Savant, Tormenting Voice, Wheel of Fortune, Imperial Recruiter,

I do not like Gamble without reliable graveyard interaction and I generally dont like Winds of Change especially if your opponents have any graveyard interactions.

Love the counter package, no Dualcaster Mage?Fork, Burnout, Pyroblast, Red Elemental Blast, Reverberate, Ricochet Trap, Glorious End, and of course Possibility Storm. Not a big fan of Veilstone Amulet in cedh but the makeup of your local meta will make or break this card. Active Volcano is probably too much.

Extra turns can be a big surprise win for this strategy. Love them. Final Fortune, Last Chance, Warrior's Oath

Artifact hate seems good but missing Vandalblast. By Force, Shattering Spree, Trash for Treasure.

Moon effects are strong but another meta call. Blood Moon and Magus of the Moon

Maybe too many colorless lands? I think you could cut one land overall but I understand you want to hit each land drop. Ancient Tomb, Buried Ruin, Cavern of Souls, City of Traitors, Command Beacon, Crystal Vein, Dwarven Ruins, Gemstone Caverns, 25xMountain, Sandstone Needle, Scorched Ruins, Sequestered Stash

Equipment assists seem good for faster hands but kind fragile. Brass Squire and Magnetic Theft

Dire Fleet Daredevil is a good card.Goblin Welder, Slobad, Goblin Tinkerer, and Welding Jar are all good.

Kuldotha Forgemaster is a good way to tutor the equipment into play.

Sphere of Resistance is a fantastic protection card but can make it easier for others to combo if you leave it out.

Mikey289 on Food Chain Prossh

2 weeks ago

I have never seen Final Fortune in any deck before. It seems really strong to me. Can you tell me about the success you have been having with it? Does this card become a disadvantage more often than not?

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

3 weeks ago

NotEaster, I am still considering your suggestion regarding Glorious End. I have a feeling that it is not quite right. Glorious End should work best with a deck built with tons of offense. It is best if you need another untap and another combat phase. It is not a defensive card, and so it may seem like you could derail an attack and then retaliate in the turn after you play it and before you lose, but playing this is desperate unless you already have the means to win, and then it is less of a defensive reaction and more of an offensive reach card. It is definitely surprising, but not exactly the card I would usually want, and if it was, I should win anyway. Glorious End seems like a strange combination of Final Fortune and Time Stop. All of these cards are pretty amazing, and can be total game changers in the right deck, but I am unsure that this deck is really set up to overcome the significant drawback or the "lose the game" clause. I think a more aggressive deck is needed to make that clause not matter as much.

Cheesegod and SurpriZe, I really do appreciate the feedback. It has been a lot of work, but it truly is a labor of love. The deck speaks for itself, for those who are open to it.

Sin089 on Vic Vinegar's 8Whack Whacktastic Wonder

1 month ago

Could do Magmatic Chasm instead of Falter. It's a sorcery instead of an instant, but serves the same purpose.

Glorious End could be an option for "taking an extra turn" over Final Fortune. It does cost 1 more mana and has different text, but it accomplishes a similar goal.

andypants040 on Nayastormus Rex

1 month ago

I wonder if adding Final Fortune, Last Chance, and/or Warrior's Oath would be good. If you can stick Dosan the Falling Leaf or Grand Abolisher these could give you a little breathing room to go off with.

Command Beacon would also be nice if Zacama is ever exiled and you need him back in your hand from the command zone.

ChrisKrow on Wort Hermit Storm

1 month ago


I thought about using Final Fortune and somehow win on the turn. No idea how possible it is (i'm dubtful), but if it does, it'd be quite hilarious.

ClockworkSwordfish on Odric, Lunarch Marshal and Sundial ...

1 month ago

Unfortunately no. The key difference is between an ability that lasts "until end of turn" like that of Odric, Lunarch Marshal, and one that happens "at end of turn" (like Final Fortune.) The reminder text on Sundial of the Infinite specifically says that '"this turn and "until end of turn" effects end,' as they're simply waiting until the turn ends, and using the Sundial speeds that up. The Sundial is effective with cards that mention the "end step" specifically, such as Ball Lightning, since using it skips the end step.

liquid_water on Mirrors and Mages

1 month ago

I'm not really a fan of the combo with Sundial of the Infinite, Isochron Scepter, and Final Fortune. Final Fortune is pretty bad on it's own, and Sundial's utility is pretty limited, since most of the value I'm getting from my Wizards is from their ETBs. I'd much rather use my X spells, since even when they aren't combo pieces, casting them for 6 or 7 is often still often a solid play.

I also wouldn't say Sedraxis Alchemist is outright better than AEther Adept. The ability to bounce noncreatures is good, but I wouldn't want to rely on having a blue permanent for the effect with how low of a count of blue permanents my Inalla deck runs. I think we would both probably agree that Venser is the best of the three though!

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