|Commander / EDH||Legal|
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|Seventh Edition (7ED)||Rare|
|Classic Sixth Edition (6ED)||Rare|
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Take an extra turn after this one. At the end of that turn, you lose the game.
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Final Fortune Discussion
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
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.
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.
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
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.
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?
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.
1 month ago
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.
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.
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.
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!