Final Reward

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Standard Legal
Pauper Legal

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Set Rarity
Amonkhet Common

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Final Reward

Instant

Exile target creature.

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Final Reward Discussion

SolomonsEfreet on You can't Touch That! Under 50$ format

19 hours ago

Fit in Midnight Banshee and put in Silence the Believers in place of Final Reward.A much better card as it still exiles, base mana the same but I can use it to exile more then one creature if wished.

pesimitee on Solemon Jundy

5 days ago

You should cut Temple of the False God, Final Reward, Sword of Kaldra, That Which Was Taken, Barrage of Expendables, Incendiary Flow, Gild, Burn from Within, Fade into Antiquity, Devil's Play, and also a few more lands. If you add the ramp I mentioned, you shouldn't need more than 36-37 lands.

monoblack79 on -1/-1 Counters

5 days ago

You only have 4 zombie creatures in your deck, I would suggest removing Lord of the Accursed and adding in a creature that might be better for your theme of minus counters, for what you built it with it is good though. Here are some budget options to consider for your deck: (this is assuming you are not going to go all in on zombie tribal and stay in mono black)

a playset of Gifted Aetherborn Murder or Never//Return instead of demolition and Final RewardGrasp of Darkness (if you want to splurge in place of Fatal Push if you really want to spend)with only one cartouche, Trial of Ambition isn't the most productive card in your deckDark Salvation if you want to do zombie stuffPlague Belcher more copies if you want zombie stuff

good luck, mono black is just hard to build right now cheaply since a lot of the "competitive" pieces are about $5 each per creature card.

EastsideRock on AKH - Grixis Control

5 days ago

lords2001 As it stands, we deal with indestructible creatures mainly with To The Slaughter or Grasp the Gods that have 4 toughness, we can also obviously Counter them or strip them out of their hand with Transgress. One of the last addition to the deck was the copy of Final Reward, explicitly to deal with those. However what I have come to realized in the last few weeks is that 1) Gods are not enough of a problem to justify a slot to them 2) If opponent is resolving Ulamogs, there's a 95% chance that we will lose the game anyway. SO, as of yesterday I swapped Final Reward with Dispossess; instead of having a shot in the dark to exile one Ulamog, now we have a shot in the dark to take out all Marvels prior to them resolving Ulamogs...Not ideal, but Marvel + Ula is just that broken really. White is for sure better equipped than us VS indestructuble stuff but we just don't fucks with white, remember? haha... BOLAS!

Magma was put in explicitly VS zombies and is doing a great job. However it is pretty dead after they start resolving lords or the Lili anthem, so I'm happy with 2 copies. A few weeks ago I was having a harder time VS Zombies then Marvel but now it's the opposite because I know how to take the Zombie deck better (one of the keys is to keep counters vs that Lili anthem, you can't treat that matchup like you treat any other aggro matchup), whereas Marvel got way more wide with creatures and more deep with counter magic and versatile threats (Chandra, Sphinx...)

viperfang4 I do think that the discussion is in order so thx for mentioning this, I did ponder over them but even though the cycling is appealing, what we really want from our lands is to come in untapped and as it stands we just have 4 lands that are a definite come-in tapped. Considering the greedyness of our deck requirements, having more tap-lands would make the mana-base more clunky than it already is. We have a very delicate balance to keep. Another thing is that in this meta with our current configuration I still want to be dropping lands turn 9-10!! Dropping Chandra/Hulk and keeping 3-4 up is very important. One more thing: generic cycling will never come close to edge Anticipate! Anticipate is really MVP in getting us out of shit when we need a particular card to get out of it! For us 3-color decks it's really hard to justify these cycle lands I think, a more dedicated control full of counters with 27 lands could use them though, probably like an Esper build.

EastsideRock on AKH - Grixis Control

1 week ago

ok guys: In the last few days, I've been losing to Marvel more than I'm comfortable with. It's official, everyone is now on Marvel's dick.

We don't need to make drastic changes but I'm considering swapping the slots of Kefnet, Final Reward and possibly By Force for more tools against that particular matchup. Is it gonna be more Negate, Void Shatter, Disallow and/or is it worth to consider more ''exotic'' stuff such as Summary Dismissal, Overwhelming Denial, Confiscation Coup!? What's it gonna be! State your cases! :D

Argeaux on Amonkhet Barbecue

1 week ago

Feltrix I did try this with a splash of but it made everything too inconsistent.

I often missed my 1 drop Magma Spray or Soul-Scar Mage.

If you want to go three colours consistently at the moment you either need to have be one of those colours, or allow your early game to be quite slow.

In regard to Gods, I have also been using Final Reward in another build, with surprisingly good results.

That is because a lot of the Gods come out Turn 4 or later. Final Reward lets you also hit Wandering Fumarole.

Argeaux on Hawtzoret the Furvert

1 week ago

That's a good choice.

It's an easy sub for Abandon Reason, if you need to deal extra damage to the Opponent and/or gain some life yourself.

I didn't answer your question above about how many Hazoret the Fervent you should have.

Since it works so well, I would run 4.

Opponents CAN get rid of her with Declaration in Stone, Oblivion Ring, or Final Reward, and they can also get rid of her with -1/-1 Counters.

So having a spare is not a bad thing.

I actually found that Bontu the Glorified was very tricky to put online.

I think that God is better in decks that generate a lot of Tokens, or have a lot of recurrence.

This deck has neither of those things. So I would take Bontu out and put another Hazoret in.

Argeaux on Mad-Cow Rampage (Tribal Minotaur)

1 week ago

I have thoughts about what was just posted.

My thoughts are based on playing with an actual Minotaur deck which, from the way the post above was worded, I don't think the poster above has.


If you run Hanweir Battlements for its Haste ability someone will inevitably try to make a case for also running Hanweir Garrison.

In this deck you want to keep everything as Tribal as possible, to make the best use of Neheb, the Worthy when it lands.

You already have Bloodlust Inciter. Adding another Non-Minotaur Creature to the mix will weaken the deck overall.

I know this because that's what happened when I added Hanweir Garrison to Amonkhet Minotaurs.


You definitely do NOT want to cut Neheb, the Worthy or Ahn-Crop Crasher.

Once Neheb comes out this deck hits its stride. Ahn-Crop Crasher works extremely well against Gods, and just about everything else, with its Exert ability.


I do agree with cutting Bloodrage Brawler back to 3 copies, for the reason that 2-for-1-ing yourself in the early game can be a problem.

From experience, however, pitching lands early on is not that problematic, and often not what you need to do anyway.


In no way is Ondu Champion "win more".

I dropped down to 3 copies and then soon moved back to 4.

It's simply the best way to squeeze through the last bit of lethal damage, particularly against decks that can go wide or recur, and can therefore chump block all day.

I think I remember you saying that you have experienced this.


I do agree with adding some in the Sideboard.

Transgress the Mind can be useful against Gods, but so is Final Reward, and you don't have as much chance of "missing" with Final Reward.

A 5CMC card seems to be too high a cost but this deck can easily hold out for a win on Turn 8, and a lot of stuff you will want to Exile doesn't activate until Turn 4 or later eg. Wandering Fumarole, Torrential Gearhulk, Hazoret the Fervent, Ulamog, the Ceaseless Hunger, cheated out with Aetherworks Marvel.

Not to say that Transgress the Mind is a bad way to go.

I would use it if your local meta is God-heavy, and go with Lay Bare the Heart instead, if Control decks have taken over.

A few of us have tried a lot of different hand disruption cards and Dispossess didn't always end up working that well.

Lost Legacy doesn't hit things like Torrential Gearhulk or Heart of Kiran, however NO hand disruption cards hit Heart of Kiran except for Dispossess, and it misses the first one if played on curve.

That's why By Force is there.

If you are playing against a lot of Aetherworks Marvel or Dynavolt Tower decks then Transgress the Mind is definitely the way to go.

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