Finale of Devastation
Search your library and/or graveyard for a creature card with converted mana cost X or less and put it onto the battlefield. If you search your library this way, shuffle it. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
|Have (3)||Ravilan , , TheAnnihilator|
|Want (3)||gmillion , Darimasus , BladeWing517|
Printings View all
|War of the Spark (WAR)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Finale of Devastation Discussion
4 days ago
I really went back and forth as to whether to include both Green Sun's Zenith and Finale of Devastation due to the X cost factor you mentioned, but I ended up adding 3 powerful non-X cost hydras to take that into account. That said, as my options are so limited there I think replacing them is the right call. I want to keep the X spells count up so I may try Open Into Wonder and The Crowd Goes Wild for a couple of hefty surprises.
I wasn't drawn to the Doubling Season effect cards for 1 simple reason - the double tokens produced by Zaxara will enter as 0/0's and will fizzle. That said, they may be worth running for the additional +1/+1's, we'll see how well Hardened Scales performs and if I feel as though I want redundancy for that effect I'll look to add them.
Great ideas Manley1994, thank you - I'll be incorporating a few of these for sure.
4 days ago
Hydras and x-spells have always been an interest of mine, but I never truly found the correct commander - trying decks such as Kenrith, the Returned King and Rosheen Meanderer. Many of these cards can be seen as just "fun" cards, but, as with everyone, take with a grain of salt!
Kruphix, God of Horizons or Doubling Cube might be worth it. Also, mana doublers, such as Mana Reflection or Vorinclex, Voice of Hunger might be worth the slot. Animist's Awakening is interesting and on the x-spell theme.
Mind Grind for another win-con.
You could also include the Urborg, Tomb of Yawgmoth / Cabal Coffers package along with cards like Vesuva and Thespian's Stage for even bigger mana. Then you could include fetches for these cards, such as Tempt with Discovery, Hour of Promise, and Expedition Map, although sort of slow.
I don't really like Finale of Devastation or Green Sun's Zenith for Hydras, because whatever creature you get generally just dies when it enters the battlefield. The Talismans are cool, but pure, land-based ramp might be worth more in the long run, especially if you decide to add the cheaper mana doublers. The land base might be a bit overkill for a three color deck with access to green. In my experience, I can often get away with running more basics in sultai, but if it works, it works. Maybe Chromatic Lantern would help?
These are just my quick thoughts. Kind of sad that this commander doesn't have red. I haven't reviewed your recent edits, but I would like to hear more about what you are thinking.
1 week ago
META CHANGE / DECK CHANGE
Update at 03/2020
1 week ago
1 week ago
I just came up with a pretty janky Tooth and Nail combo that works with Arixmethes, Slumbering Isle untapped, 6 other lands - or even fewer if you have mana doublers, and one additional mana (so 9 altogether). However, it requires at least 3 blue mana sources in your lands (including arixmethes) and at least 3 green ones (also including him). So no additional mana but T&N's casting cost is required (in contrast to the Palinchron/Eternal Witness combo).
Step 1 Show
Step 2 Show
Step 3 Show
Step 4 Show
Step 5 Show
Step 5b: Instead of searching Craterhoof Behemoth with the Finale, just get yourself a Selvala, Heart of the Wilds onto the battlefield, saying the x from the finale is 100. Selvala gains haste and can tap for 100 mana of any color immediately. From this point on, mana doesn't matter.
Step 6 Show
Altogether, you will need to "build around" this combo a bit, but I'll try it myself when I switch from Vorel of the Hull Clade to Arixmethes.
2 weeks ago
Nice deck. Some cards I would recommend:
- Castle Garenbrig - It's quite budget and it may help you to get one extra mana.
- Nature's Lore - Similar to Farseek but it comes untapped.
- Finale of Devastation - Works as recursion, tutor and wincon .. (with enough mana).
- Dryad Arbor - Ramps with Green Sun's Zenith.
- Homeward Path - Great if you play against blue / red players.
- Guardian Project - Card Draw.
- Runic Armasaur - I would find a spot in your deck for this card since it's really crazy in competetive games.
- Sylvan Library - I know it's quite expensive, but it's the best green card draw there is ..
- Veil of Summer - Much better than Autumn's Veil
- Nature's Claim - Green competetive staple. And very budget friendly.
2 weeks ago
2 weeks ago
There are a few things that Finale of Devastation really has going for it, especially compared to other similar cards.
- Finale of Devastation acts as a win condition by pumping creatures and giving haste. This gives big utility by being a win condition that also has a regular purpose too, meaning you aren't holding a dead card just for winning like Laboratory Maniac. Finale is a tutor, its a win condition, both are essential parts of decks when playing cEDH. This is really the single biggest reason decks run the card.
- Finale of Devastation pulls from the library OR the graveyard. In EDH, where you are limited to singleton copies, many tutors to winning lines can be turned off by having the creature in your GY instead of the library. Another way of thinking about it is that Finale of Devastation doubles as an X-cost reanimation spell on top of being an X-cost tutor.
- Finale of Devastation puts into play, which immediately sets it apart from to-hand style tutors. This is seen with a few tutors, especially X cost ones like Green Sun's Zenith. Compare to GSZ, for one more mana you are able to get a creature of ANY color. Compare to Chord of Calling, which has convoke and is instant speed for 1 more mana, but lacks the ability to pull from GY and the color weight is 3 instead of 2, which makes it slightly harder for 3/4/5 color decks
- It serves as layering by having creatures with removal. For example, imagine you have 3 cards in your deck like Caustic Caterpillar. If you run 7 creature tutors that can get you to your Caterpillar, it is like you have 10 copies of that card but you didn't have to spend any extra slots. Now apply this to removal, card draw, combo pieces, mana production, mana outlets, stax pieces, whatever type of card you can think of. Many decks choose to run Finale alongside GSZ and sometimes (but rarely) Chord of Calling too, plus a plethora of other tutor-to-hand effects to give fast access to combo pieces.
TL;DR wincon, tutor, reanimate, layering, at a CMC playable in the meta. Swiss army knife that does so much more for a little extra mana, and it can always be useful no matter when you draw it.