Finale of Glory

Finale of Glory

Sorcery

Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.

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Set Rarity
War of the Spark (WAR) Mythic Rare

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Tokens

Legality

Format Legality
Leviathan Legal
Commander / EDH Legal
Oathbreaker Legal
Standard Legal
Duel Commander Legal
Highlander Legal
Tiny Leaders Legal
Pre-release Legal
Historic Legal
Casual Legal
Vintage Legal
Arena Legal
Canadian Highlander Legal
Modern Legal
Pioneer Legal
1v1 Commander Legal
Unformat Legal
Limited Legal
Block Constructed Legal
Brawl Legal
Legacy Legal

Latest Decks as Commander

Finale of Glory Discussion

Anarrandir on Official missing/incorrect card/token thread

1 day ago

Finale of Glory has the wrong associated tokens, it has 1/1 white soldier tokens and 4/4 white angel tokens with flying in the playtester, instead of 2/2 white soldier tokens with vigilance and 4/4 white angel tokens with flying and vigilance

Joe_Ken_ on mono w soldiers

2 days ago

Some spells I think can just make the deck better are the following.

Finale of Glory You'll never use this for the X=10 part, but doing lets say X=4 will put 4 2/2s on the board which is 8 power total coming out of no where and they'll be ready to swing next turn.

Unbreakable Formation is amazing since it can protect you from a board wipe or be used as an offensive spell on your turn since it'll give your entire team a permanent +1/+1 bonus and leave them up to block after the swing. Make a Stand is similar, but much less effective. Faith's Reward and Eerie Interlude are great since they can dodge the scarier board wipes like Cyclonic Rift and Toxic Deluge

Decree of Justice is good for it's cycling ability. You'll draw a card for 3 mana and you can drain the rest of your mana into it to make that many soldier tokens.

Oketra's Monument is great since while not making soldiers it will give you cost reduction on your creatures and lets you have plenty of expendable bodies.

Marshal's Anthem is a card I use that is very underestimated. In the late game it will help you get some important creatures out of your graveyard and is a great anthem effect to boost your team.

Light from Within will give a good boost to all your non token creatures.

SynergyBuild on Spellchaser Banlist

2 weeks ago

Daveslab2022 Force of Negation was the better card, as it shut down both recursion on the front of Mystic Sanctuary loops, and Life from the Loam's dredge. It's much more aggressive text is being able to exile.

That being said, Mystic and Loam didn't need an upgrade, they already were together in Simic/Bant piles that were completely unbeatable for other decks statistically in a best of 3.

Those decks were too consistent at setting up engines, and were only preyed on by a Sultai Scapeshift deck running full copies of Force of Negation and Cling to Dust that could exile the loam and targets for Sanctuary. With Mental Misstep in the format, Force of Negation was the better card, and was run as a full playset in effectively any deck just to beat Loam piles.

As is, without Force of Negation, either Life from the Loam needs to go, making Scapeshift/Field of the Dead piles the only viable list, or Mental Misstep needs to go, allowing Cling to Dust to be a viable answer in the format. Banning Mystic Sanctuary and Force of Negation just targets blue too much despite their dominance, as UG piles are the issue, and removing Sanctuary just makes all-in Field of the Dead the goal, which while slightly less powerful, as Cryptic Command loops are easier to set up, they also make each deck a little different, as you have to decide to split the deck for both islands to get to sanctuary or different named lands for Field, or some mix that ends up meaning the deck overall suffers consistency.

I am running Simic Land Control (Bant Field Spellchaser), and the only change in the update is dropping the 4 of Force of Negation and 1 Gitaxian Probe (used to see if your opponent had a force before loaming) for 2 more of Force of Will, a Finale of Revelation, and Archmage's Charm (steals any non-land permanent like a flipped Westvale Abbey  Flip or Dark Depths token or counters or draws) and another land.

I also swapped Finale of Glory for Martial Coup and made a few land swaps, but not much else.

Basically, I could swap around a few counterspells, and some lands, and now my deck, the deck that went 43/0 so far against the field, with no game losses, let alone match losses, against any deck other than my own variations of Sultai Scapeshift when I piloted both, is now better due to the ban, despite it being the best deck before the ban.

I mean now the format is less balanced, but I'm down to keep winning!

SynergyBuild on How Good is Comet Storm …

3 weeks ago

I mean, mana wise Gisela is much better with more widespread cards like Rolling Earthquake which also takes use of the preventing ability. It can't hit walkers, but that's a side point. Also, Comet Storm is less mana efficient, and is even (mostly) worse than Blasphemous Act as a sweeper. If you want a finisher, go for Banefire, as the can't be countered ability is much more important than multiple targets when assuredly you are gonna get countered. If you are in a non-mono red scenario, just get a better finisher. Every other color has better ones than white, Finale of Glory, Craterhoof Behemoth/Genesis Wave, and good blue draw X spell lol, Exsanguinate even xD

Hoobynobber7395 on Kjeldor Guard

1 month ago

Also, if you are playing enchantment heavy you should have ways to build off of your commanders soldier ability and make it so you build more soldier tokens or better tokens through things like Divine Visitation, Dawn of Hope, First Response, and some lifegain through Ajani's Welcome, and for better and more consistent mana Land Tax and Smothering Tithe

Finale of Glory is a great and promising sorcery that gives you so much advantage, Mentor of the Meek gives you card draw from your tokens and Enlightened Tutor let's you tutor for an enchantment

DeinoStinkus on Yennett Simplicity

1 month ago

Thanks! I'll get around to putting those on my acquire board to grab next time I buy cards. I had a Sanctuary and knew it would be good, but I must've misplaced it. This happens a lot to me. I once was just picking up a random pile of cards in my room to look at and found Fblthp, the Lost and Finale of Glory.

SynergyBuild on Daveslab2022

1 month ago

Blue is the key interaction color, black is good too, but green is effectively a mandated color. Loam is the best grindy value engine, and effectively says "permanents" instead of lands in this format. On it's own that is op, dredge makes it beyond busted. Scapeshift is a strong wincon too, but manlands, Field of the Dead, and Dark Depths/Thespian Stage all work.

Remember unlike legacy where that's a 1 hit win, in this format it does take two hits. I enjoy Awakening of Vitu-Ghazi, but I enjoy it because it can hit hard on end-steps and just has the haste value. Against Field of Ruin you can toss it on a basic, but putting it on a Lumbering Falls or Raging Ravine, maybe even a Celestial Colonnade, so if you activate them they get really buff.

Secure the Wastes, Sylvan Awakening, Finale of Glory, etc. Can win as well, trust that a lot of decks have numerous wincons they can run, and while when entering the game without creatures it seems hard, its certainly not impossible. The goal is to build around the card advantage of the game.

Life from the Loam is overpowered because of this, and the fact countering it doesn't stop the engine. There aren't a ton of these type of card advantage engines without most permanent types, and that's why the few we have are valuable, and while Ponder, Brainstorm, Preordain give card selection, advantage is hugely in need, so when looking through what you want, here are the following pieces of card advantage:

Hymn to Tourach and Gerrard's Verdict both are cheap ways to grind out value by 2 for 1ing an opponent from cards, it's no engine, but it functions well to disrupt whatever your opponent has going on. Be scared of Misdirection or Divert as they can blowout this style of card advantage, and are highly valuable pieces of "anti-interaction", but even a Veil of Summer can be a seriously bad turn for this card.

Castle Locthwain, Castle Vantress, Castle Ardenvale, Kjeldoran Outpost, Westvale Abbey  Flip, Vitu-Ghazi, the City-Tree, etc.

Sorry, started writing this I need to follow up later, hope this gives a brief intro!

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