Finale of Promise

Finale of Promise

Sorcery

You may cast up to one target instant card and/or up to one target sorcery card from you graveyard each with converted mana cost X or less without paying their mana costs. If a card cast this way would be put into your graveyard this turn, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.

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Set Rarity
War of the Spark (WAR) Mythic Rare

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Legality

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

Finale of Promise Discussion

DeinoStinkus on Double Masters Speculation

1 week ago

Yeah, sucks to see Finale of Promise so low for me. That used to be bank.

FunnyDuck on I've got a very tiny bone to pick with you

1 month ago

Liliana, Heretical Healer  Flip is an appreciable commander in her own right and would be good to add as a budget option (vs Liliana of the Veil), or even as a supplementary inclusion to increase your Liliana-related flavor. There would be a lack of consistency getting her flip ability to trigger, but her planeswalker abilities are quite good. In a deck focused on mass-discarding, your opponents are bound to have dropped some goodies (large creatures) from their cookie basket (hand) into to the lost-and-found pile (graveyard) for you to make better use of (steal). Flip Lili offers you some useful role compression; the discard ability should always be relevant, and you can attempt to revive a target previously pitched, all in one card.

Getting Liliana to actually flip would be inconsistent at best, but that brings me to my second point: your list lacks any on-demand sacrifice outlets. Even if you don't have robust reanimation capabilities, effects like Soldevi Adnate are severely underrated in mono-black lists, and at the very least, give you the ability to control when and how your creatures leave the battlefield. If for nothing else, consider adding a single sac outlet to use as protection/security for your commander. I suspect Tinybones will be THE target your opponents would want to steal from you; having this extra layer security can prevent quite arguably your greatest asset from being used against you.

I mentioned previously the notion that reanimating things from other opponent's graveyards is something to keep in mind when you're constantly forcing the whole table to discard. I've played a Chainer, Dementia Master list for over a year and a half now, and in it I make use of cards like Anvil of Bogardan, Opression, and Mesmeric Orb to accelerate my own reanimation gameplan while providing the opportunity to cherry-pick useful creatures my opponents discard. While those effects should, in general, be asymmetrically beneficial to you as the controller, in my experience there are SIGNIFICANTLY more graveyard-focused decks out in the field when compared to a few years ago. These days, even decks that aren't purely graveyard-focused more commonly include cards that gain advantage off of incidental discarding (Eternal Witness, Finale of Promise, etc.)

So, if you include cards that force the table to discard, you are inherently exposing yourself to the fact that an opponent can stand to benefit from the action of discarding as much as you will. Respect the ability of your opponents' decks to make use of their own graveyards at some level, and try to make sure you pack several pieces of graveyard hate in order to tip the balance behind your discard effects back into your favor. Yes, you should be packing more grave hate than just Bojuka Bog.

If you do end up going heavier on the reanimation spells, try and limit yourself to opponent-only graveyard removal that you can activate at instant speed. Since you're not really touching your own graveyard all that much, my single best suggestion for your current list would be Scavenger Grounds as it only takes up a land slot and can still be used at instant speed. In the future, if you continue to prioritize discard-related effects over graveyard reanimation consider Leyline of the Void for a proactive approach, or Tymaret, Chosen from Death/Withered Wretch to act as a graveyard gatekeeper.

As a final suggestion, consider adding in a little bit more ramp into your list. Never hurts to have more mana ramp when your endgame itself is based on assembling a combo utilizing semi-expensive cards like Magus of the Coffers. Wayfarer's Bauble specifically plays nicely with Black's preference for Swamp-based ramp on the cheap. It's lowkey, and yet very capable. Extraplanar Lens is a noteworthy, low to the ground mana doubler that I don't see in your list already; consider a proxy for it as it may not even be necessary given the low curve of this list in general.

Your deck seems very approachable while still being very capable in quickly assembling your payoffs and enablers. I hope some of my suggestions have been useful! But even if you disagree with what I suggest, just know that despite how innocent and charming of a tiny distraction your commander may appear, it will always just be one big nuisance.

Nerdfolk on *Racks Shotgun with Malicious Intent*

3 months ago

Thanks for all your thoughts Spoothy! I'm glad to hear that the Ox of Agonas + Tome Scour package works out much better than I figured it would. I'll try those out alongside Finale of Promise and see how that does for me, too. Temur Battle Rage is a much better version of The Royal Scions second +1, which is one the reasons I was still using the twins, but I hadn't even considered Temur Battle Rage alongside TiTi. It sounds so disgusting that I'm going to have to give it a whirl.

Spoothy on *Racks Shotgun with Malicious Intent*

3 months ago

Nerdfolk I've found that discard effects outside of Lightning Axe and Izzet Charm to be too slow and can often be a bit too clunky. By Aggressively self-milling we can hit birds far faster and have more reliable refill with Ox of Agonas and Treasure Cruise. I am currently on only one Finale of Promise but I swing back and forth between one and two, as they help us to bring back a bird with minimal cards in hand. In what I have played so far on MTGO with this set I can say for sure that aggro is in, combo is much riskier, and that we need to bring a bevy of tools to interact with it. I have a prowess style list as well which has actually done better than this one so far, going 4-1 in a league while this guy is just chilling in my usual 3-2 or lower kinda placement. The other thing that I can say for almost certain is that the Temur Battle Rage is here to stay, hitting an ox, a sprite, or even a bird with that on a swing has won me so may games that I have no right winning. It is even better in TiTI lists where it can pretty reliably turn 4 clock people.

KongMing on Feather's Battle Spells

3 months ago

Here are some other vegetablely ideas. Some of these are obviously more effective than others, and some I had to think about for a moment to see the interactions, but they're all fun.

Arena Athlete, Astral Steel, Bonus Round, Coalition Flag and Standard Bearer (force people to target a creature, then give it protection at instant speed), Finale of Promise, Mirrorwing Dragon (because you can repeatedly protect your field even if someone tries to use this against you), Primal Wellspring, Pyromancer's Goggles, Radiate, and Veilstone Amulet.

Demon519 on The Omnath and Yarok Show

5 months ago

A little more critique: Finale of Promise does literally nothing for you as your only other sorceries have X in the cost, which is forced to be 0 when the spells are copied with Finale of Promise. Finale of Revelation draws a bunch of cards if you have the mana, but you're also spending a big turn not playing creatures. Also if you choose to go with Risen Reef there's a vert real chance you could draw through your whole deck and Finake of Revelation adds to this. This becomes dangerous as you can lose to drawing from an empty library. The black and green finales are decent, though. Keep the green one but maybe drop the black for cheaper removal?

Jace_Nalaar on Thousand-Year Kess

6 months ago

Ziabo

No worries dude. Always happy to help a fellow spellslinger. From the looks of it, I would probably drop Ignite Memories for Finale of Promise, Nightscape Familiar for Lightning Greaves, and Plea for Power for Past in Flames.

For Ignite Memories, it seems a little high in the CMC to potentially whiff as a result of. Even with heavy mana rituals, for the same price you could get two spells out of your yard with Finale of Promise and potentially get more bang for your buck depending on how deep into your storm you are.

I'm all for redundancy, but you have a few general cost reducers already and, despite high CMCs on the tail end of your curve, you can probably cut Nightscape Familiar safely without really noticing a stutter in your plays. The greaves would ultimately serve you better, I think. If they're rightfully hating your graveyard access, you want to make sure you can keep that door open.

Lastly, Plea for Power is a meta call. If your group is a little more generous with giving out turns, it could benefit you quite a bit. But, on average for me that would read "3U: Draw 3 cards" which you can accomplish fairly easily with other spells for less. Past in Flames is great when your yard is stocked with cheap cantrips and draw, or even a huge finisher you want to dump your mana into. I imagine Mana Geyser works spectacularly at a huge table with the right timing, so you can easily take a chunk out of your opponents with Jaya's Immolating Inferno and your other damaging spells.

With Theros Beyond Death out now, two cards I got super excited for were Underworld Breach and Thassa's Oracle. Oracle works as a way better labman because it's harder to stop once it resolves if you manage to exile/draw your entire library. She put my backup wincon of Demonic Consultation over the edge with her ETB. As for Underworld, that card gets such value in a graveyard deck it's insane. 2 mana for what's essentially a discount Yawg Will had me so hyped when I saw it for the first time. Just by exiling lands or dead cards from your graveyard you can cast and recast more effective spells. The plus side to them is that they don't exile after casting, either. If you've got a fat yard with a lot of dead weight in it, you can pretty much cast the same high-value spell over and over again to build a ridiculous storm count. Personally, I'd recast something like dark/cabal ritual 3 or 4 times and then hit everyone with a giant exsanguinate. I can't recommend Underworld Breach enough. I'd even recommend it over Past in Flames if you think you can get a big enough yard to abuse it.

Gushing over specific cards aside, I hope this helped tune your deck a little better and that you get to kick some ass at your next game. Gotta represent the best commander after all.

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