Finale of Revelation

Finale of Revelation

Sorcery

Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game.

Exile Finale of Revelation.

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Set Rarity
War of the Spark (WAR) Mythic Rare

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Legality

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

Finale of Revelation Discussion

Drakeown on Horizon of Eldrazi

1 week ago

I will say the downside to running x cost draw is, yes it's effective and you can draw... a LOT, however no matter what deck it's in it's going to be slow. You're going to expend your hand before you can dump enough mana into that draw card to want to bother with it. I think a Finale of Revelation could be an interesting include. If you're wanting to pump that card draw to get as much card advantage as possible, you may as well get some lands back out of it. I think the mana ramp above from king-saproling are all good suggestions, and are going to help you get the mana necessary for those x draw spells. Otherwise you might want to take advantage of like... depending on how much you rely on creatures, taking out Nyxbloom Ancient for an Zendikar Resurgent so you draw on creature cast. I know it's not as good mana ramp, but maybe there's another deckslot where you can fit in both? I know you're already considering this but I definitely think it would help.

Beast Whisperer. See here's the thing, you're playing simic. The color combo I hate the most because two of the people in my meta play it and they frequently beat me with it. Simic is probably the best colors in the history of ever for card draw. It's disgusting. Edric, Spymaster of Trest. Swing with those mana dorks at an open player when you're not using them.

Maybe throw in a Prime Speaker Zegana. Oh no!!! I'm going to draw 13 cards off of my 13/13 Emrakul.....

Just some thoughts :)

multimedia on An Enchanting Mask Party

3 weeks ago

Hey, nice budget version of Estrid.

I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.

I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.

Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.

With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.


The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.

Budget lands to consider adding:

The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:

Good luck with your deck.

bossomus on Thassa Blink ETB's (Infinite Combo)

3 weeks ago

If you want to make this deck more competitive, I have a handful of recommendations of cards to remove as well as cards to add.

------------Remove------------------

  • Gadwick, the Wizened. Only draws the cards when you first play him. Tap ability is only OK.

  • Callaphe, Beloved of the Sea. Paying 1 extra mana in competitive can mean a lot, but this is also a very niche tax. Rarely will this cause opponents to end up even paying 3 extra mana (going even).

  • Dream Eater and Exclusion Mage. Both perform a similar task except Dream Eater does it better. Only issue is that Dream Eater is expensive mana wise and Exclusion Mage is a little specific (and also doesn't create that much pressure). There are better options out there (Galecaster Colossus).

  • Master of Waves. When you blink him, all the elementals that he created the first time immediately die since they are 1/0 's. Makes lots of tokens, but what does that do for your gameplan?

  • God-Eternal Kefnet. I counted the number of spells you made sense to cast off of Kefnet's trigger. There are 13 cards which are good for this. This puts you at a roughly 15% chance of hitting something from Kefnet off of your first draw each turn. Would be better to have something more consistent or some way to combo with Kefnet (e.g. Brainstorm looping an extra turn spell to cast the copy each turn with Kefnet and then putting it back on top).

  • Heraldic Banner. How often do you swing to kill? If it's not that often, maybe consider putting a different rock in here? This one is weird.

  • The Magic Mirror. Ends up usually being 6 mana to draw 3 unless you can manage to stall the game out heavily (or someone else can). It's also VERY easy to remove which sets you really far back. Someone Vandalblasting will hit this, and no one won't pay an extra mana to By Force away your card draw.

  • Finale of Revelation. I personally love this card, but it's bad unless you can do it for 10 or more. It's not instant speed which means you can't really hold up counter magic. The instant speed versions of this give you the opportunity to cast something else when you really need to which is more important 9 times out of 10.

  • Shadowspear. You only have a handful of spells that even target. I also don't see anything in your deck that destroys. Most of your spells hit everything. I'd leave this out even though it's a really fun card.

  • Mass Manipulation. Requires a TON of mana to do anything meaningful. You'd be better off with a creature that can steal a creature until end of turn and then blinking that creature to keep it permanently.

------------Additions---------------

  • Ponder, Preordain, Serum Visions. This package is basically just deck thinning and card selection at the same time. Great for finding combos easily.

  • Glen Elendra, Sage of Fables. Combo which allows you to deny people of casting non-creature spells for only 1 blue. Combos really well with other wizards such as...

  • Galecaster Colossus, Azami, Lady of Scrolls, Patron Wizard. Each of these gives a payoff for tapping wizards. Blinking allows you to untap one of them at end of turn if you have nothing better to do.

  • Just more counterspells. There are plenty out there. You can't win if someone else does!

  • Venser, Shaper Savant. This guy can bounce permanents (this includes lands which can matter sometimes) AND spells. Someone cast a high CMC spell? Bounce it!

--

Overall, these suggestions are going to raise your power level a lot, so if you're trying to keep things casual still, maybe don't employ all of these. But, if you want to make this deck a lot more powerful, these are some of the best ways to do it.

Demon519 on The Omnath and Yarok Show

4 weeks 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?

Azeworai on Atemsis, Gochta!

1 month ago

Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.

So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?

Forbidden Alchemy, Chart a Course, Strategic Planning, and Frantic Search are of note.

Baral, Chief of Compliance could be absolutely lovely: For one person, at least.

Spellseeker has never disappointed me. She finds Cyclonic Rift, Preordain, Counterspell, and Finale of Revelation, for ones in the decklist.

Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.

Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.

Anent what I would cut:

Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.

This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.

Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.

One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)

I suppose that's all from me. May fortune be with you!

Titus7007 on Sir Mix-a-Lot

1 month ago

I have an Azorius deck that I run Fae of Wishes in and I like to run Finale of Glory and Finale of Revelation in the sideboard for those long drawn out matches. I do have 2 x Nyx Lotus in the mainboard which helps, but you could maybe put one of those in the sideboard as well.

TheTryH4rd on Urza, Lord High Artificer

1 month ago

First of all, I really appreciate the feedback! Your insight into Rings of Brighthearth vs Power Artifact is hugely helpful. I hadn't given thought to how much easier it would be to get Rings out. In thinking about swapping those two, including Trophy Mage seems a good move for more tutor.

As to the Memnarch issue, that particular problem of wanting fun cards like Memnarch or Walking Ballista, which take advantage of infinite mana, when you have Urza is something I keep struggling with. Though, I wonder if a card like Intuition or Finale of Revelation might not work out better? Finale is less mana efficient certainly but it also doesn't give opponents the opportunity to draw into answers. The Flashback is very appealing though, but it seems once the deck hits infinite mana thats game over no matter what.

I'm not sure how I skipped over Rhystic Study but that oversight has been corrected!!

Skyler1776 on Esper Control Standard - Help Wanted

2 months ago

Add in Castle Locthwain , cut Liliana, Dreadhorde General , Wavebreak Hippocamp for additional Teferi, Time Raveler and Tyrant's Scorn . Shatter the Sky is ambitious, I suggest Kaya's Wrath or Ritual of Soot . I’m not sold on Thassa's Intervention or Dovin's Veto in the main, maybe Finale of Revelation or Erebos's Intervention instead. Finally, you are running 9 temple lands. I’d cut 2 of each for additional basics and shocks, add in 4 Fabled Passage if you are worried about fixing.

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