|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Rare|
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Find / Finality
Return up to two target creature cards from your graveyard to your hand.
You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.
Find / Finality Discussion
2 weeks ago
kysg One sweeper is manageable, but it is difficult to recover from many in a row. When you play this kind of deck (like Bant Company in Modern) and you are facing sweepers, you must hold a card advantage card to rebuild your board after the sweeper hit. In this case, in game 1, Beast Whisperer and Vanquisher's Banner allow you to do that, the later even survive a sweeper as it is an artifact. In game 2 or 3, bring in card advantage engines like Vivien, Champion of the Wilds or Find / Finality . Vivien's Arkbow can turn dead draw into creatures.
3 weeks ago
Thanks spiral_te! Commander is my bread and butter, and I've been playing dumb timmy strategies like this since I started playing.
What you're saying about wincons as SS's does make sense though. I might make Find / Finality my SS and hide a few black X spells like Torment of Hailfire and maybe Howl from Beyond throughout the deck. If I can find an oathbreaker group to play with, I might use Exsanguinate because it can keep me alive. Even if I can't kill everyone with it, draining everyone for even 7 and gaining could keep me alive for a few more turns to set up a win.
Thanks for the advice!
1 month ago
The biggest problem your deck has is the fact that it is four colours. It's really, really hard to effectively run a four colour deck, and there is generally no reason to do so. Even as four-colour decks go, this one is particularly problematic. Counterspell , for example, is a fantastic card, but does not work with your mana--there's going to be plenty of times you want to Counterspell , but don't have .
Personally, I would recommend cutting down to three colours. However, this is your deck, and I'm going to give you suggestions based on the assumption you want to stick with four colours.
Non-utility lands that enter tapped have no place outside of the most casual of games, and, even then, will cause you to lose matches. Cut every land you have that enters tapped. Instead of the tri lands, consider cards like City of Brass and Mana Confluence --a little bit of life is well worth having faster mana.
On your Deck Help thread, you asked about Find / Finality as an option. I find Find / Finality to be a fairly solid card, and run 2-3 copies of in my Sultai Arena deck's mainboard. Both halves of the card are powerful and allow you to stabilize or change the course of the entire game.
You also asked about removal you can run. Abrupt Decay is a great card that hits a lot of threats, can't be countered, and is cheaper than Assassin's Trophy . I would recommend mainboarding a couple copies of Abrupt Decay .
Captive Audience is a very fun card, but comes out a bit too late and works too slowly to be all that effective. It also does not work well with your spell-slinger theme.
Related to the above, you might want to add more instant and sorcery spells. You can probably cut the two planeswalkers, since they both come down a little late in the game.
20 lands seems like it is too few. You should probably go up to 22--your average CMC is a bit on the high side, but several of those larger-cost cards have delve.
Hope some of that helps!
1 month ago
In my play group the meta revolves around
-Token and tribal decks (mill and wizard) -Grixis control -dimir mill
My deck gets a hard time dealing with tokens, in a normal game i usually cast 2 board wipes and im still able to lose, been think about maybe adding Find / Finality , bringing back a creature could be useful and another board wipe could come in handy, on the other hand i have been looking for single target removal and founded Naturalize . For artifact and enchantment removal its pretty cool, the only down side is that it doesnt hit creatures and seeing that a big win con of my friends is a board field with creatures the extra range could come in handy too. I like the enchantment removal because it helps me deal with drowned secrets or other enchantments consistently. Also i can't aford something like a Assassin's Trophy
From these two options i don't know which one is the best Find / Finality , or single target removal?
1 month ago
Territory is for Incubation Druid to make black mana to potentially cast Finality with Incubation. It's budget and it doesn't interfere with casting Elves especially Llanowar and Champion. Find / Finality is an important sideboard card.
djnewellmit, Shalia is a good card and you're right she seems great with proliferate, but this a budget deck, less than $100 including sideboard, which I still have to make room in the budget for. Due to the cost of the playable dual lands Sunpetal Grove / Woodland Cemetery and Temple Garden / Overgrown Tomb they're unfortunately not budget options. That's the reason this version is mono-green compared to Elves of Ravnica (WAR) which is Golgari. I would rather spend the available budget on Elves than on dual lands :)
I had Evolving Wilds at first, but it's just a bad land when playing Llanowar and Champion. Getting double proliferate with Evolution is good, but I don't think Wilds is worth it with Elves. Field of Ruin is another good suggestion, but unfortunately it's not a budget land. If I have any cost left over after I fill in the sideboard than I'll consider it.
1 month ago
2 months ago
Standard, beyond casual Arena, is not really my forte, so take what I say with a huge grain of salt. I'm not sure you need to have many early-game threats. Your deck seems a bit more midrange; you want to get Massacre Girl down, then abuse her and other death triggers to clear your opponent's board and win the game. With a midrange goal in mind, I have a few suggestions:
I think you can probably cut down on some copies of Journey to Eternity Flip, as it's a legendary card that's hard to remove. While its effect is a little more powerful than your other enchantments, that you can't play two of them means the second and third ones you draw will be dead in your hand. You could probably cut down to two of these.
I am not sure you need Dire Fleet Hoarder . The ramp is nice, but I think there are some better things you could be doing with those card slots (see additions below).
Infernal Scarring draws you a card, which is not quite as useful as Demonic Vigor 's returning a creature. The card you draw is an unknown entity, whereas Vigor ensures you return more fuel for Massacre Girl and your other death/sacrifice-based synergies.
I'm torn on Liliana, Dreadhorde General . On one hand, it's pretty powerful, since it basically reads "each player sacrifices two creatures and you draw two cards." The problem I am having is its mana cost. Six is a whole lot, and while a double edict is nice (and while Massacre Girl can keep their board clean of meaningless sacrifice fodder), I think there are better cards to cast for six mana (again, see below).
Find / Finality is a great card. Find returns creatures you sacrificed to your hand, and Finality will wrath the board, triggering a number of your creatures, as well as leaving you with a 6/6 Massacre Girl to swing away with.
Ravenous Chupacabra is a removal spell on a body.
RE: Mastermind's Acquisition - I think this is a very bad card. While Standard is a bit slower than Modern, turn 4 is still quite important. You're basically giving up your fourth turn with the hope you will survive to the fifth, and that whatever you fetched will put you far enough ahead to make up for being a turn behind. I've found that rarely occurs, and would recommend against adding this card.
2 months ago
Woops, bad link: Whirly Chain Gang.
I don't think Find / Finality is that hard to cast, as we're already playing 5-drops in Skarrgan Hellkite . Worst case scenario it gets back hasty creatures or even better, it pulls up Goblin Chainwhirler for later use of Status / Statue . I do like things a bit more midrange-y, but at least the black splash feels quite safe.
Assassin's Trophy is a teeny bit harder to cast, as it demands both of our splash colors, not just a mix of the two. I could see it doing stuff though. Control is a tough match up...
Find / Finality occurrence in decks from the last year
All decks: 0.41%
Commander / EDH:
All decks: 0.01%