Find / Finality

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.

Browse Alters


Have (1) GeminiSpartanX
Want (0)

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all


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

Find / Finality occurrence in decks from the last year


All decks: 0.41%

Golgari: 5.66%

Commander / EDH:

All decks: 0.01%

Find / Finality Discussion

FSims81 on C-C-C-C-Combo Breaker!

4 months ago

More recent and just a fun interaction but I built a Jund Elves deck specifically to include the synergy between Poison-Tip Archer and Find / Finality . Nothing like wiping a board of small creatures and pinging your opponent for each little dead guy.

Stazeeee on Abzan Adventure

4 months ago

Prison Realm is pretty flexible and answers the two biggest threats planeswalkers and creatures so you could probably run 4 mainboard without much downside. There isn't much enchantment removal mainboard atm. At least not in any common decks that I can think of other than Doom Foretold decks. Like I said I'd probably drop Assassin's Trophy and go for the extra Prism Realm, Legion's End , Find / Finality , or a Gideon. Then drop two Order of Midnight for a Rankle and Questing Beast at some point. Questing Beast especially tends to get a lot of value from my experience. It can immediately attack, evade, trade, kill a planeswalker, block, etc. Though it will be much stronger once Oko gets banned and Wicked Wolf is on a decline.

The rest kinda depends on your local meta. If mardu knights becomes a consistent problem for you, consider cheap answers like Glass Casket , Sorcerous Spyglass (can stop embercleave, planeswalkers, etc.) in the sideboard. Personally I struggle more with G/X decks (especially G/R aggro) and my sideboard focuses on that since green is so strong atm.

multimedia on Nope

5 months ago

Hey, Hapatra is a good choice. Some cards to consider that meet the budget restraints that might not seem as obvious:

Dredarus on Hungry Like a Wolf (ELD Standard)

5 months ago

Friday, October 4th FNM

Round 1

2-0 Vs. Mono Red Round 1 was against a mono red list with the likes of Runaway Steam-Kin and Experimental Frenzy . Luckily it was not a Cavalcade of Calamity list which I could see this list struggling against. Managed to go win the first game by baiting out alot of their Scorching Dragonfire s and Slaying Fire on earlier cards like Savvy Hunter and Nightpack Ambusher . Game went late and I resolved a Tolsimir, Friend to Wolves turn 6 and a Garruk, Cursed Huntsman turn 7. The lifegain and fight triggers were too much for my opponent to handle and once I flashed in a top deck Nightpack Ambusher on my opponent's turn 8 endstep they scooped em up. Game 2 I sided in 2 Find / Finality for 1 Assassin's Trophy and 1 Murderous Rider . Game 2 I curved out perfectly while my opponent unfortunately got flooded, it's not a fun way to win but seeing the decks flow and capability is always a plus.

Round 2

2-0 Vs. Grixis Midrange Round 2 we faced against a Grixis Midrange list that packed in a bunch of removal and planeswalkers. Both games were super grindy but after out first 3 Nightpack Ambusher s got murdered by riders, Bedeviled, and Bolas'd I was able to stick the 4th and generate a few turns worth of threats to ultimately close out game 1. Game 2 I sided in 2 Duress to complete the playset and I also threw in all 3 Veil of Summer . I took out 2 Savvy Hunter s, 1 Assassin's Trophy , 1 Gilded Goose ,and 1 Paradise Druid . Game 2 was a bit more cut & dry and was just overall a brutal exchange of removal and 2 for 1s but ultimately the final turns of the match were decided by 2 top decks by me to resolve a Garruk, Cursed Huntsman then immediately protect it with a Veil of Summer pumping out 2 2/2 wolves for 3 turns late game sealed the deal.

Round 3

2-0 Vs. Izzet Fires Round 3 I played against a Izzet Fires of Invention List focused around lots of early game value in Brazen Borrower and Bonecrusher Giant then led into the Cavaliers package in Cavalier of Flame and Cavalier of Gales . Game 1 I had a few misplays and I didn't have the best of answers for the early game disruption and late game threats. Game 2 I decided to side in the 2 Duress s and 2 Find / Finality for similar a package mentioned before. I was able to hit multiple removal cards to answer my opponents threats and key cards and managed to draw 6 cards off of 1 Savvy Hunter card draw won me game 2. Game 3 I kept same list active and processed to curve out a turn 3 Tolsimir, Friend to Wolves and a turn 4 Garruk, Cursed Huntsman . Won by turn 7 with a Nightpack Ambusher and Wicked Wolf dominating the board not to mention I was able to get a Garruk emblem out.

Round 4

1-2 Vs. Esper Stax Not much to say here, we got out Valued in every way for Game 1. Teferi, Time Raveler being the big bad boogeyman then the likes of new cards Doom Foretold and Dance of the Manse . Game 2 I was barely lucky enough to side well and Duress away some key cards while protection my stuff with Veil. I applied enough pressure and won game 2. Game 3 on the draw against this deck was daunting enough. I wound up muliganing down to 5 with a Once Upon a Time in hand but once I started running out of gas and my opponent kept the value train a moving, there was no coming back. Ended 3-1: Second Place

pistolpeteiii on Thrones Abzan Midrange

6 months ago

First off, I'd like to say that I enjoy your take on Abzan for the new standard meta. I think that this color combination is positioned to be a strong mid-range deck. However I'd like to make a few suggestions that might steer your deck making into a more refined direction.

Note: Bear with me as I realized I wrote a lot more than I planned to. I tried to do my best to explain all changes rather than just tell you what cards I would add.

Standard recently has been very polarized, between hyper-fast aggressive builds like Mono-Red Cavalcade (which is getting better with Torbran, Thane of Red Fell ) and slow value-based decks like Temur Elementals and Field of the Dead variants. I think that this deck, as it stands, needs a more refined and focused build to be able to compete against those archetypes.

  • To start, I'd suggest running all four copies of Gilded Goose . The ramp it provides is necessary to keep up against fast builds, it can block against creatures like Scorch Spitter , and will fix your mana which is important when going into 3 colors. With 2 of your 8 ramp creatures on the board early, you're able to play Nissa, Who Shakes the World on turn 3. This will completely overwhelm your opponent if they can't handle the planeswalker, and propel you into your late game plays. To add 2 more Gilded Goose , I would cut Yorvo, Lord of Garenbrig . It is an easy-to-kill creature with no key word abilities, leaving it easy to block as well.

  • Transitioning from my last point about ramp, I think that you would be best to maximize this by playing all 4 copies of Nissa, Who Shakes the World The likelihood of playing her on turn 3/4 in a game with 8 ramp creatures is fairly high, and having extra copies will help make that game-plan more reliable. To do this, I would cut Sorin, Vengeful Bloodlord . As you will see with my later points, I think you would be best to take advantage of the stronger non-creature cards in this build, and paying 4 mana just to give lifelink to creatures isn't the best use of these slots. I can imagine a deck that leans more into creatures use this as a way to recur cards like Gilded Goose , however it looks to me that you are building more of a control shell at the top end. Additionally, to take full advantage of Nissa, I would make sure to include all 4 Temple Garden for the Forest sub-type.

  • I like the inclusions of Assassin's Trophy , Oath of Kaya , and Murderous Rider . They are very versatile removal, and in the case of Murderous Rider double as a threat to apply pressure. I would play 3/4 of each of these, as they are your best ways to remove threats low on the curve. To do this, I would cut Realm-Cloaked Giant , God-Eternal Oketra , and a copy of Duress . I think Duress is going to be good to main deck in the new standard, so dropping to 2 in the main deck seems like enough for my taste. God-Eternal Oketra is better when maximizing her ability to create tokens, and having less than 25-30 creatures really will negatively impact her ability to perform. I would rather use these slots to main-deck removal spells. Realm-Cloaked Giant is a decent safety valve, but will only hurt you when transitioning into using Nissa and small creature ramp.

  • I like the inclusions of Shifting Ceratops and Thrashing Brontodon , however I think they will be best to stay in the sideboard. They are good creatures to play against control when they side-in planeswalker removal, as well as things you can bring in against agro/midrange while taking out some of your high-CMC plays. They are great silver bullets against certain strategies, but I think they should be reserved for only those cases. I would instead choose to main-deck 4 copies of Questing Beast . I think that overall this creature is better in most situations than the previously stated ones, and provides a much higher-value threat for its mana cost.

  • I would suggest cutting 1 copy of Liliana, Dreadhorde General in favor of Garruk, Cursed Huntsman solely for the purpose of diversifying your end game plan. You don't really want to be stuck with a second copy of Liliana in the later turns, and Garruk will provide additional support on the ground to finish out a game quicker as well as sacrifice fodder for Liliana and another inclusion I encourage you to look into: Vraska, Golgari Queen . This planeswalker is removal, and can also be card draw when sacrificing unneeded lands or food tokens. Consider sideboarding the copy of Legion's End in favor of Vraska, Golgari Queen .

  • Finally, as a shift away from a "catch-all" board wipe, I would suggest running Find / Finality instead of Kaya's Wrath . If all the changes made in this comment were applied, the only two white cards would be Oath of Kaya and Kaya's Wrath . I think the wrath is a great card, but with the amount of creatures you will have on board, running Find / Finality instead will allow you to at least retain something. This can also bring back a Questing Beast or two in the late game. I would probably push this to the side board in favor of a 2nd copy of Vraska, Golgari Queen .

Overall, I think the planeswalker package in is VERY strong. They provide strong removal and card draw, and can be easily ramped into. 3/4 of the planeswalkers I suggested make creatures to protect themselves as well, meaning that you're able to still provide pressure at a lower main-deck creature count. The deck crafted in this comment is more of a control build splashing for Oath of Kaya . I think that Oath of Kaya along with Murderous Rider and Vraska, Golgari Queen are enough life gain for the deck to make it to the late game, and the planeswalker suite along with Questing Beast will be strong enough to overpower any midrange you face up against.

I would dedicate the sideboard to combating control. 2 Duress , 2 Thrashing Brontodon , 2 The Elderspell , and 4 Shifting Ceratops are perfect to substitute in. The last few slots I would use for 4 Legion's End and 1 Find / Finality , as they are great against aggro as well as Field of the Dead .

I hope you enjoy my take on this build, and possibly include some of my suggestions. Like I said, I think this is a great start to a strong build that just needed a bit of focus. If you have any questions or need further explanation for any of my choices just let me know!

gingerthewritingdog on What is dead may never die.

7 months ago

Artisan of Kozilek may be a bit much in terms of mana cost, try Golgari Thug for a more aggressive strategy. Also, artisan says 'when you cast it' rather than 'when it enters the battlefield.' This means that its reanimation effect wouldn't happen if it was cheated into play with bond of revival. A

Other cards that might work include Vraska, Golgari Queen , Find / Finality , Necrotic Wound , Plaguecrafter .

PIayswithFlRE on Answers to Cyclonic Rift

7 months ago

Tzefick, I mean, can still take them out with -X/-X cards, but, yeah, it limits effective board wipes (of your creatures; you can still lose the enchantments, planeswalkers, etc) to things like Massacre Girl or Find / Finality .

What can I say? I want to play big creatures and fight with them.

I almost want to change it to something like

Tholok of the Old Ways

Legendary Creature - Centaur Warrior Spirit

instead of just "Gruul Guardian" since it would clearly be an auto-include in a Nikya of the Old Ways commander deck

Load more