Glorious End


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Mythic Rare

Combos Browse all

Glorious End


End the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

At the beginning of your next end step, you lose the game.

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Glorious End Discussion

jasonkrivera on Card creation challenge

1 week ago

Atraxa, Corruption of the Multiverse

Legendary Planeswalker - Atraxa

+2: Choose a counter on any number of other planeswalkers, creatures, and players. For each of those counters, add another counter of the same kind.

-2: For each creature, give that creature a +1/+1 counter or -1/-1 counter. For each other planeswalker, add or remove one loyalty counter. For each player, give that player a , experience counter, or poison counter.

-4: Create a black and white 3/3 angel creature token with lifelink, deathtouch, infect, flying. It has "Pay : This token gains vigilance and indestructible", and "This token gets +1/+1 for each experience counter you have."


Ruling: Similar to Chance for Glory, the token created by Atraxa, Corruption of the Multiverse permanently gains vigilance and indestructible with its activated ability. This is because it does not have the "until end of turn" clause.

Create another card in the vein of Chance for Glory or Glorious End

DragonFaceEater on Star Strangled Slaughter *Primer*

1 week ago

JKRice Although I'm certainly not an expert with this deck, and may be playing it wrong in this regard, I would suggest cutting one Simian Spirit Guide or one Snapcaster Mage. I've never really seen the point of Simian Spirit Guide in this deck. It can certainly help when you need just one more mana, but it often times just gets stranded in my hand when I would really like another turn spell or something. Again, I could be playing the whole deck wrong, but it isn't very often that I really get the opportunity to use it. The main time I can see Simian Spirit Guide being used is if you have two white sources by turn two so you can play Gideon of the Trials then and a turn effect on three. It really just doesn't seem to be very good, especially once you're pretty deep into extra turns and don't need the one mana. With my current understanding of the deck, one Simian Spirit Guide seems like the optimal cut for Pact of Negation, maybe cutting the other for a red producing land, since you are getting rid of red mana sources by cutting them. Another card that seems okay to cut is one Snapcaster Mage. This would definitely be sacrificing some amount of consistency, but it definitely seems like one of these would be okay to cut. A lot of times I find myself with no targets for Snapcaster Mage, either because I recently shuffled my graveyard away with Day's Undoing, because I recently played a Goblin Dark-Dwellers, or even because I had two Snapcaster Mages in my hand and just played one. In general it seems like four isn't necessary, especially because you can't even use Glorious End with them. My assessment on Snapcaster Mage may be wrong, though, since I haven't played with the three Day's Undoing version of the deck, and you may end up with a full graveyard often enough for the fourth Snapcaster Mage to be useful.

Kaleo42 on cEDH Beat Down

1 month ago

Magus of the Moon is only good if your meta includes a lot of nonbasics so that would be the first one I would look at switching for Glorious End. Release the Gremlins is also generally not the strongest if your opponents are moving too fast.

Majestic_Clown on cEDH Beat Down

1 month ago

Kaleo42 it's been fun, it's such a glass canon deck. I'm thinking of adding Glorious End to shut down players who go on an all in turn. Not sure what to take out for it.

seshiro_of_the_orochi on Don't be afraid, so many good people are in Hell

1 month ago

Great list. I'm playing something similar in mardu for Glorious End and Chance for Glory. These are very powerful with mastery.

A card you could try is Sanguine Sacrament. It gains a ton of life and becomes a better Sphinx's Revelation with mastery out.

chromiumthemutable on Lose - Turn 1 Edition

1 month ago

awesome but add a Mountain so you can play Glorious End.

BMHKain on Stuff that's important for what ...

1 month ago

Well, in the obvious sense, I already knew that doing that would result in separate tokens. As for Greater Gargadon, you still didn't mention it would be re:Suspended w/ cards like Eldrazi Displacer, (& to be more of a variety if one doesn't run , or .), Deadeye Navigator (At least while Soulbonded.), among others that exile permanents & returns them to play at some point, griffstick.

That Said, I can't fragging believe you guys would think either Prototype Portal, & Ugin's Nexus is considered good in cEDH. Or am I still incorrect? If so, I'll remove at least Nexus, & from there, this deck won't have Time Magic (Magistrate's Scepter does Charge Counters, & Gonti's Aether Heart uses the same Counter Concept; something Boros is, like I said, not good with... & don't get me started on Final Fortune & Sorcery Cousins & Glorious End; being forced to lose a game against your options is something I won't make the mistake of again...). Geez though, those aren't even staples. X/

Xica on Mono Colored Modern

1 month ago

Well after a bit of dicking around i come to the following conclusions:

1# Shape Anew is enabled by Blinkmoth Nexus (and Inkmoth Nexus - may be important in case someone uses Pithing Needle) & Trail of Evidence - which creates such a nice curve that i am tempted to run Disrupting Shoal. Of course it also allows to keep cards like Snapcaster Mage & Vendilion Clique in the deck.

2# Polymorph works best with fetching for Dryad Arbor using Misty Rainforest (which is not cheap - but not as bad as tarn) - however it makes you ditch the best creatures (that also cost a fortune), for stuff like Mission Briefing - and as an added bonus it allows me to play artifacts in the main and side beside the angel - however i am not sure its wise to sideboard cards that are gonna get hit by the hate coming my way in game 2 & 3.

3# i really miss the exile clause on Glorious End

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