|Commander / EDH||Legal|
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|Amonkhet (AKH)||Mythic Rare|
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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.
Glorious End Discussion
5 days ago
SynergyBuild Well I have no idea how u found this deck since I’ve never posted it, but Hello anyways lol
The whole point of the deck was to have a Modern Force of Will , in the form of Pact of Negation with effects that prevent the Game-Loss. While I could easily see Glorious End and Chance for Glory working, it wasn’t a focus for the deck, and there aren’t many creatures to swing with. Still, Jeskai could definitely work.
Angel's Grace was something I’ve considered but never tried since it’s a single use without Isochron Scepter or similar. Phyrexian Unlife will not work in this build however, since it prevents Life-Loss rather than Game-Loss.
Thx for having a look at the deck, hope I could inspire in some way :D
6 days ago
The following is a package of cards.
4x Glorious End
None of these cards are great in modern, yet together they put eight, instant speed, slightly more expensive Time Walk s into your deck. Can this be built around?
Whether the rest of the deck abuses this, perhaps using Ad Nauseam , making for a Mardu Ad-Naus list, using Extra turns as ramp, or if the deck plays controlling, with Pact of Negation s, Slaughter Pact s, etc.
The ideas are endless, yet there seems to be some possibility of a powerhouse.
The first idea I had used a boros-aggro list as the base, using Glorious End and Chance for Glory turns to keep swinging in. It ran Goblin Rabblemaster and Legion Warboss and I even tried Mentor of the Meek to trigger on those goblins entering, so that hopefully I'd draw enough to hit more turns, and more creatures. The deck was... not great? It felt like a clunky aggro deck even when Goldfishing, and against any removal or discard, it fell apart pretty fast.
I haven't tested the Ad-Naus list, yet feel it might be the best option available. Unsure to be fair however, and so I want to ask for advice on this topic before I test further with the list.
6 days ago
3 weeks ago
Final Fortune it’s an instant... even better...
If u are daring and a risk taker Glorious End has won me a couple games... and if u have a sundial in there and on board u won’t lose the game at ur next turns end step :)
1 month ago
2 months 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
2 months 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.
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