Chance for Glory
Creatures you control become indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Printings View all
|Guilds of Ravnica (GRN)||Mythic Rare|
Combos Browse all
- Chance for Glory + Magosi, the Waterveil
- Chance for Glory + Sudden Substitution
- Chance for Glory + Sunforger
|Commander / EDH||Legal|
Latest Decks as Commander
Chance for Glory Discussion
1 month ago
There is no Jeskai Ascendancy in this list.
Also confused as to how you take "infinite turns"...Chance for Glory makes you lose the game upon end step. So I get you use Tale's End, but you would need 2 bounce effects to be able to recast either, and a create that can be cast at instant speed that has the mutate ability. Wouldn't it just be easier to play Sundial of the Infinite as well as other support cards such as Nimble Obstructionist, Trickbind and Stifle...
1 month ago
zapyourtumor,funny enough, I already have Mimic Vat in the deck. Its only 1 of though and only in the sideboard for heavy removal/sac strategies and for sentimental reasons. I LOVE Mimic Vat. I couldn't figure out how to make a deck solely on Mimic Vat, but maybe some day...
Also, I used to use Glimmerpoint Stag and even Galepowder Mage in my builds, but Charming Prince kind of seemed to me like the better option. Sure its not removal, but its very flexible and costs 2 less.
As for Seance, check out my other decks Can you FEEL it? or Azorious Sundial. Seance requires much more graveyard filler cards like Bazaar Trademage and Ideas Unbound. Which is totally an amazing variant of a Sundial of the Infinite deck. As far as i'm concerned, that variant just needs the perfect creature to resurrect to be incredible.
Btw, I haven't found a way to make Chance for Glory and Glorious End work for any deck. I frankly haven't got any idea. I recently tried a variant of sundial that transformed from an esper build, see Grave timing ;), but I don't even see how to use Glorious End in a deck like that. Maybe i'll try a red variant with them again if Splinter Twin ever gets unbanned.
1 month ago
Have you considered whack stuff like Mimic Vat to make the tokens stick around? Glimmerpoint Stags can be extra Flickerwisps for more permanent removal. I think the card Seance is really cool (once built a deck around it) and having a single copy of it here is actually really nice since you can make those tokens stick around as well, which sort of makes up for the fact that they don't have haste. If you want to splash red, stuff like Chance for Glory and Glorious End would be janky as hell.
1 month ago
Like Chance for Glory? Neat!
Draw three cards. At the beginning of the next end step, you lose the game.
Make a card depicting your favorite YouTuber (doesn't have to be mtg). Mine's the Click. If you don't do YouTube or can't decide, do a card that represents T/O.
1 month ago
Land base looks good. I would just change Gavony Township and Temple of the False God for something like Reflecting Pool and Cavern of Souls. Its a bit expensive upgrade, but totally worth it.
For mana rocks, I would switch signets (and probably Ikoria 3mana mana rocks too) for Darksteel Ingot, Arcane Signet, Coalition Relic, Commander's Sphere, Mana Geode.
Chance for Glory - I probably wouldnt go with this, unless I could guarantee I wouldnt lose the game. There is a lot of stuff that can easily get you out of the game after you cast Chance of Glory.
I would recommend some cards I use in my Roar of the Behemoths and The First Sliverhorde deck, which could work nicely even here.
Greater Good - would be great card draw as response to someone's removal, etc.
Lurking Predators - with that high amount of big creatures, this could be pretty fun to have.
Finale of Devastation - A creature deck with green, cant miss this... especially if its dino tribal deck. :D
Amulet of Vigor - probably not that useful here, but nice to have this in case you go on lower budget and use tapped lands.
Herald's Horn - to make your dinos even cheaper + again, you have a lot of them, so there is a big chance to draw an extra card at the beginning of your turn.
Aura Shards - Very good artifact/enchant removal for creature decks.
Defense of the Heart - to easily tutor for some big dinos and eat your opponents alive.
2 months ago
Thank you for your suggestions lagotripha . I don't think I want to add additional tribal synergies/restrictions. Assemble the Legion is a little too slow sadly. It can only ever start producing tokens turn 6, and whilst I am often delaying my first Winota cast until turn 5/6 in testing. I am not sure this is the deck for it sadly.
Why would you add a aura subtheme if there's just 1 human that synergizes with them? I don't think I'd want to hardcast any of those auras.
The Allies subtheme could be promising in the future. Resolute Blademaster is already getting played in a lot of Winota lists. Besides Bruse Tarl, Boorish Herder none of the other allies quite hit the individual card quality I'd like. If Zendikar Resurgent adds 2-3 more good Allies. It might be a fun subtheme.
I've replaced Terminus with Sunforger for testing. I'll also be adding Chance for Glory and Teferi's Protection once my order arrives. They'll be replacing Waves of Aggression and Unbreakable Formation. In other words, I'll be testing the Sunforger package. My instinct tells me it's still too mana intensive for this deck. But everyone keeps raving on it being the bestest Boros card ever. Command Beacon and Blinkmoth Nexus will also be integrated into the manabase.
New cards on my maybelist are:
Elesh Norn, Grand Cenobite I feel this deck really needs something to close out a game. And a friend suggested I also needed something that "stood on it's own" a bit more. I can't think of any card that does those two things more than Elesh. I don't mind the salt at the table if I hardcast a card like that.
Purphoros, God of the Forge Another stand-alone threat that can also synergize better with the deck's main strategy.
3 months ago
A good posibility is Chance for Glory
3 months ago
Bili, Ever Watchful. Legendary Cat God
First strike, Vigilance, Indestructible as long as you control another cat.
Other cats you control have +1/+1 and have Vigilance.
Make an instant or sorcery like Chance for Glory. You take an extra turn outside of blue, and creatures you control gain something, but you loose at the end of that turn. (Also, note that creatures gain the keyword for the rest of the game).