Final Parting

Final Parting

Sorcery

Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle your library.

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Legality

Format Legality
Modern Legal
Custom Legal
2019-10-04 Legal
1v1 Commander Legal
Block Constructed Legal
Historic Legal
Duel Commander Legal
Vintage Legal
Tiny Leaders Legal
Casual Legal
Legacy Legal
Limited Legal
Pioneer Legal
Canadian Highlander Legal
Highlander Legal
Oathbreaker Legal
Unformat Legal
Commander / EDH Legal
Leviathan Legal
Gladiator Legal
Arena Legal

Final Parting occurrence in decks from the last year

Latest Decks as Commander

Final Parting Discussion

seshiro_of_the_orochi on Cheating Made Easy: Ramirez DePietro & Armix

2 weeks ago

Sorry for the triple post, but the concept of the deck really has me hooked, so I kept on finding new cards:

Lumengrid Augur seems to be a pretty cool draw engine here.

Artificer's Intuition: Just wtf?

Mirrodin Besieged is a great wincon.

Riddlesmith: Another pretty neat draw engine.

Thirst for Knowledge

Foundry Inspector

Myr Retriever

Final Parting

Arcaneful on Ghen Enchantments

1 month ago

Cuts:

Gravebreaker Lamia: You do get to tutor something to the grave, but you don't really cast from the grave. I'd rather just play Final Parting and also tutor something to hand.

The Birth of Meletis is kinda meh. It's an early enchanment yes but I feel it doesn't do much. I'd rather play an Luminarch Ascension or just a mana rock.

Mythos of Snapdax seems too restrictive. Another boardwipe sounds much better. Still a low costing one such as Wrath of God, or the new one from commander legends that's mono white and 5 mana Slash the Ranks.

Merciless Eviction should go in for most boardwipes as it's so good. Perhaps for Ruinous Ultimatum as that is very color restrictive and merciless is less mana.

Aphemia, the Cacophony isn't that good.

With your low curve and many rocks I'd cut a land or cut the two Diamonds as they're kinda bad. Sadly. They're acceptable in mono colored but not really here.

Additions:

Ghostly Prison/Sphere of Safety is necessary pillowfort. There's a black version too with cumulative upkeep as well. Might be good in our meta against many of David's decks, as well as mine.

Alseid of Life's Bounty is just great. Protects either Ghen or an enchantment you don't want dying at that time.

Agent of Erebos: Some much needed gravehate.

Aegis of the Gods is good for protection against direct burn.

Spirit of the Labyrinth is good if you're leaning into the staxxy parts of cards like Eidolon of Rhetoric. Along the same lines Stony Silence and Aura of Silence are nice picks.

I have many more recommendations but these are the start. I don't want to particularly overwhelm or change the deck.

GL my guy.

Rivrek on Ishkanah, Grafwidow Commander COMBO Deck

1 month ago

I would have never thought to find such a comment like this, it's A M A Z I N G. I really like your support on this project and I would love to create a competitive deck together.

Some of the combos you mentioned are really amazing, like the one with Priest of Gix and the Mirage Mirror one.

Unfortunatly I don't work yet, so I can't really have a deck with Moxes, 15 Fetch Lands and OP Mana Artifacts, but we can build one not caring for the price just to see if it will be competitive or not

I think some choises I made were really poor, like Panharmonicon or Far Wanderings.

Others, instead, need some explanation:

-Witchbane Orb is needed in my deck because in my playgroup people will 100% try to Bojuka Bog or try to Flash in a Tormod's Crypt when the Commander is being casted ( happened to me once when I was trying to cast a Kathril, Aspect Warper who was going to become a 26/26 with 13 different abilities....)

-Vessel of Nascency will trigger Delirum Turn 2 in 90% on the times it is in my starting hand, also Jarad's Orders can tutor only creatures, so Final Parting is faaar better for 1 more mana

-Blood for Bones has one of the most intricated rulings I've ever seen, with it you can sacrifice a creature and then return that same creature you sacrificed back to the battlefield, creating a card that can "Blink" in Black and that also returns a creature into your hand from the graveyard

I don't really like the Zendikar Dual Lands, but Bala Ged Recovery  Flip is too good.

Another thing, I don't think that attacking with spiders is a good idea, my Deck can create a bunch of them in a turn, but i would rather win with them with a combo then wait for a full rotation (and all my friends at the LGS have at least 2 boardwipes per deck) to attack.

This deck doesn't draw, you're right, but it mills itself and then returns to hand important combo pieces from the graveyard, but we can try to put in a Shamanic Revelation and other cool drawing cards and see what happens

Entomb is better than Buried Alive for the same reason of Jarad's Orders, and you could have a Turn 1 Razaketh, the Foulblooded with Dark Ritual and Reanimate

Let me now what you think, I'm really excited about this project

Tiny_Sir on One Imaginative Boi

1 month ago

Mainboard Cuts: Worn Powerstone kinda sucks. I'd rather pay one more for Hedron Archive or even Sisay's Ring.

Cathartic Reunion is just better Tormenting Voice in your deck. Run Chandra hugging mom instead of Tormenting.

Cuts from the Sideboard listed cards:

Prismatic Geoscope: Running 18 basics means you might not always get 3 mana from it, more like 2. Eitherway I feel it's bad as a rock and lackluster as a cage target.

25 cards I'll suggest for <15$ (EDHREC TCGPLAYER listed prices, may be higher or lower):

  1. Final Parting: Double tutor, one to the yard one to hand. Good investment for 5 mana. It's no Buried Alive but we can't expect many cards to be. (Price: .90)

  2. Cephalid Inkshrouder: Discard which doesn't matter to make shrouded Mairsil? Hell yeah. (Price: 0.29)

  3. Soliton: Another U: untap is solid. (Price: 0.10)

  4. Forbidden Alchemy: Basically a draw 4 most of the time for 3 mana and can be flashed back if you discard it or mill it another way. (Price: 0.11)

  5. Pestilent Souleater: Can be a backup win con with a card or two that can also pump. (Price: 0.10)

  6. Blighted Bat 1 for haste is worth it when not having Anger in GY or Hammer of Purphoros on board. (Price: 0.05)

  7. Twisted Abomination: Get a land with it then give Mairsil regenerate for a black when his commander tax is too high. Can never have too much protection when the commander is the whole gameplan. (Price: 0.03)

  8. Magus of the Bazaar: Draw 5 for tap on Mairsil. What's not to like? (Price: .46)

  9. Etherium-Horn Sorcerer: 3 To replay Mairsil isn't bad. Also can just be a cascade card if need be. (Price: 0.15)

  10. Cinderhaze Wretch: Untap affect + can be used to disrupt enemies. Also can be used on yourself if you really want for some weird reason? (Price 0.26)

  11. Dreamscape Artist: Discard isn't a downside, and it ramps. Can be put on Mairsil as well if need be. (Price: 0.26)

  12. Vector Asp: B: infect is very strong. Especially with following card. (Price: 0.20)

  13. Spikeshot Elder: This plus infect is a gross combo. Even without R to deal 4 to any target is strong, better than lightning bolt! (Price: 0.21)

  14. Grinning Ignus: A way to bounce Mairsil that's ALSO ramp. Pays for a commander tax! (Price: 0.16)

  15. Frantic Search: Free loot isn't ever bad. Instant speed too. (Price 0.47)

  16. Sinister Sabotage: You don't have much interaction. These next 3 are just interactive pieces to stop your opponents from racing you. Sinister is a good counter that also can basically draw a card with Surveil. (Price: 0.12)

  17. Terminate: No regen for them! Instant speed kill. Nice. (Price: 0.44)

  18. Arcane Denial: Great counterspell that's not mana intensive. (Price: 0.46)

  19. Perplex: Either a counter, makes an opponent lose their hand, or you can transmute to tutor for a 3 drop such as Rings or Commander's Sphere. Very versatile. (Price: 1.24)

  20. AEtherize: Bounce all attackers is a good way to protect yourself, since you already have many ways to protect Mairsil. (Price: 0.23)

21/22. Isochron Scepter/Dramatic Reversal: With enough mana rocks infinite mana and with that you can win for sure. (Price for both: 5.30). I think it's a worth it investment.

  1. Whispering Madness: Wheel that can be repeated. With GY synergies it's amazing. 10/10 (Price 0.57)

  2. Chain Reaction: Boardwhipe most of the time. You need some mass removal. (Price: 0.67)

  3. Pyroclasm: Clears tokens easily. (Price: 0.16)

Total Price: $12.94

Some pump activated abilities may be a good other add.

DreadKhan on nO fLaSh NeEdeD - Meren Hulk [Super-Budget cEDH]

3 months ago

Not sure if they are too slow, but Jarad's Orders and Final Parting are both nice cheap Golgari tutors if you want stuff in the yard, perhaps better than Diabolic Tutor.

multimedia on HELP Meren Budget

3 months ago

Hey, very good budget version of Meren.

For the manabase my advice is play an equal amount of Forests and Swamps because you have one drop green mana dorks who you want to be able to consistently play turn one which a Forest is the best land option for the manabase to do that. Having double the amount of Swamps than Forests is problematic when playing one drop mana dorks.

Some budget cards to consider adding:

Buried Alive is excellent to tutor for any three creatures and put them into your graveyard, one of the best cards with Meren. Jarad's Orders and Final Parting are nice budget tutors with Meren. Tutoring for two cards, one goes into your hand and the other being a creature into your graveyard to reanimate/recur with Meren. Elves of Deep Shadow and Talisman of Resilience are low CMC budget ramp upgrades.

Midnight Reaper and Deathreap Ritual are more repeatable draw sources when creatures you control die. Deathreap can draw a lot of cards in multiplayer Commander since morbid can trigger on any players turn as long as any creature died during the turn. Butcher of Malakir is a upgrade for a budget big creature to reanimate with Meren since it's a repeatable source of opponents having to sac a creature they control when any creature you control dies. Demon's Disciple is an upgrade for Merciless Executioner since if an opponent doesn't have a creature, but has a Planeswalker they have to sac a Planeswalker.


Some cards to consider cutting:

The Vivid lands are not good lands and even on a budget there's better options. They aren't reliable enough to warrant ETB tapped and even if you have a way to put more counters on them with proliferate I still think they're not worth playing even over more basic lands. Hogaak, Arisen Necropolis is not worth the trouble of casting it or reanimating it. It's just a beater, but you want more than that with high CMC creatures in Commander.

Good luck with your deck.

multimedia on

4 months ago

Hey, Vorinclex and Jin-Gitaxias are good cards, but they're definitely not fun or fair cards. These cards may be fun for you, but they're not fun for your opponents. Nice upgrades of Sea-Dasher, Spark, Gemrazer, Brokkos, Expertise, Wake, Tutor, River, Catacomb and Fellwar. You've done well with cutting out most of the cards in the precon that go with Zaxara and not Otrimi. Areas to improve are the manabase, the creatures who you want to first mutate too, tutors, repeatable draw and repeatable recursion.

Cards to consider adding:


The Otrimi precon is very flawed especially the manabase. The problem with the precon manabase which you haven't changed much is it's not consistent enough to make turn four to cast Otrimi. To do this you want an equal amount of each color and the precon manabase has an overwhelming amount of green compared to blue and black. The large amount of green is for one card Predator Ooze which is a good card with Otrimi, but not good enough to build the manabase around. You've cut Ooze which was a good move, but keeping with the overall precon manabase isn't helping your deck. A change to the manabase to consider is cutting Forests and adding more Islands and other dual lands.


Hexproof is very good with mutate because if the creature you're mutating too has hexproof it can't be killed by targeted removal in response to mutating or after it mutates. When you're doing a lot of mutating with one creature without hexproof it's risky because one removal spell by an opponent will kill or exile all the creatures in the mutate pile. Swiftfoot Boots equipped makes any creature you control have hexproof and Boots doesn't unequip if the creature mutates. The top creature of the mutate pile will have hexproof protecting the entire pile from targeted removal.

Regeneration is another excellent ability with mutate and it's not as annoying for your opponents since they can target a creature with regenerate. If any creature in the mutate pile has regeneration then the entire pile does just like hexproof. Regeneration protects the mutated creature from all removal except exile and bounce. It's especially helpful against board wipes that let the creature regenerate and combat where regeneration saves the mutate creature from lethal combat damage.

Good luck with your deck.

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