Finale of Devastation
Search your library and/or graveyard for a creature card with converted mana cost X or less and put it onto the battlefield. If you search your library this way, shuffle it. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Finale of Devastation Discussion
2 weeks ago
Sure! Your main idea is to get out a creature with power six or greater, from there your infinite mana sources are Selvala, Heart of the Wilds or Priest of Titania or Circle of Dreams Druid combined with Staff of Domination, Umbral Mantle, Kogla, the Titan Ape/Hyrax Tower Scout, Ashaya, Soul of the Wild/Quirion Ranger or Scryb Ranger, Temur Sabertooth/Hyrax Tower Scout or Great Oak Guardian or Wirewood Symbiote. After making so much mana your outlets are... Duskwatch Recruiter Flip, Relic Golem, Walking Ballista,Finale of Devastation. Also Temur Sabertooth can be used to trigger selvala's draw trigger if you have the larges creature on the field. A few interesting techs I've found are using Temur Sabertooth or Kogla, the Titan Ape and Eternal Witness to loop any instant or sorcery from your graveyard, and using Green Sun's Zenith on zero to get Dryad Arbor turn one as a dork if you really need it. Hope this helped!
2 weeks ago
Been monitoring your deck for a while now. Pretty awesome stuff. Congrats on the idea! Could you see any use for Wake the Past? Seems to mesh well with Alibou, Ancient Witness. I suppose Finale of Devastation already fills a similar role. Definitely inspired! I'm going to try out a similar deck (talent borrows, genius steals) at my LGS soon. I used to play Affinity in Modern and am glad to have found some use for at least one of my old Opals (and Overseers). Cheers!
1 month ago
I am working on an eldrazi colourless list that may help for some suggestions for tutors and removal: In The House of R'lyeh...
If you are wanting removal and ramp and wanting to stay away from colourless, try going black green then or blue green. I have a blue green list that ramps like crazy, I don't play as many eldrazi cards in it but blue still gives you some removal in bounce spells and counter spells to protect your guys.
Reasons for green:
all the above are amazing for ramp
Whether you go blue or green is up to you
Blue green: counter spells, draw spells, and Cyclonic Rift (this is my Blue green list, I would suggest running Kruphix, God of Horizons as your general over Zegana who I just use to refill my hand around Turn 5-8 to push me over to winning: Nature's Revenge, TO is not recognizing it but it should be on my page)
Green black: kill spells, better tutors, reanimation (go Meren of Clan Nel Toth as your general maybe? I can offer advice on how to build that, my uncle has a pretty good Meren list)
1 month ago
It may be worth checking some of the old wolf run lists out from the back in 2010ish times (my favorite time to play magic in standard, such good memories).
Inkmoth Nexus as a 1 of may be a fun win con, something to help out.
You have a ton of ramp, I would love to see more done with it. I have suggestions, but I also see the argument against them to try and keep the deck mono green and the land base easy.
You do have the capabilities of running certain non green cards as long as they only have one non-green mana cost, it may be worth running 2-3 Breeding Pool s and Stomping Ground (which you have, another may help)
Bonfire of the Damned , I played in an IQ way back when and added 3 of this card for fun to my Jund Beats list, I made top 8 going undefeated until the first round with rough luck and Bonfire was just incredible. Board wipe and damage on them. 2-3 may help a bit for wiping out opponent's fields.
Hydroid Krasis : I am running this in my blue green tron list, life gain, draw, and a huge body, it is perfect for huge ramp lists.
Finale of Devastation might be a good 2-of, mana outlet and a win con, let's you fetch a fatty and blow your opponent out, that might also allow you to run a few old-growth trolls over the empaths.
These are just suggestions and I can understand counterpoints, you've obviously played this list a ton and know its ins and outs. For me at a cursory glance it just seems like you have huge mana ramp potential with little outlets. When I play ramp, I want to be able to use all the mana I have to railroad my opponent.
1 month ago
Hey there and thank you so so much for your detailed comment and amazing suggestions,really do appreciate it. I have a devotion thing going on since I will be putting Serra's Sanctum in so I have a lot of removal in the form of enchantments that exile and sit on board to help with that. I really do like Wheel of Sun and Moon and Greater Auramancy they are both cards I plan on buying but I try to shop local to give my LGS's the business and noone has had either sadly. I am definitely going to put Nature's Revolt in with a combo piece, seems like a really great finished.
2 months ago
If I may make some other suggestions, I would really consider dropping the Isochron Scepter , you don't have enough instant spells (or ways to tutor for them) to make it useful. Perhaps swap in an Elvish Clancaller in it's place.
3 months ago
4 months ago
Very nice deck and primer. I play with Syr Carah too. My Syr Carah Deck
A few ideas that I use, that you can try out or not, is:
Karn, the Great Creator - Shut down most of artifact decks or artifact ramp dependent decks. And can get back important artifacts exiled with Syr Carah Ability using it's second loyalty ability.
Finale of Devastation - flashback two cards and add recursion to the deck.
Shreds of Sanity - another recursion to the deck.
Mystic Forge - for assembling Sensei divining top combo kills.
Cloud Key - another cost reduction that occasionally reduce artifacts costs.
Reiterate and cost reducers. I try this infinite mana combo in my deck. But it is currently on the chopping block.
How does Mana Clash works for you?