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.
|Have (3)||TheAnnihilator , Bluboltar ,|
|Want (5)||Klaesje , Instinctive , WynterSlash , YOLOBLASTER , saltyseabastard|
Printings View all
|War of the Spark (WAR)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Finale of Devastation Discussion
1 day ago
then_do_it_again, great list. I had a few questions. I hope this is an exceptable place to ask them.
Could Magus of the Wheel be Jace's Archivist? Could either of these cards take the place of Jace, Vryn's Prodigy Flip? A better question is how often are you playing a wheel out of your graveyard with Jace's ability?
Do you primary save Finale of Devastation until you can cast it for X at 10 or greater?
How often does Molten Psyche's Metalcraft ability(?) occur and is this the sneaky wincon that it appears to be?
I play in a spot removal heavy meta. Have you had issues keeping Xyris, the Writhing Storm on the board? I see you have some protection but it looks like ultimately you just produce so much mana that recasting him (it?) over and over again is the solution. Am I correct?
I always ask this last question of deckbuilder's that I respect and you are definitely one of those. Which card if any on this list is close to being cut?
1 day ago
rkjunior, I did something similar yesterday. I cast Finale of Revelation for 15, got to untapped Gaea's Cradle, drew into a Finale of Devastation and hit that for 10 to bring out Craterhoof Behemoth. The deck just takes off running and there is no slowing down.
2 days ago
Awesome stuff here, man. If my Azusa deck was a small child, this would undoubtedly be it's angrier, bigger brother. What I like most is the confidence this build exudes, you're very clearly stating "I am going to ramp, you won't be able to stop me, and then I'm going to cast massive spells." Green is my favorite color in Magic, and this list is Green to a T.
Personally, I'd like to see a little more interaction here, but it's worth noting that I was scarred by Winter Orb and Static Orb early on in my EDH tenure, so I'm usually over-prepared to blow one up. That said, Nature's Claim is (in my humble opinion) one of Green's best spells, and worth consideration here.
- Scute Swarm. We already talked about this little guy, and if you're adamant on the number of lands you run, I'd recommend cutting Seek the Horizon or Thaumatic Compass Flip (otherwise I'd say cut a Forest).
- Allosaurus Shepherd. It makes 90% of your spells uncounterable, and that effect is impactful at nearly any stage of the game. It allows you to play greedily and sink a ton of mana into your spells, which seem important in this build. I'd think about it and consider cutting my above suggestions, or Nissa, Vastwood Seer Flip.
- You can't go wrong with Worldly Tutor. Tutors = consistency.
- Scapeshift is a wonderful spell that will make your friends hate you. It's dangerous in my deck, and I think it'd be even more dangerous here given the number of lands you're running. Sacrifice any number of lands, go pull the best lands out of your deck, and make sure one of them is Field of the Dead. Suddenly, you've got an army of zombies, Gaea's Cradle, Strip Mine, Deserted Temple, Eye of Ugin, etc. I think you'd be fine to cut Life from the Loam, as you've already got plenty ability to play lands from the grave.
- Castle Garenbrig is a strictly better Forest in a mono-Green list.
- Dryad Arbor is surprisingly diverse. You can GSZ where X = 0 and go get Dryad Arbor, it taps for mana, it counts towards Gaea's Cradle, and it gets beefed by Finale of Devastation.
- Temple of the False God is actually pretty good in Azusa. I know, I know, it's a grossly overplayed card in our format, but as you already know, Azusa has no problem getting to 5 lands, and from that point on, it's a better Ancient Tomb.
- Petrified Field is neat with Realms Uncharted (if you don't already have the ability to play from the grave) and offers the ability to instant-speed get a land out of your yard. I find it to be pretty versatile.
- Wasteland isn't as good as Strip Mine, but it punishes multi-color decks. If you're like me and play in a tri-color meta, I think you'll find that it treats you well.
Hopefully I provided some decent food for thought. Either way, I think you have a great build here; I'm sure it's a blast to play!
3 days ago
unwucht, Carpet of Flowers should be a great way to make the deck faster and provide an over abundance of mana to empty into one of our sinks, most specifically Finale of Devastation. BTW I cut the Forest and replaced it with Dryad Arbor. So if we roll out an early Tooth and Nail that isn’t quite ready for Craterhoof Behemoth/Avenger of Zendikar, we can grab Emiel the Blessed/Dockside Extortionist for infinite mana (assuming there are at least 4 enchantments/artifacts on your opponent’s field). This will give us the win with a fetch grabbing the Dryad. Assuming it checked out, I had a turn 4 win with that combo in testing. Also, Chromatic Orrery has won me over in testing and will become a permanent in my list. Normally I’d say the card is too expensive and not worth the add, but it is so easy to get out by turn 4-5. Plus, I’ve known people to spend the same amount of mana into a Zendikar Resurgent and to me I feel like I get more out of the orrery.
1 week ago
I agree, Finale of Devastation needed to be included. As for Purphoros, God of the Forge, I’ve had him dish out some massive damage, but like you said he is situational. Tells me that if something needs to be included in the future, he will probably now be on the list for cuts.
1 week ago
I am very unsure about Purphoros, God of the Forge. But from my perspective, it is a card to fuel the deck when it is already up and running and quite situational. I need other combo pieces on the field to make use of it while Finale of Devastation puts other threats on the field directly. Therefore, I am grudgingly making those changes.
1 week ago
1 week ago
I'd recommend a Deadeye Navigator in this. he pairs very well with the koolaid man, and acts as a legit source of draw power, as well as resetting Omnaths landfall triggers so you can get them again.
I also recommend a few bounce lands like Gruul Turf. Early on, they act as additional land drops because they tap for two and bounce a land to your hand, and later on, you can play them, and bounce themselves back to your hand for multiplay landfall triggers, even if you're out of lands to play otherwise. Adding in Sakura-Tribe Scout, combined with a bounce land and Retreat to Coralhelm gets you infinite landfall triggers, if you don't mind having a hard to assemble, 4 piece infinite combo (fourth piece being something that gives landfall).
For other draw cards, I recommend Parcelbeast, Risen Reef, and Omnath, Locus of the Roil. Parcelbeast is only once per turn, but it does draw you cards, and sometimes ramps too. and you can mutate it onto something else for pseudo haste (or onto a Scute Swarm for VERY silly plays). Risen Reef is a fun combo that isn't infinite, when paired with Omnath, Locus of Rage or Zendikar's Roil, where playing a land creates an elemental token, which makes it look at the top of your deck, and if that card is a land, you play it, get another elemental, and it goes off again. And Omnath of the Roil is just good in general for this decks theme, giving you card draw if you have enough land. Tireless Tracker and Nissa, Vital Force are also great ways to draw cards from your deck. if you put in Spark Double as well, you can copy Nissa with it, instantly use the -6 for card draw, and then use the original nissa for recursion.
I'd also replace Skyclave Geopede with Brushfire Elemental. Similar effect, cheaper mana, slightly lesser power, but has haste and a type of evasion. Also an elemental if you add Risen Reef
For a fun way to close out a game, Akroma's Memorial puts in some good work when you pump out a bunch of tokens, giving them haste, trample, flying, and some relevant color protections. Moraug, Fury of Akoum also lets you overwhelm everyone with all those tokens and a couple lands. and finally, Finale of Devastation also works to close out games. If you pay 10GG on it (12 mana total), you can drop pretty much any creature in your deck onto the field, and then give all your creatures +10/+10 and haste.