Finale of Glory

Finale of Glory

Sorcery

Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.

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Set Rarity
War of the Spark (WAR) Mythic Rare

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Tokens

Legality

Format Legality
Pioneer Legal
Block Constructed Legal
Oathbreaker Legal
Unformat Legal
1v1 Commander Legal
Legacy Legal
Duel Commander Legal
Canadian Highlander Legal
Magic Duels Legal
Modern Legal
Casual Legal
Pre-release Legal
Brawl Legal
Arena Legal
Standard Legal
Vintage Legal
Highlander Legal
Historic Legal
Tiny Leaders Legal
Commander / EDH Legal
Leviathan Legal

Finale of Glory Discussion

SynergyBuild on Daveslab2022

1 week ago

Blue is the key interaction color, black is good too, but green is effectively a mandated color. Loam is the best grindy value engine, and effectively says "permanents" instead of lands in this format. On it's own that is op, dredge makes it beyond busted. Scapeshift is a strong wincon too, but manlands, Field of the Dead, and Dark Depths/Thespian Stage all work.

Remember unlike legacy where that's a 1 hit win, in this format it does take two hits. I enjoy Awakening of Vitu-Ghazi, but I enjoy it because it can hit hard on end-steps and just has the haste value. Against Field of Ruin you can toss it on a basic, but putting it on a Lumbering Falls or Raging Ravine, maybe even a Celestial Colonnade, so if you activate them they get really buff.

Secure the Wastes, Sylvan Awakening, Finale of Glory, etc. Can win as well, trust that a lot of decks have numerous wincons they can run, and while when entering the game without creatures it seems hard, its certainly not impossible. The goal is to build around the card advantage of the game.

Life from the Loam is overpowered because of this, and the fact countering it doesn't stop the engine. There aren't a ton of these type of card advantage engines without most permanent types, and that's why the few we have are valuable, and while Ponder, Brainstorm, Preordain give card selection, advantage is hugely in need, so when looking through what you want, here are the following pieces of card advantage:

Hymn to Tourach and Gerrard's Verdict both are cheap ways to grind out value by 2 for 1ing an opponent from cards, it's no engine, but it functions well to disrupt whatever your opponent has going on. Be scared of Misdirection or Divert as they can blowout this style of card advantage, and are highly valuable pieces of "anti-interaction", but even a Veil of Summer can be a seriously bad turn for this card.

Castle Locthwain, Castle Vantress, Castle Ardenvale, Kjeldoran Outpost, Westvale Abbey  Flip, Vitu-Ghazi, the City-Tree, etc.

Sorry, started writing this I need to follow up later, hope this gives a brief intro!

Cmi1103 on Rhys's Pieces

3 weeks ago

Rhys is so fun to play! I enjoy playing her a lot! A Few Recommendations that may help out a bit are Odric, Master Tactician, Craterhoof Behemoth, and Beastmaster Ascension which are all pretty much win-cons that make your tokens a nightmare to deal with. If you need some more token generation that gets you more than just one token per turn, you could take a look into March of the Multitudes, Finale of Glory, Secure the Wastes, and White Sun's Zenith. Also two other cards that I think would help out a ton are Nature's Chosen to help untap Rhys an additional time each turn so you can use her doubling ability more, and if you're in need of more card draw Huatli, Radiant Champion is a must have in this deck. Pretty much allows you to draw cards at will and make sure you always have a full hand. Feel Free to check out my current build if you need any more ideas! 0-60 in 3.5! (Rhys tokens).

abby315 on Sisay, GodShrine Captain

1 month ago

Sounds like you want Heroic Intervention, Starfield of Nyx, and Replenish!

I'd also think about the "Enchantress" creatures for card advantage: Argothian Enchantress, Eidolon of Blossoms, Enchantress's Presence, Mesa Enchantress, Satyr Enchanter, Verduran Enchantress, and Setessan Champion. They can really help you set up an unbeatable engine, and then your opponents need to focus on either dealing with your creatures OR your Shrines.

Finally, for mana-fixing, there are some very good enchantments: Fertile Ground, Wild Growth, Utopia Sprawl, and Gift of Paradise.

Other possibly good cards:
Open the Vault
Second Sunrise
Starfield Mystic
Hall of Heliod's Generosity
Estrid, the Masked
Herald of the Pantheon
Destiny Spinner

For cuts, I doubt you want Planar Cleansing, since it kills your own Shrines. Finale of Glory, Ruinous Ultimatum, both Purphoros's, and God-Eternal Rhonas don't seem to fit with your plan.

Titus7007 on Faerie TriColour

1 month ago

Fae of Wishes would work here. she comes down early if you need her. You can always bounce her back up to your hand later. She would also allow you to move the Finale of Glory to the sideboard to grab when you're ready and open up some more slots.

droslag on Orzhov

3 months ago

Finale of Glory

Dyrek000 on tap untap combo

3 months ago

For how to use mana you can put it in Blue Sun's Zenith to mill opponent library by drawing them, if you prefere using blue you can use Dramatic Reversal to untap all your nonland permanent, not only creature. With infinite mana you can use Ice Cave to counter spell by paying mana or Decree of Silence. Another win ccondition can be Entreat the Angels, Finale of Devastation, Finale of Glory, Walking Ballista, Stream of Thought or something like this.

multimedia on An Enchanting Mask Party

4 months ago

Hey, nice budget version of Estrid.

I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.

I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.

Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.

With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.


The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.

Budget lands to consider adding:

The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:

Good luck with your deck.

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