Finale of Revelation
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game.
Exile Finale of Revelation.
|Want (4)||fairweathernihilist , Flunatic , Astrocomical , shiftalope|
Printings View all
|War of the Spark (WAR)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Finale of Revelation Discussion
3 days ago
Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.
So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?
Baral, Chief of Compliance could be absolutely lovely: For one person, at least.
Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.
Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.
Anent what I would cut:
Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.
This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.
Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.
One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)
I suppose that's all from me. May fortune be with you!
6 days ago
I have an Azorius deck that I run Fae of Wishes in and I like to run Finale of Glory and Finale of Revelation in the sideboard for those long drawn out matches. I do have 2 x Nyx Lotus in the mainboard which helps, but you could maybe put one of those in the sideboard as well.
1 week ago
First of all, I really appreciate the feedback! Your insight into Rings of Brighthearth vs Power Artifact is hugely helpful. I hadn't given thought to how much easier it would be to get Rings out. In thinking about swapping those two, including Trophy Mage seems a good move for more tutor.
As to the Memnarch issue, that particular problem of wanting fun cards like Memnarch or Walking Ballista, which take advantage of infinite mana, when you have Urza is something I keep struggling with. Though, I wonder if a card like Intuition or Finale of Revelation might not work out better? Finale is less mana efficient certainly but it also doesn't give opponents the opportunity to draw into answers. The Flashback is very appealing though, but it seems once the deck hits infinite mana thats game over no matter what.
I'm not sure how I skipped over Rhystic Study but that oversight has been corrected!!
1 month ago
Add in Castle Locthwain , cut Liliana, Dreadhorde General , Wavebreak Hippocamp for additional Teferi, Time Raveler and Tyrant's Scorn . Shatter the Sky is ambitious, I suggest Kaya's Wrath or Ritual of Soot . I’m not sold on Thassa's Intervention or Dovin's Veto in the main, maybe Finale of Revelation or Erebos's Intervention instead. Finally, you are running 9 temple lands. I’d cut 2 of each for additional basics and shocks, add in 4 Fabled Passage if you are worried about fixing.
1 month ago
Return of the Wildspeaker , Prime Speaker Zegana , Rishkar's Expertise , Rush of Knowledge , Shamanic Revelation , Finale of Revelation , Praetor's Council, Feed , Soul's Majesty , Colossal Majesty , Elemental Bond , Guardian Project are good at drawing cards in this deck.
Your deck wants to ramp heavily, try adding a balance of early game ramp that costs 2-4 CMC and late game ramp that costs 5+ CMC, some good early ramp options include Farseek , Rampant Growth , Grow from the Ashes , Skyshroud Claim , Circuitous Route , Myriad Landscape , Burgeoning , Blighted Woodland . Good late game ramp options are Traverse the Outlands , Boundless Realms . Since your commander is CMC 4 you want any 1 or 2 CMC ramp to get it out on turn 3 at the latest but after that artifact ramp is much more fragile than land ramp so try to avoid it.
Note that Simic Guildgate is a good addition if you include Circuitous Route.
Fierce Empath can tutor any of your giant creatures.
Lurking Predators can make it really scary for opponents to play any spells.
With enough ramp, X spells can be particularly impactful, Finale of Devastation can search for any creature and it's not hard to get X=10+ to win the game, Genesis Wave is one of the premier green X spells,
Freed from the Real and Pemmin's Aura both create infinite with your commander. It's your choice if you want to include these cards though, they're not for every playgroup and don't fit the theme of your deck.
Here is the gatherer search for sea monsters there are enough of them that you should be able to have all of your sea monsters have some impact on the board, there are also some that might be better than the ones you currently have.
1 month ago
I like the idea of swarming the opponent. Drawing a bunch of cards, untapping lands to swarm.
I'd probably go UG or UW. I'm working on a budget version now because of lgs... looking for ideas.
2 months ago
I like the control direction this is heading in, but I think you're a bit overloaded with counterspells while missing a couple key control elements.
One strength of playing control is that your opponent's removal spells become dead cards, but that means that your win condition needs to be resistant to removal since your opponent will likely be loaded with removal by the time you play it. AEtherling is practically untouchable once it resolves with a few mana up, and can quickly finish an opponent with its various abilities. Shimmer Dragon is another interesting idea if you went harder into an artifact strategy.
You'll probably want a little more board interaction as well to catch things that get by your counterspells, and ideally have something that can act as a board wipe. Perilous Vault is slow but reliable, and AEtherspouts is probably better than bounce-to-hand effects since your opponent will have to sacrifice their draws if they decide to put the creatures on top, giving you some card advantage. Void Snare might be better than Unsummon despite being a sorcery, as it can hit noncreatures as well.
Lastly, you might want a big, top-of-curve draw spell to give you a little more than just Witching Well for card advantage. Dig Through Time is probably the ideal option, but for a budget choice you could look at Precognitive Perception or Finale of Revelation . Also consider adding in 4x Radiant Fountain to your land base to get a little life gain in there (hard to find in Blue) - it would combo nicely with Disappearing Act.
2 months ago
Could definitely look at more X spells as an option.
Just a few ideas