Tale's End

Tale's End

Instant

Counter target activated ability, triggered ability, or legendary spell.

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Trade

Have (1) metalmagic
Want (1) MrMittensSr

Printings View all

Set Rarity
Core Set 2020 (M20) Rare

Combos Browse all

Legality

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

Latest Decks as Commander

Tale's End Discussion

Miraculeux on My little angel horror

1 day ago

So, here are my thoughts about the deck:

Manawise, your landbase should rather consist of lands that come into play untapped. It's important to have your mana available asap. I would suggest replacing karoo lands like Orzhov Basilica and also Opulent Palace with battlelands like Sea of Clouds and painlands Adarkar Wastes. The storage lands are also not ideal (e.g. Dreadship Reef), because they do not provide colored mana at start. And of course the more fetchlands you can add the better, missing Scalding Tarn, Arid Mesa, Verdant Catacombs, Windswept Heath, Wooded Foothills, Flooded Strand, Bloodstained Mire.

I would suggest you to cut even the three remaining creatures and add additional card advantage and lock pieces. Im missing Sylvan Library, Rhystic Study and Mystic Remora... all important ways to get extra cards.

Since your main wincon is the Consultation combos, I suggest you definitely run Thassa's Oracle as a main, cheap combo piece.

Lightning Greaves, boots and Helm are not necessary, since protecting Atraxa should not be such a priority to warrant extra cards for it. Also Mana Tithe, Mana Leak and Opt are not that relevant in a multiplayer format. I would advise to replace them with general, cheap countermagic, for better utility. Dovin's Veto, Delay, Swan Song, Tale's End can serve both to protect your cards and your combo, but also disrupt your opponents from winning.

From cheap, but relevant planeswalkers (besides Oko ofc), I would add Vraska, Golgari Queen and Kaya, Ghost Assassin. They generate a lot of card advantage over time.

Also with the amount of manarocks, you could play Winter Orb to stall and buy bit more time for your 'walkers.

Starsky2814 on

3 weeks ago

I don’t mean to answer for Icaruskid here, just came across the comment. But, Mako, in my Omnath, Locus of Creation deck, a way I can get around discarding my hand from Song of Creation is I use Teferi's Protection. You can also use stuff like Discontinuity or Time Stop to avoid hitting your end step or any counter trigger ability cards like Tale's End. I’m usually not disheartened when I’m discarding my hand because I get enough value out of it on the turn I cast it.

NoSoyYucateco on Saheeli Pre-Con Upgrade

1 month ago

Silumgar's Scorn and Broken Concentration are poor counterspells for this deck. You have two dragons, and very few instant speed effects that make you discard. I recommend swapping these for Arcane Denial, Stoic Rebuttal, Disdainful Stroke, Tale's End, Disallow, or Spell Swindle.

UpperDeckerTaco on Vadrok combos

2 months ago

There is no Jeskai Ascendancy in this list.

Also confused as to how you take "infinite turns"...Chance for Glory makes you lose the game upon end step. So I get you use Tale's End, but you would need 2 bounce effects to be able to recast either, and a create that can be cast at instant speed that has the mutate ability. Wouldn't it just be easier to play Sundial of the Infinite as well as other support cards such as Nimble Obstructionist, Trickbind and Stifle...

Also, how are you getting Omniscience out fast? It feels like this is just a slower version of better Omniscience decks....

Wiizy on Blinking with the Roon

2 months ago

if you want to be annoying run cards that counter target ability, like Tale's End or Disallow. Because Roon's ability exiles then triggers a delayed triggered ability causing you to counter the effect that returns it meaning its in exile. Finally causing if choose their commander they have to either send to command zone or lose it if you counter ability.

Kaleo42 on Lost and Confused with cEDH Rashmi

2 months ago

Updated list finally, but still a work in progress.

+Tamiyo, Collector of Tales, Shark Typhoon, Spellseeker, Tale's End, Fierce Guardianship, Return to Nature, Arcane Signet, Uro, Titan of Nature's Wrath, and Mystic Sanctuary

-Exploration, Mystic Remora, Back to Basics, Teferi, Mage of Zhalfir, Unwind, Thought Vessel, Seal of Primordium, Walk the Aeons, matched the fetches to the ones I actually physically have in the deck.

Playing less turns spells as they were too large of commitments and brick draws early on and the addition of sharknado means I have another viable and versatile wincon.

usurphling on Nine Lives No Matter

3 months ago

Thanks for your comments and suggestions. Please take note that I made this deck tailored for a local FNM here in my place since I have one right now. Once I got enough wild cards, I will convert this deck to arena.

mikeb388 - My only purpose of Outlaws' Merriment is to stall the game and use the boys to swith with their big guys. Examples of those scenarios in my last friday's FNM are switching one of my human soldiers to a fully mutated Auspicious Starrix in my match against BUG mutate. Also, in my match against BG foods (which I am surprisingly lost against Rampage of the Clans), I swapped my soldier to his Feasting Troll King and eventually won against him.

FSims81 - Discontinuity was considered in the main board like what absurdheroine did on her video. Right now, I found Tale's End very useful for what I said in the guide above. In my match against BUG mutate, I countered their mutate trigger and their Illuna being a legendary creature. Once Tale's End rotates out, I will definitely use it.

ShiltonCDXX - feel free! I might make another changes since Temur Reclamation is a thing in my local FNM right now and I have a difficulty dealing with flash decks. And yes, those three helped me A LOT against grinding games. In my match again against BG Foods, he keeps using his foods until I cast Planar Cleansing then wished for Ugin, the Spirit Dragon and Chandra, Awakened Inferno. Unfortunately, Baneslayer cannot be wished so she shows up in games 2 and 3.

Pile-O-Homonculii on Big Beefy Fish Boys

3 months ago

Good choice of commander for a sea monsters deck. I have an Urza sea monsters deck, trying to use Urza's ability to tap artifacts for blue mana to ramp hard into those big blue beauties. It still ends up playing like an Urza artifact shenanigans deck though, because it's Urza..

So my next move is to make it an Arithmexes deck instead! The inclusion of green for its ramp should make it playable. I think that you should consider Circuitous Route, Nyxbloom Ancient, Explosive Vegetation, and Frontier Siege. This last one only produces green mana but holy god does it produce mana. Two green on EACH main phase, and those blue beauties need a lot of any color mana regardless.

Temur Sabertooth can save as many critters from board wipes as you have the mana for, as well as itself. Breaching Leviathan is nasty. Tidespout Tyrant is not a fish but is definitely a blue sea monster and does work. I love the inclusion of Tale's End. So unexpected and great for dealing with those obnoxious sac engine decks. Similar to Soul's Majesty, Return of the Wildspeaker will draw a ton of cards in a deck like this and has the added upside of being used as a finisher.

I also love the various umbras, generally, for commander decks. Eel Umbra has flash and will unexpectedly save one of your fish from removal, and Bear Umbra will do work in any green deck. Lastly, Capsize in a deck like this is great fun, and flavorful, but can produce saltiness when bought back repeatedly.

If you are interested, this is my Urza deck: http://tappedout.net/mtg-decks/urza-old-man-of-the-sea/?cb=1593614404

It has a strong draw package.

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