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Finale of devastation free#
If you want to share your ideas on cards with other fans, feel free to drop us an email. We would love more volunteers to help us with our Magic the Gathering Card of the Day reviews. Multiplayer 5/5 – The game has to end sometime and this is Green’s ticket to win it!Ĭommander 5/5 – Same as Commander where it can get to the end zone with a bit of politics on an uncontested boardĬube 3/5 – Great for the Mono-Green Ramp deck, but isn’t going to do it elsewhere. This card has been doing really well in Cube though where you can ramp up and bring out stuff like Terastodon and Craterhoof or all sorts of crazy wonky stuff!Ĭonstructed 1/5 – It’s not too strong here and there’s much better options in the older formats. In Pioneer, Legacy, and Modern it’s not too astounding where there are much more efficient answers, Elves for example can do their amazing trick of snagging a Craterhoof for 4 mana using a Natural Order instead. Being able to drop your fattest threat, pump it to as high as you can, and pump the team with it is a phenomenal addition to the Green decks in those formats. It’s not going to do much in Standard where Ramp has been pretty neutered but where it will shine is in places like Casual Multiplayer and Commander formats where the ramp is for days. But in all actuality it’s pretty much of a mix of these cards combined, and with a Craterhoof Behemoth Overrun Ability kind of just mixed in. This has been compared to Tooth and Nail, Channel, and Green Sun’s Zenith. Today we’re taking a gander at Finale of Devastation. We’re reviewing cards that haven’t really stuck out in Standard this week. Hey Everyone and welcome back to Pojo’s Card of the Day. Even if you never get to 12 mana with Finale of Devastation, though, it’s a strong revival and tutor spell in one, and that’s why it deserved mention here. That second mode is more likely to only matter in more casual tables, but never underestimate the ability to break a board stall with a well-timed carnivore. A tutor effect that ends the game is definitely worthy of its steep mana cost, and while 12 mana is a lot to ask for, 12 mana that ends the game is a fair price to pay. Especially when paired with something like Craterhoof Behemoth! Setting X equal to 10 or more will also give all of your creatures haste and +X/+X, which is a way to make sure you smash your opponents really hard in a single swing. The other effect is an attempt to end the game on the spot. Unlike that card, though, Finale of Devastation can fetch any creature, and it can fetch from library or graveyard! This makes for a surprisingly flexible tutoring effect, as while you need to put mana into it, an unconditional tutor that can also flex as a revival effect is very good. The worst-case scenario is a more-expensive Green Sun’s Zenith, a card strong enough to be banned in Modern.
Trying to end the game with an absolute unit? Seems okay.įinale of Devastation is part of the five-card Finale cycle from War of the Spark, and this one is one that’s drawn the most notice, thanks to it being in a color easily able to get to the upper bound and its general utility outside of that.