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Chance for Glory

Chance for Glory

Instant$2.63

Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

Legal in Commander

Is

Does

Combos 12

  • Chance for Glory + Sundial of the Infinite + Elite Arcanist

    • Infinite turns

    Mana needed: 14 decks on Commander Spellbook

    How it works

    Before you start

    Elite Arcanist does not have summoning sickness.

    Steps

    Activate Elite Arcanist by paying {3} and tapping it, casting a copy of Chance for Glory without paying its mana cost. Resolve the Chance for Glory copy, giving creatures you control indestructible, taking an extra turn after this one, and creating a delayed triggered ability. At the beginning of your end step, if this is an extra turn from Chance for Glory, its delayed triggered ability triggers. In response, activate Sundial of the Infinite by paying {1} and tapping it, ending the turn and exiling the triggered ability. Repeat each turn.

    Commander Spellbook ↗
  • Chance for Glory + Zethi, Arcane Blademaster + Angel's Grace

    • Infinite turns

    Mana needed: 6 decks on Commander Spellbook

    How it works

    Before you start

    Zethi does not have summoning sickness.

    Steps

    Declare Zethi as an attacker. Zethi triggers, copying all cards you own in exile with kick counters on them and allowing you to cast the copies. Cast the Chance for Glory and Angel's Grace copies by paying {1}{W}{W}{R}. Resolve the Chance for Glory copy, causing you to take an extra turn after this one and lose the game at the end of the extra turn. Resolve the Angel's Grace copy, preventing you from losing the game this turn. At the beginning of each extra turn's end step, Chance for Glory triggers, however you cannot lose the game due to Angel's Grace. Repeat each turn.

    Commander Spellbook ↗
  • Chance for Glory + Magar of the Magic Strings + Glorious End

    • Infinite turns

    Mana needed: 3 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block creatures you control.

    Steps

    Cast Chance for Glory by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step. Activate Magar by paying {1}{B}{R}, noting Chance for Glory and putting it face down on the battlefield as a 3/3 creature. Activate Magar by paying {1}{B}{R}, noting Glorious End and putting it face down on the battlefield as a 3/3 creature. During your next turn, deal combat damage to an opponent using the face down creatures that have Chance for Glory and Glorious End noted. The creatures trigger. Resolve the first trigger, casting a copy of Chance for Glory without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step. Resolve the second trigger, casting a copy of Glorious End without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Chance for Glory trigger from causing you to lose the game. Repeat from step 3.

    Commander Spellbook ↗
  • Chance for Glory + Obeka, Brute Chronologist + Elite Arcanist

    • Infinite turns

    Mana needed: 2 decks on Commander Spellbook

    How it works

    Before you start

    Elite Arcanist does not have summoning sickness.

    Steps

    Pay {3} and tap Elite Arcanist to cast Chance for Glory. On the next turn pay {3} and tap Elite Arcanist to cast Chance for Glory in response to the lose the game trigger use Obeka, Brute Chronologist to end the turn. Repeat.

    Commander Spellbook ↗
  • Chance for Glory + Zethi, Arcane Blademaster + Platinum Angel

    • Infinite turns

    Mana needed: 2 decks on Commander Spellbook

    How it works

    Steps

    Declare Zethi as an attacker. Zethi triggers, copying all cards you own in exile with kick counters on them and allowing you to cast the copies. Cast the Chance for Glory copy by paying {1}{W}{R}, causing you to take an extra turn after this one and lose the game at the end of the extra turn. At the beginning of each extra turn's end step, Chance for Glory triggers, however you cannot lose the game due to Platinum Angel. Repeat each turn.

    Commander Spellbook ↗
  • Chance for Glory + Magar of the Magic Strings + Obeka, Brute Chronologist

    • Infinite turns

    Mana needed: 1 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block creatures you control.

    Steps

    Cast Chance for Glory by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step. Activate Magar by paying {1}{B}{R}, noting Chance for Glory and putting it face down on the battlefield as a 3/3 creature. During your next turn, deal combat damage to an opponent using the face down creature that has Chance for Glory noted. The creature triggers, casting a copy of Chance for Glory without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step. Activate Obeka by tapping it, causing you to end the turn. This will prevent the Chance for Glory trigger from causing you to lose the game. Repeat from step 3.

    Commander Spellbook ↗
  • Chance for Glory + Magar of the Magic Strings + Sundial of the Infinite

    • Infinite turns

    Mana needed: 1 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block creatures you control.

    Steps

    Cast Chance for Glory by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step. Activate Magar by paying {1}{B}{R}, noting Chance for Glory and putting it face down on the battlefield as a 3/3 creature. During your next turn, deal combat damage to an opponent using the face down creature that has Chance for Glory noted. The creature triggers, casting a copy of Chance for Glory without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step. Activate Sundial of the Infinite by paying {1} and tapping it, causing you to end the turn. This will prevent the Chance for Glory trigger from causing you to lose the game. Repeat from step 3.

    Commander Spellbook ↗
  • Chance for Glory + Zethi, Arcane Blademaster + Sundial of the Infinite

    • Infinite turns

    Mana needed: 1 decks on Commander Spellbook

    How it works

    Before you start

    Zethi does not have summoning sickness.

    Steps

    Declare Zethi as an attacker. Zethi triggers, copying all cards you own in exile with kick counters on them and allowing you to cast the copies. Cast the Chance for Glory copy by paying {1}{W}{R}, causing you to take an extra turn after this one and lose the game at the end of the extra turn. At the beginning of each extra turn's end step, Chance for Glory triggers. Holding priority, activate Sundial of the Infinite by paying {1} and tapping it, causing you to end your turn and exile Chance for Glory's trigger from the stack. Repeat each turn.

    Commander Spellbook ↗
  • Chance for Glory + Zethi, Arcane Blademaster + Obeka, Brute Chronologist

    • Infinite turns

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    Zethi does not have summoning sickness.

    Steps

    Declare Zethi as an attacker. Zethi triggers, copying all cards you own in exile with kick counters on them and allowing you to cast the copies. Cast the Chance for Glory copy by paying {1}{W}{R}, causing you to take an extra turn after this one and lose the game at the end of the extra turn. At the beginning of each extra turn's end step, Chance for Glory triggers. Holding priority, activate Obeka by tapping it, causing you to end your turn and exile Chance for Glory's trigger from the stack. Repeat each turn.

    Commander Spellbook ↗
  • Chance for Glory + Magar of the Magic Strings + Time Stop

    • Infinite turns

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block creatures you control.

    Steps

    Cast Chance for Glory by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step. Activate Magar by paying {1}{B}{R}, noting Chance for Glory and putting it face down on the battlefield as a 3/3 creature. Activate Magar by paying {1}{B}{R}, noting Time Stop and putting it face down on the battlefield as a 3/3 creature. During your next turn, deal combat damage to an opponent using the face down creatures that have Chance for Glory and Time Stop noted. The creatures trigger. Resolve the first trigger, casting a copy of Chance for Glory without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step. Resolve the second trigger, casting a copy of Time Stop without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Chance for Glory trigger from causing you to lose the game. Repeat from step 3.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Aziza, Mage Tower CaptainChance for Glory is an Instant or sorcery, which Aziza, Mage Tower Captain can use.
  2. Feather, Radiant ArbiterChance for Glory is an Instant or sorcery, which Feather, Radiant Arbiter can use.
  3. Sevinne, the ChronoclasmChance for Glory is an Instant or sorcery, which Sevinne, the Chronoclasm can use.
  4. Shiko and Narset, UnifiedShiko and Narset, Unified copies your spells and Chance for Glory is an Instant or sorcery.

View Chance for Glory on Scryfall