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Final Fortune

Final Fortune

Instant$4.31

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

Legal in Commander

Is

Combos 21

  • Final Fortune + Isochron Scepter + Sundial of the Infinite

    • Infinite turns

    Mana needed: 2,368 decks on Commander Spellbook

    How it works

    Steps

    Activate Isochron Scepter by paying {2}, casting a copy of Final Fortune without paying its mana cost. Resolve the Final Fortune, taking an extra turn after this one. At the beginning of each extra turn's end step, Final Fortune triggers. Holding priority, activate Sundial of the Infinite by paying {1} and tapping it, ending the turn. Repeat.

    Commander Spellbook ↗
  • Final Fortune + Isochron Scepter + Obeka, Brute Chronologist

    • Infinite turns

    Mana needed: 1,986 decks on Commander Spellbook

    How it works

    Steps

    Activate Isochron Scepter by paying {2}, casting a copy of Final Fortune. At the beginning of your next end step, if you cast Final Fortune on the previous turn, Final Fortune's lose the game ability triggers. In response, activate Obeka by tapping it, choosing to end the turn and exiling the stack in the process. Repeat each turn.

    Commander Spellbook ↗
  • Final Fortune + Isochron Scepter + Platinum Angel

    • Infinite turns

    Mana needed: 251 decks on Commander Spellbook

    How it works

    Steps

    Activate Isochron Scepter by paying {2}, casting a copy of Final Fortune without paying its mana cost. Resolve the Final Fortune, taking an extra turn after this one. Repeat.

    Commander Spellbook ↗
  • Final Fortune + Obeka, Brute Chronologist + Exalted Flamer of Tzeentch

    • Infinite turns

    Mana needed: 127 decks on Commander Spellbook

    How it works

    Before you start

    You have no instants and/or sorceries in your graveyard.

    Steps

    Cast Final Fortune by paying {R}{R}. Exalted Flamer of Tzeentch's second ability triggers, dealing 1 damage to each opponent. Resolve Final Fortune, causing you to take an extra turn after this one. Move to your extra turn. At the beginning of your upkeep, Exalted Flamer of Tzeentch's first ability triggers, returning Final Fortune from your graveyard to your hand. Repeat steps 1-3 one additional time. At the beginning of your end step, Final Fortune triggers. Holding priority, activate Obeka by tapping it, ending the turn and exiling the Final Fortune trigger from the stack. Repeat from step 4.

    Commander Spellbook ↗
  • Final Fortune + Exalted Flamer of Tzeentch + Sundial of the Infinite

    • Infinite turns

    Mana needed: 123 decks on Commander Spellbook

    How it works

    Before you start

    You have no instants and/or sorceries in your graveyard.

    Steps

    Cast Final Fortune by paying {R}{R}. Exalted Flamer of Tzeentch's second ability triggers, dealing 1 damage to each opponent. Resolve Final Fortune, causing you to take an extra turn after this one. Move to your extra turn. At the beginning of your upkeep, Exalted Flamer of Tzeentch's first ability triggers, returning Final Fortune from your graveyard to your hand. Repeat steps 1-3 one additional time. At the beginning of your end step, Final Fortune triggers. Holding priority, activate Sundial of the Infinite by paying {1} and tapping it, ending the turn and exiling the Final Fortune trigger from the stack. Repeat from step 4.

    Commander Spellbook ↗
  • Final Fortune + Obeka, Brute Chronologist + Elite Arcanist

    • Infinite turns

    Mana needed: 118 decks on Commander Spellbook

    How it works

    Before you start

    Elite Arcanist does not have summoning sickness.

    Steps

    Pay {2} and tap Elite Arcanist to cast Final Fortune. Pass the turn. Pay {2} and tap Elite Arcanist to cast Final Fortune. Pass the turn. With the lose the game trigger on the stack, tap Obeka to end the turn. Repeat steps 3-5.

    Commander Spellbook ↗
  • Final Fortune + Magar of the Magic Strings + Sundial of the Infinite

    • Infinite turns

    Mana needed: 108 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block creatures you control.

    Steps

    Cast Final Fortune 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 Final Fortune 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 Final Fortune noted. The creature triggers, casting a copy of Final Fortune 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 Final Fortune trigger from causing you to lose the game. Repeat from step 3.

    Commander Spellbook ↗
  • Final Fortune + Gideon of the Trials + Isochron Scepter

    • Infinite turns

    Mana needed: 106 decks on Commander Spellbook

    How it works

    Before you start

    You have Gideon of the Trials's emblem. You control a Gideon planeswalker.

    Steps

    Activate Isochron Scepter by paying {2}, casting a copy of Final Fortune without paying its mana cost. Resolve Final Fortune, taking an extra turn after this one. Repeat each turn. At the beginning of each extra turn's end step, Final Fortune triggers to cause you to lose the game, but you cannot lose the game due to Gideon of the Trials's emblem.

    Commander Spellbook ↗
  • Final Fortune + Lich's Mastery + Isochron Scepter

    • Infinite turns

    Mana needed: 74 decks on Commander Spellbook

    How it works

    Steps

    Activate Isochron Scepter by paying {2}, casting a copy of Final Fortune without paying its mana cost. Resolve Final Fortune, taking an extra turn after this one. Repeat each turn. At the beginning of each extra turn's end step, Final Fortune triggers to cause you to lose the game, but you cannot lose the game due to Lich's Mastery.

    Commander Spellbook ↗
  • Final Fortune + Magar of the Magic Strings + Glorious End

    • Infinite turns

    Mana needed: 71 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block creatures you control.

    Steps

    Cast Final Fortune 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 Final Fortune 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 Final Fortune and Glorious End noted. The creatures trigger. Resolve the first trigger, casting a copy of Final Fortune 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 Final Fortune 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. Stella Lee, Wild CardStella Lee, Wild Card copies your spells and Final Fortune is an Instant or sorcery.
  2. Gandalf the GreyGandalf the Grey copies your spells and Final Fortune is an Instant or sorcery.
  3. Lutri, the SpellchaserLutri, the Spellchaser copies your spells and Final Fortune is an Instant or sorcery.
  4. Rootha, Mercurial ArtistRootha, Mercurial Artist copies your spells and Final Fortune is an Instant or sorcery.
  5. Venser, Fervent ForgerVenser, Fervent Forger copies your spells and Final Fortune is an Instant or sorcery.
  6. Zada, Hedron GrinderFinal Fortune is an Instant or sorcery, which Zada, Hedron Grinder can use.
  7. Krark, the ThumblessFinal Fortune is an Instant or sorcery, which Krark, the Thumbless can use.
  8. Prismari, the InspirationFinal Fortune is an Instant or sorcery, which Prismari, the Inspiration can use.
  9. Storm, Force of NatureFinal Fortune is an Instant or sorcery, which Storm, Force of Nature can use.
  10. Melek, Izzet ParagonFinal Fortune is an Instant or sorcery, which Melek, Izzet Paragon can use.

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