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Glorious End

Glorious End

Instant$1.15

End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.) At the beginning of your next end step, you lose the game.

Legal in Commander

Is

Combos 5

  • Glorious End + Kess, Dissident Mage + The Twelfth Doctor

    • Target opponent loses the game at the beginning of their next end step

    Mana needed: 233 decks on Commander Spellbook

    How it works

    Before you start

    You have not cast a spell using Kess's ability this turn. You have not copied a spell using The Twelfth Doctor this turn.

    Steps

    Cast Glorious End from your graveyard by paying {2}{R}, causing it to gain demonstrate due to The Twelfth Doctor. Glorious End's demonstrate ability triggers, causing you and an opponent to copy it. Resolve the opponent's copy of Glorious End, ending the turn, thus exiling all other spells and abilities on the stack. The opponent will then lose the game during their next end step due to Glorious End's triggered ability.

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

    • Infinite turns

    Mana needed: 79 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block creatures you control.

    Steps

    Cast Last Chance 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 Last Chance 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 Last Chance and Glorious End noted. The creatures trigger. Resolve the first trigger, casting a copy of Last Chance 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 Last Chance trigger from causing you to lose the game. Repeat from step 3.

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

    • 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 ↗
  • Glorious End + Magar of the Magic Strings + Warrior's Oath

    • Infinite turns

    Mana needed: 71 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block creatures you control.

    Steps

    Cast Warrior's Oath 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 Warrior's Oath 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 Warrior's Oath and Glorious End noted. The creatures trigger. Resolve the first trigger, casting a copy of Warrior's Oath 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 Warrior's Oath trigger from causing you to lose the game. Repeat from step 3.

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

    • 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 ↗

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 Glorious End is an Instant or sorcery.
  2. Gandalf the GreyGandalf the Grey copies your spells and Glorious End is an Instant or sorcery.
  3. Lutri, the SpellchaserLutri, the Spellchaser copies your spells and Glorious End is an Instant or sorcery.
  4. Rootha, Mercurial ArtistRootha, Mercurial Artist copies your spells and Glorious End is an Instant or sorcery.
  5. Venser, Fervent ForgerVenser, Fervent Forger copies your spells and Glorious End is an Instant or sorcery.
  6. Zada, Hedron GrinderGlorious End is an Instant or sorcery, which Zada, Hedron Grinder can use.
  7. Krark, the ThumblessGlorious End is an Instant or sorcery, which Krark, the Thumbless can use.
  8. Prismari, the InspirationGlorious End is an Instant or sorcery, which Prismari, the Inspiration can use.
  9. Storm, Force of NatureGlorious End is an Instant or sorcery, which Storm, Force of Nature can use.
  10. Melek, Izzet ParagonGlorious End is an Instant or sorcery, which Melek, Izzet Paragon can use.

View Glorious End on Scryfall