Image courtesy of Scryfall.com
Mana Efficiency and Impact in Finale of Promise
Red has always loved fast, furious bursts, but Finale of Promise asks you to rethink speed as a math problem. With a variable X in its mana cost, {X}{R}{R}, this mythic sorcery from Outlaws of Thunder Junction Commander invites you to squeeze every last drop of efficiency from spells you’ve already earned in your graveyard. 🧙♂️ The promise is simple on the surface: you may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies. The thrill lies in balancing X, your graveyard, and the inevitable risk-reward calculus of red’s impulsive temperament. 🔥
At first glance, the math looks friendly: you’re paying X plus RR to unlock free casts from the grave for spells that already exist in your deck’s memory. The exile clause acts as a safety valve, preventing a graveyard loop from spiraling into endless recursion. Yet the true power emerges when you consider the impact ratio—the bang per mana. With small X values, Finale acts like a turbocharged reanimator spell, letting you pull two cheap, instant-or-sorcery threats into the heart of the moment. When X climbs, the potential payoff scales dramatically, culminating in double copies for each spell if you chase a ten-dollar-and-up moment. That’s when the math becomes fireworks. ⚡
Core Mechanics in Practice
Let’s ground this in concrete terms. Finale targets up to one instant and up to one sorcery from your graveyard with mana value less than or equal to X, casting them without paying their mana costs. The choice of targets is critical: you want spells that either finish the game or fuel a sweeping advantage. The exile clause ensures those spells won’t drift back to the graveyard for reuse in a loop, which keeps red from turning into a perpetual engine—though the copies generated when X is high can feel nearly perpetual for a turn or two. ⚔️
When X is modest (1–3), you’re essentially casting free, pivotal instants or sorceries from the graveyard—think a burn spell that finishes a creature, or a haste-granting instant that lets you push through damage while your opponent is untapping. The key is to curate a graveyard loaded with those impactful, low-mana-value cards. As you invest more mana into X, the excitement compounds: the spell copies multiply the effects, which can become a savage finisher with the right pile of cheap, synergistic options. The payoff is not just a bigger spell; it’s a bigger turn. 🧨
- Example for X = 1: Retrieve two cheap red spells from your graveyard (e.g., a Shock-like burn instant and a quick removal). Cast both for free, then threaten a rapid swing that opponents must answer or lose momentum.
- Example for X = 3: Reuse two stronger late-game instants or a targeted sorcery, then leverage a couple more resources to push through multiple threats in a single turn.
- Example for X ≥ 10: Copy each cast spell twice, effectively doubling your damage or disruption. In a board with enough ramp, the same turn can clear the opponent’s board and threaten a lethal punch the moment extra copies land.
“Mana is a currency, and Finale of Promise makes red spend it with its eyes wide open—risking big payoffs for big moments.” 🧡
Deckbuilding and Strategic Tips
To maximize the efficiency-to-impact ratio, craft a red shell that leans into deliberate graveyard manipulation and a bank of cheap, high-value spells. Put simply: you want a mix of low-cost instants and sorceries that are powerful enough to swing a game when free, but not so common that you’d rather cast them from your hand. Include a few heavier spells that, when copied, truly swing the board state. And don’t forget your ramp—getting to X quickly ensures the double-copy payoff lands on time. 🚀
Practical tips include:
- Stock the graveyard with a few reliable, cheap burn spells or removal options that can be cast for free at low X values.
- Pair Finale with cards that reward spell-casting from the graveyard, such as those that untap, draw extra cards, or temporarily reduce red’s costs, helping you reach the critical X threshold sooner.
- Carefully choose your targets; you’ll want spells that scale well with a copied effect—think direct damage that can finish faces, or mass removal that cleanly resets an opponent’s board.
- Ramp and mana rocks matter more here than in many red-centric builds—every extra mana helps you push X higher and unlock the doubling payoff.
- In a Commander context, Finale shines in long games where you’ve curated your graveyard with repeatable, high-impact options—your opponents will feel the burn as your graveyard becomes a second hand you can play from. 🔥
Art, Flavor, and Card Design
Jaime Jones brings a crimson tempest to the frame of Finale of Promise, with runic sparks dancing around a spellcaster who looks equally at home in a battlefield and a laboratory. The design speaks to red’s blend of impulsivity and precision: you’re paying a price to unlock a maximum return, a beautiful echo of the old-school mantra that sometimes the best move is the one you can cast for free when the moment arrives. The flavor matches the thrill: a final, explosive surge that leaves enemies blinking as the ashes settle. 🎨
Collector Value and Market Pulse
As a mythic from a commander-focused set, Finale of Promise sits in a tier that’s accessible to many players, with a printed presence that supports casual EDH play and more competitive red-centric builds alike. Its value isn’t tied to a single combo but to the breadth of graveyard-spell options you can stock and the way you leverage X to hit the sweet spot of efficiency and impact. For collectors, the card’s status as a mythic from a modern-era Commander product adds a touch of prestige, while its practical versatility keeps it relevant in the kind of deck that enjoys both spicy plays and big fireworks. 💎
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Finale of Promise
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
ID: 0dbbb636-96c2-472c-a51d-d527e8e97798
Oracle ID: d6fafb50-9531-4fbf-bb1e-ebb4dd39281c
Multiverse IDs: 658610
TCGPlayer ID: 545266
Cardmarket ID: 764767
Colors: R
Color Identity: R
Keywords:
Rarity: Mythic
Released: 2024-04-19
Artist: Jaime Jones
Frame: 2015
Border: black
EDHRec Rank: 4751
Set: Outlaws of Thunder Junction Commander (otc)
Collector #: 166
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — legal
- Timeless — legal
- Gladiator — legal
- Pioneer — legal
- Modern — legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — not_legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.52
- EUR: 0.44
- TIX: 0.28
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