Final Fortune
Seventh Edition — Rare
Instant
Final Fortune rulings:
2004-10-04: Whether or not a creature is without flying is only checked on resolution.
Seventh Edition — Rare
Instant
Final Fortune rulings:
2004-10-04: Whether or not a creature is without flying is only checked on resolution.
TCGPlayer low price:
Buy now! ▶Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Sorcery
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.]
Exile Alchemist's Gambit.
Instant
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.
Creature — Human Wizard (1/3)
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 4-6
2/4
LEVEL 7+
3/5
At the beginning of each end step, if it's not your turn, take an extra turn after this one.
Enchantment
Vanishing 12 (This enchantment enters with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one.
© 2025 MTG Assist • whatgameshouldiplaynext.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.