That works in the same vein as Final Fortune, Last Chance, and Warrior's Oath. Only difference is that the latter three are significantly better than Glorious End. Combining those with Hive Mind was always a great way to win. However, the opponent still had the opportunity to kill you during their turn. That's not the case with Glorious End. So, I guess it all ultimately depends on what you want to accomplish.
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Step 1: Activate sunforger for glorious end
Step 2: After glorious end is on the stack, re-equip and activate sunforger for wild ricochet, copy glorious end
Step 3: Let the ricochet resolve, then respond to the copy with another activation for lapse of certainty to counter the original and keep it from being exiled.
Repeat on each opponent's turn and in response to the end step trigger on your own turn.
Hive Mind does not kill the next player in the game it kills the player with last priority from where you are sitting, it is a very delayed killing blow that is kind of hilarious.
StifleTrickbindDisallow and all similar effects all work as they would on Final Fortune and its brethren.
Step 1: Activate sunforger for glorious end
Step 2: After glorious end is on the stack, re-equip and activate sunforger for wild ricochet, copy glorious end
Step 3: Let the ricochet resolve, then respond to the copy with another activation for lapse of certainty to counter the original and keep it from being exiled.
Repeat on each opponent's turn and in response to the end step trigger on your own turn.
Sadly they worked the Exile in as part of the clause for Glorious End as well, so you can't loop it in those ways without Pull from Eternity. That business with the copying seems a bit excessive but I like it because it is kinda intense.
Step 1: Activate sunforger for glorious end
Step 2: After glorious end is on the stack, re-equip and activate sunforger for wild ricochet, copy glorious end
Step 3: Let the ricochet resolve, then respond to the copy with another activation for lapse of certainty to counter the original and keep it from being exiled.
Repeat on each opponent's turn and in response to the end step trigger on your own turn.
Sadly they worked the Exile in as part of the clause for Glorious End as well, so you can't loop it in those ways without Pull from Eternity
That's why you use a convoluted method to counter the original spell, which prevents the exile. The only effect/card on the stack should be a wild ricochet copy of glorious end.
The interactions are kinda boggling. (Multiplayer)
With Hive Mind, it gets copied in turn order(a,b,c) then the player to your right(c) has it resolve, putting the other copies in exile. Then when it gets around to thier turn, after A and B, then they have the end of turn trigger kill them, possibly.
I really like that its a red time stop, but how to save yourself from dying...must be the typical ways. Platinum Angel and the new white one, Stifle effects. Sundial.
How to get others to die....take some thinking....
The interactions are kinda boggling. (Multiplayer)
With Hive Mind, it gets copied in turn order(a,b,c) then the player to your right(c) has it resolve, putting the other copies in exile. Then when it gets around to thier turn, after A and B, then they have the end of turn trigger kill them, possibly.
I really like that its a red time stop, but how to save yourself from dying...must be the typical ways. Platinum Angel and the new white one, Stifle effects. Sundial.
How to get others to die....take some thinking....
It is basically the Five Point Palm Exploding Heart Technique of magic plays with Hive Mind
Note that (a) Panoptic Mirror is banned, and (b) even if it weren't, ending the turn at the start of your upkeep each turn seems like a really bad combo to me.
That works in the same vein as Final Fortune, Last Chance, and Warrior's Oath. Only difference is that the latter three are significantly better than Glorious End. Combining those with Hive Mind was always a great way to win. However, the opponent still had the opportunity to kill you during their turn. That's not the case with Glorious End. So, I guess it all ultimately depends on what you want to accomplish.
If you combine final fortune wit hive mind the first person to lose is you.
1. you cast final fortune
2. everybody else copies final fortune on top if your original
3. your final fortune resolves last so you take your extra turn first
4. lose gaem
That works in the same vein as Final Fortune, Last Chance, and Warrior's Oath. Only difference is that the latter three are significantly better than Glorious End. Combining those with Hive Mind was always a great way to win. However, the opponent still had the opportunity to kill you during their turn. That's not the case with Glorious End. So, I guess it all ultimately depends on what you want to accomplish.
If you combine final fortune wit hive mind the first person to lose is you.
1. you cast final fortune
2. everybody else copies final fortune on top if your original
3. your final fortune resolves last so you take your extra turn first
4. lose gaem
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
That works in the same vein as Final Fortune, Last Chance, and Warrior's Oath. Only difference is that the latter three are significantly better than Glorious End. Combining those with Hive Mind was always a great way to win. However, the opponent still had the opportunity to kill you during their turn. That's not the case with Glorious End. So, I guess it all ultimately depends on what you want to accomplish.
If you combine final fortune wit hive mind the first person to lose is you.
1. you cast final fortune
2. everybody else copies final fortune on top if your original
3. your final fortune resolves last so you take your extra turn first
4. lose gaem
That works in the same vein as Final Fortune, Last Chance, and Warrior's Oath. Only difference is that the latter three are significantly better than Glorious End. Combining those with Hive Mind was always a great way to win. However, the opponent still had the opportunity to kill you during their turn. That's not the case with Glorious End. So, I guess it all ultimately depends on what you want to accomplish.
If you combine final fortune wit hive mind the first person to lose is you.
1. you cast final fortune
2. everybody else copies final fortune on top if your original
3. your final fortune resolves last so you take your extra turn first
4. lose gaem
It would be the person to your left as their Glorious End is the first to resolve. In a 1v1 commander game, your opponent's Glorious End always resolves first and then exiles (countering) your Glorious End.
That works in the same vein as Final Fortune, Last Chance, and Warrior's Oath. Only difference is that the latter three are significantly better than Glorious End. Combining those with Hive Mind was always a great way to win. However, the opponent still had the opportunity to kill you during their turn. That's not the case with Glorious End. So, I guess it all ultimately depends on what you want to accomplish.
If you combine final fortune wit hive mind the first person to lose is you.
1. you cast final fortune
2. everybody else copies final fortune on top if your original
3. your final fortune resolves last so you take your extra turn first
4. lose gaem
It would be the person to your left as their Glorious End is the first to resolve. In a 1v1 commander game, your opponent's Glorious End always resolves first and then exiles (countering) your Glorious End.
Since turn order is generally clockwise, the first Glorious End to resolve would generally be the person to your right, not your left. That Glorious End would exile all of the others, so only one player would be subject to its penalty.
That works in the same vein as Final Fortune, Last Chance, and Warrior's Oath. Only difference is that the latter three are significantly better than Glorious End. Combining those with Hive Mind was always a great way to win. However, the opponent still had the opportunity to kill you during their turn. That's not the case with Glorious End. So, I guess it all ultimately depends on what you want to accomplish.
If you combine final fortune wit hive mind the first person to lose is you.
1. you cast final fortune
2. everybody else copies final fortune on top if your original
3. your final fortune resolves last so you take your extra turn first
4. lose gaem
It would be the person to your left as their Glorious End is the first to resolve. In a 1v1 commander game, your opponent's Glorious End always resolves first and then exiles (countering) your Glorious End.
Since turn order is generally clockwise, the first Glorious End to resolve would generally be the person to your right, not your left. That Glorious End would exile all of the others, so only one player would be subject to its penalty.
My playgroup prefers counter-clockwise, though yes their is also clockwise.
Although I will say Glorious End mostly functions similar to a Pact of Negation when using it it tandem with Hive Mind. As only one instance of the spell succeeds in resolving and that means only one person potentially dies to it. One would have better luck when it comes to killing the table with an Intervention Pact instead as all instances of that pact are successfully resolved.
Although I will say Glorious End mostly functions similar to a Pact of Negation when using it it tandem with Hive Mind. As only one instance of the spell succeeds in resolving and that means only one person potentially dies to it. One would have better luck when it comes to killing the table with an Intervention Pact instead as all instances of that pact are successfully resolved.
More than one Pact of Negation can resolve successfully.
Pact A (original) targeting Grizzly Bears
Pact B targeting Grizzly Bears
Pact C targeting Grizzly Bears
Pact D targeting Pact C
D resolves, removing C from the stack. B resolves, removing Grizzly Bears from the stack. A fizzles.
Although I will say Glorious End mostly functions similar to a Pact of Negation when using it it tandem with Hive Mind. As only one instance of the spell succeeds in resolving and that means only one person potentially dies to it. One would have better luck when it comes to killing the table with an Intervention Pact instead as all instances of that pact are successfully resolved.
More than one Pact of Negation can resolve successfully.
Pact A (original) targeting Grizzly Bears
Pact B targeting Grizzly Bears
Pact C targeting Grizzly Bears
Pact D targeting Pact C
D resolves, removing C from the stack. B resolves, removing Grizzly Bears from the stack. A fizzles.
Yes, but unless everyone is also running blue, everyone else coordinates to get their copies of pact of negation countered so at most only one of the hive mind's opponents would suffer from it.
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The obvious interaction is with Platinum Angel. Though Sundial of the infinite and things like the new Gideon's emblem also work.
How about Elite Arcanist? Panoptic mirror?
There's also Hive Mind to kill the next player in the game.
Unfortunately Eye of the Storm and Knowledge pool won't help that much.
Are there other ways to make people cast this spell?
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
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Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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Step 1: Activate sunforger for glorious end
Step 2: After glorious end is on the stack, re-equip and activate sunforger for wild ricochet, copy glorious end
Step 3: Let the ricochet resolve, then respond to the copy with another activation for lapse of certainty to counter the original and keep it from being exiled.
Repeat on each opponent's turn and in response to the end step trigger on your own turn.
Or, the easy way is eye of the storm and angel's grace and/on isochron scepter
Kemba | Linvala | Talrand | Geth | Krenko | Zada | Patron of the Orochi | Medomai | Athreos | Gisela | Trostani | Nin | Silumgar | Kaervek | Jarad | Xenagos | Sydri | Narset | Roon | Zurgo | Ghave | Marath | Uril | Tasigur | Animar | Riku | Riku | Sek'Kuar | Cromat
Stifle Trickbind Disallow and all similar effects all work as they would on Final Fortune and its brethren.
Sadly they worked the Exile in as part of the clause for Glorious End as well, so you can't loop it in those ways without Pull from Eternity. That business with the copying seems a bit excessive but I like it because it is kinda intense.
Kemba | Linvala | Talrand | Geth | Krenko | Zada | Patron of the Orochi | Medomai | Athreos | Gisela | Trostani | Nin | Silumgar | Kaervek | Jarad | Xenagos | Sydri | Narset | Roon | Zurgo | Ghave | Marath | Uril | Tasigur | Animar | Riku | Riku | Sek'Kuar | Cromat
If you kept your wheel of sun and moon way of doing it you could chain Glorious End and Pull From Eternity together along with Sunforger for far less mana I am pretty sure.
Damn that is REALLY GOOD
With Hive Mind, it gets copied in turn order(a,b,c) then the player to your right(c) has it resolve, putting the other copies in exile. Then when it gets around to thier turn, after A and B, then they have the end of turn trigger kill them, possibly.
I really like that its a red time stop, but how to save yourself from dying...must be the typical ways. Platinum Angel and the new white one, Stifle effects. Sundial.
How to get others to die....take some thinking....
It is basically the Five Point Palm Exploding Heart Technique of magic plays with Hive Mind
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
If you combine final fortune wit hive mind the first person to lose is you.
1. you cast final fortune
2. everybody else copies final fortune on top if your original
3. your final fortune resolves last so you take your extra turn first
4. lose gaem
This does not happen with glorious end
Hm, very true.
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My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
5. Platinum angel counters the you lose the game part.
It would be the person to your left as their Glorious End is the first to resolve. In a 1v1 commander game, your opponent's Glorious End always resolves first and then exiles (countering) your Glorious End.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Although I will say Glorious End mostly functions similar to a Pact of Negation when using it it tandem with Hive Mind. As only one instance of the spell succeeds in resolving and that means only one person potentially dies to it. One would have better luck when it comes to killing the table with an Intervention Pact instead as all instances of that pact are successfully resolved.
Pact A (original) targeting Grizzly Bears
Pact B targeting Grizzly Bears
Pact C targeting Grizzly Bears
Pact D targeting Pact C
D resolves, removing C from the stack. B resolves, removing Grizzly Bears from the stack. A fizzles.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)