Finale of Promise

Sorcery

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.

CMC
2
Mana cost
{X}{R}{R}
Color identity
R
Rarity
mythic
Set
War of the Spark Promos
Price
EDHREC rank
#5111
Buy on TCGplayer
Finale of Promise card art
Finale of Promise casts two instants or sorceries from your graveyard for free, and if X is 10 or more, copies each of them — that's four spells off one card. The cost is building a graveyard and getting to ten mana, which spellslinger commanders like Stella Lee, Wild Card and Inalla, Archmage Ritualist do naturally anyway.

Best Commanders

Commanders with the highest synergy

01
Stella Lee, Wild Card

Stella Lee, Wild Card

38.1% of decks · synergy 0.34

Stella Lee, Wild Card triggers off every noncreature spell cast, so Finale of Promise resolving and copying two spells can chain into multiple triggers in a single turn — it's one of the most efficient ways to spike her count past the threshold for an extra turn.

02

Ral, Monsoon Mage

25.1% of decks · synergy 0.21

Ral, Monsoon Mage cares about instants and sorceries entering the stack in quick succession, and Finale of Promise at X=10 puts four of them there at once — that's a high-density way to flip him or close a game off a single card.

03
Inalla, Archmage Ritualist

Inalla, Archmage Ritualist

21.4% of decks · synergy 0.20

Inalla, Archmage Ritualist decks pile up instants and sorceries through wizard-tribal synergies, and Finale of Promise gives the graveyard a second life on the two most important spells of the game — at X=10 it can close a game that looked stalled.

04
Mizzix of the Izmagnus

Mizzix of the Izmagnus

11.6% of decks · synergy 0.08

Mizzix of the Izmagnus reduces spell costs with experience counters, which helps reach X=10 faster than other decks, and Finale of Promise doubles up on the storm-style finishers those decks already run.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Finale of Promise is a late-game reset button for spellslinger decks — the X=10 threshold is reachable in the format's longer games, and copying two spells at instant or sorcery speed can end things on the spot. In Pioneer and Modern, it sees niche play in graveyard-heavy combo shells where you need a specific pair of spells rather than the raw copy effect, and the ten-mana ceiling is a real obstacle in those faster formats. Legacy and Vintage have access to busted fast mana that can hit X=10 early, but those formats also have cheaper and more redundant graveyard recursion, so Finale of Promise is rarely a staple there. It's legal in Oathbreaker, where the compressed game state can make the X=10 mode more achievable than in Modern but less reliable than in Commander.

Key Combos

Combo lines featuring this card

117 decks
WorldfireFinale of Promise

WorldfireFinale of Promise

Each opponent loses the game; Exile all cards in hands and graveyards; Exile all permanents; Near-infinite lifeloss for all players; Mass Land Denial

View on Commander Spellbook ↗

Price Context

Current price

unknown tier

Pricing data isn't currently available for Finale of Promise, so check Scryfall or TCGPlayer for the current market rate before buying. Historically it's landed in the $3–8 range depending on reprint history, which makes it a reasonable pickup for any serious spellslinger build.

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Updated . Data from Scryfall, EDHREC, and Commander Spellbook.