Final Fortune is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Complete guide
Final Fortune is a high-stakes red instant that offers you one last chance to clinch a victory. For just two mana, you gain an extra turn, but it comes with a lethal catch: if you don't win by the end of it, you lose the game immediately.
Seizing the Extra Turn
When Final Fortune resolves, it creates an extra turn for the current player that occurs immediately after the current turn ends. This turn functions exactly like a normal turn, including an untap, upkeep, draw, and combat phase. However, a delayed triggered ability is created that specifically watches for the end step of that extra turn.
The Fatal Resolution
The loss condition is a delayed triggered ability that triggers at the beginning of the extra turn's end step. This ability goes on the stack like any other; if it resolves, you lose the game. Note that if the extra turn is skipped by another effect, the end step never happens, and the triggered ability to lose the game will never fire.
Common Pitfalls
Players often forget that the 'lose the game' trigger happens at the beginning of the end step, not at the end of the turn. This means you cannot use the end step to cast more spells safely if the trigger is on the stack. Also, if you cast multiple copies of Final Fortune, the turns are taken in reverse order of how they resolved; you will need to win or find a way to stop the trigger during the very first extra turn you take.
When to Cast It
Because the downside is total defeat, Final Fortune is best used as a finisher when you are one attack phase or one card draw away from winning. It is also an effective response to an opponent's game-winning move if you have the tools to win on your very next turn.
Interaction examples
You cast Final Fortune during your main phase. After your current turn ends, you immediately begin your extra turn. You untap your permanents and draw a card. During this extra turn, you must reduce your opponent's life to zero. If you reach the end step and your opponent is still alive, the delayed trigger will put a 'lose the game' effect on the stack.
If you cast one Final Fortune and then another in response, two extra turns are created. You will take the turn from the second spell first. At the end step of that first extra turn, you will lose the game unless you have already won, regardless of the fact that a second extra turn is waiting in the queue.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Final Fortune
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. In other words, the most recently created extra turn is taken first.
No other card is named in this ruling.
- #2· Wizards of the Coast
If you end up skipping the extra turn that is gained, you do not lose the game.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Isochron Scepter + Final Fortune + Sundial of the Infinite
- 1Activate Isochron Scepter by paying
, casting a copy of Final Fortune without paying its mana cost.
- 2Resolve the Final Fortune, taking an extra turn after this one.
- 3At the beginning of each extra turn's end step, Final Fortune triggers.
- 4Holding priority, activate Sundial of the Infinite by paying
and tapping it, ending the turn.
- 5Repeat.
Isochron Scepter + Final Fortune + Obeka, Brute Chronologist
- 1Activate Isochron Scepter by paying
, casting a copy of Final Fortune.
- 2At the beginning of your next end step, if you cast Final Fortune on the previous turn, Final Fortune's lose the game ability triggers.
- 3In response, activate Obeka by tapping it, choosing to end the turn and exiling the stack in the process.
- 4Repeat each turn.
Obeka, Brute Chronologist + Final Fortune + Archaeomancer + Feldon of the Third Path
- 1Cast Final Fortune for
.
- 2Move to your extra turn.
- 3Activate Feldon for
Tap creating a token copy of Archaeomancer.
- 4With Archaeomancer's etb, put Final Fortune back into your hand.
- 5Cast Final Fortune for
.
- 6Move to your end step, then activate Obeka to end your turn with Archaeomancer's sacrifice trigger and Final Fortune's lose the game trigger on the stack.
- 7Repeat 2-6.
Feldon of the Third Path + Sundial of the Infinite + Final Fortune + Archaeomancer
- 1Cast Final Fortune for
.
- 2Move to your extra turn.
- 3activate Feldon for
Tap creating a token copy of Archaeomancer.
- 4With Archaeomancer's etb, put Final Fortune back into your hand.
- 5Cast Final Fortune for
.
- 6Move to your end step, then activate Sundial of the Infinite to end your turn with Archaeomancer's sacrifice trigger and Final Fortune's lose the game trigger on the stack.
- 7Repeat 2-6.
Isochron Scepter + Final Fortune + Platinum Angel
- 1Activate Isochron Scepter by paying
, casting a copy of Final Fortune without paying its mana cost.
- 2Resolve the Final Fortune, taking an extra turn after this one.
- 3Repeat.
Kiki-Jiki, Mirror Breaker + Ardent Elementalist + Final Fortune + Sundial of the Infinite
- 1Cast Final Fortune by paying
, causing you to take an extra turn after this one.
- 2Activate Kiki-Jiki by tapping it, creating a token copy of Ardent Elementalist.
- 3The Ardent Elementalist token enters the battlefield, returning Final Fortune from your graveyard to your hand.
- 4At the beginning of each extra turn's end step, Final Fortune triggers.
- 5Holding priority, activate Sundial of the Infinite by paying
and tapping it, ending the turn.
- 6Repeat each turn.
Sunforger + Final Fortune + Angel's Grace + Mistveil Plains
- 1Activate Sunforger by paying
and unattaching it, searching your library for Final Fortune and casting it without paying its mana cost.
- 2Resolve Final Fortune, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
- 3Activate Mistveil Plains by paying
and tapping it, putting Final Fortune on the bottom of your library from your graveyard.
- 4Activate Sunforger's equip ability by paying
, attaching it to any creature you control.
- 5Move to your next turn.
- 6Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
- 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
- 8Activate Mistveil Plains by paying
and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki + Ardent Elementalist + Final Fortune + Sundial of the Infinite
- 1Cast Final Fortune by paying
, causing you to take an extra turn after this one.
- 2Activate Reflection of Kiki-Jiki by paying
and tapping it, creating a token copy of Ardent Elementalist.
- 3The Ardent Elementalist token enters the battlefield, returning Final Fortune from your graveyard to your hand.
- 4At the beginning of each extra turn's end step, Final Fortune triggers.
- 5Holding priority, activate Sundial of the Infinite by paying
and tapping it, ending the turn.
- 6Repeat each turn.
Legal formats
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Meta decks with Final Fortune
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