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Rules guide · Instant

Final ShowdownHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Outlaws of Thunder Junction· April 19, 2024
Carte Magic Final Showdown

Final Showdown 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.

01

Official card text

Spree (Choose one or more additional costs.) + {1} — All creatures lose all abilities until end of turn. + {1} — Choose a creature you control. It gains indestructible until end of turn. + {3}{W}{W} — Destroy all creatures.

Complete guide

Final Showdown is a versatile white instant that brings the Spree mechanic to the battlefield, offering a range of utility from ability removal to a complete board wipe. This card allows players to customize their response to any threat, provided they have the mana to pay the additional costs. Whether you need to save a single creature or reset the entire table, this spell ensures you get the final word.

Understanding Spree

When you cast Final Showdown, you must pay its base mana cost of one white mana plus at least one of the listed additional costs. You choose your modes during the casting process, and these choices cannot be changed later. Crucially, the mana value of the spell remains 1, regardless of how many additional costs you pay, which can be relevant for effects that care about mana value.

Order of Resolution

No matter how many modes you choose or the order in which you pay for them, the spell always resolves in the order written on the card. First, all creatures lose all abilities. Second, you choose a creature you control to gain indestructible. Finally, all creatures are destroyed. Because the indestructible effect happens before the destruction effect, the creature you chose will survive the wipe.

Timing and Targeting

A common mistake is thinking the second mode targets a creature. It does not use the word 'target,' meaning you choose the creature only when the spell is actually resolving. Opponents cannot wait to see which creature you pick before trying to remove it with other spells. Additionally, if an effect grants a creature a new ability after Final Showdown has started resolving, that new ability will not be lost.

When to Cast Final Showdown

Final Showdown is most effective during the declare attackers step or at the end of an opponent's turn. Because it is an instant, it can serve as a surprise board wipe that leaves your best creature standing. It is also a powerful tool against decks reliant on passive abilities or keywords, as the first mode strips those away before the destruction occurs.

Interaction examples

Surviving the Wipe

You cast Final Showdown paying {1} for the second mode and {3}{W}{W} for the third mode. As the spell resolves, you choose one of your creatures. That creature gains indestructible. Then, the spell destroys all creatures. Because your chosen creature is indestructible, it remains on the battlefield while everyone else's creatures are put into graveyards.

Removing Protection

If an opponent has a creature with protection from white, you can cast Final Showdown choosing the first mode ({1}). As it resolves, all creatures lose all abilities, including protection. Once Final Showdown has finished resolving, you can then cast Swords to Plowshares to exile that creature now that its protection is gone.

Strategic Sequencing

Suppose you want to save your creature and remove an opponent's indestructible threat. You cast Final Showdown choosing all three modes. First, the opponent's creature loses indestructible (as it is an ability). Second, your creature gains indestructible. Third, all creatures are destroyed. If the opponent tries to use Path to Exile in response to Final Showdown, they must do so before you have even chosen which creature you intend to make indestructible.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Final Showdown

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The second mode of Final Showdown doesn’t target the creature. You don’t choose which creature will gain indestructible until the spell is resolving. At that point, it’s too late for anyone to respond to the spell.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If an effect grants a creature an ability after Final Showdown causes all creatures to lose all abilities, that creature won’t lose that ability.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Spells with spree have a + (plus sign) indicator in the upper right corner of the card frame. This has no rules meaning and serves only to remind players that at least one additional cost is required to cast the spell.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Each additional cost and associated mode in the text box is also preceded with a + indicator. These symbols also have no rules meaning and serve only to remind players that the listed costs are additional costs.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If a mode requires a target, you can select that mode only if there’s a legal target available. Ignore the targeting requirements for modes you don’t choose.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    No matter which modes you choose, you always follow the instructions in the order they are written.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    You can’t choose the same mode more than once.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    The mana value of a spell with spree is determined only by its mana cost (in the upper right corner of the card). It doesn’t matter which modes you choose or which additional costs you pay, including any additional costs imposed by other effects.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won’t be put onto the stack until the spell is done resolving.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If a spell with spree is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose new modes.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    If all targets for the chosen modes become illegal before a spell with spree resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    If an effect allows you to cast a spell with spree “without paying its mana cost,” you must still choose at least one mode and pay the associated additional costs.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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