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Rules guide · Instant

Glorious EndHow it works & interactions with other cards

By the ManaCount desk· 7 min read· Amonkhet· April 28, 2017
Carte Magic Glorious End

Glorious End 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

End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.) At the beginning of your next end step, you lose the game.

How it works : Glorious End

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes spells and abilities that can’t be countered. 2) If there are any attacking and blocking creatures, they’re removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. 5) The cleanup step happens in its entirety.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If any triggered abilities do trigger during this process, they’re put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn is over.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Though other spells and abilities that are exiled won’t get a chance to resolve, they don’t count as being countered.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Any “at the beginning of the next end step” triggered abilities won’t get the chance to trigger that turn because the end step is skipped. Those abilities will trigger at the beginning of the end step of the next turn.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If Glorious End’s delayed triggered ability is countered, it won’t trigger again. The same is true if it’s removed from the stack in any other way (such as by a second even more Glorious End) or if it resolves and you don’t lose the game (perhaps because of the emblem of Gideon of the Trials).

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Kess, Dissident Mage
+The Twelfth Doctor
+Glorious End
#1

Kess, Dissident Mage + The Twelfth Doctor + Glorious End

Target opponent loses the game at the beginning of their next end step
  1. 1Cast Glorious End from your graveyard by paying {2}{R}, causing it to gain demonstrate due to The Twelfth Doctor.
  2. 2Glorious End's demonstrate ability triggers, causing you and an opponent to copy it.
  3. 3Resolve the opponent's copy of Glorious End, ending the turn, thus exiling all other spells and abilities on the stack.
  4. 4The opponent will then lose the game during their next end step due to Glorious End's triggered ability.
Magar of the Magic Strings
+Last Chance
+Glorious End
#2

Magar of the Magic Strings + Last Chance + Glorious End

Infinite turnsLock
  1. 1Cast Last Chance by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
  2. 2Activate Magar by paying {1}{B}{R}, noting Last Chance and putting it face down on the battlefield as a 3/3 creature.
  3. 3Activate Magar by paying {1}{B}{R}, noting Glorious End and putting it face down on the battlefield as a 3/3 creature.
  4. 4During your next turn, deal combat damage to an opponent using the face down creatures that have Last Chance and Glorious End noted. The creatures trigger.
  5. 5Resolve the first trigger, casting a copy of Last Chance without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
  6. 6Resolve the second trigger, casting a copy of Glorious End without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Last Chance trigger from causing you to lose the game.
  7. 7Repeat from step 3.
Magar of the Magic Strings
+Warrior's Oath
+Glorious End
#3

Magar of the Magic Strings + Warrior's Oath + Glorious End

Infinite turnsLock
  1. 1Cast Warrior's Oath by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
  2. 2Activate Magar by paying {1}{B}{R}, noting Warrior's Oath and putting it face down on the battlefield as a 3/3 creature.
  3. 3Activate Magar by paying {1}{B}{R}, noting Glorious End and putting it face down on the battlefield as a 3/3 creature.
  4. 4During your next turn, deal combat damage to an opponent using the face down creatures that have Warrior's Oath and Glorious End noted. The creatures trigger.
  5. 5Resolve the first trigger, casting a copy of Warrior's Oath without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
  6. 6Resolve the second trigger, casting a copy of Glorious End without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Warrior's Oath trigger from causing you to lose the game.
  7. 7Repeat from step 3.
Magar of the Magic Strings
+Final Fortune
+Glorious End
#4

Magar of the Magic Strings + Final Fortune + Glorious End

Infinite turnsLock
  1. 1Cast Final Fortune by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
  2. 2Activate Magar by paying {1}{B}{R}, noting Final Fortune and putting it face down on the battlefield as a 3/3 creature.
  3. 3Activate Magar by paying {1}{B}{R}, noting Glorious End and putting it face down on the battlefield as a 3/3 creature.
  4. 4During your next turn, deal combat damage to an opponent using the face down creatures that have Final Fortune and Glorious End noted. The creatures trigger.
  5. 5Resolve the first trigger, casting a copy of Final Fortune without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
  6. 6Resolve the second trigger, casting a copy of Glorious End without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Final Fortune trigger from causing you to lose the game.
  7. 7Repeat from step 3.
Magar of the Magic Strings
+Chance for Glory
+Glorious End
#5

Magar of the Magic Strings + Chance for Glory + Glorious End

Infinite turnsLock
  1. 1Cast Chance for Glory by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
  2. 2Activate Magar by paying {1}{B}{R}, noting Chance for Glory and putting it face down on the battlefield as a 3/3 creature.
  3. 3Activate Magar by paying {1}{B}{R}, noting Glorious End and putting it face down on the battlefield as a 3/3 creature.
  4. 4During your next turn, deal combat damage to an opponent using the face down creatures that have Chance for Glory and Glorious End noted. The creatures trigger.
  5. 5Resolve the first trigger, casting a copy of Chance for Glory without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
  6. 6Resolve the second trigger, casting a copy of Glorious End without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Chance for Glory trigger from causing you to lose the game.
  7. 7Repeat from step 3.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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