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Rules guide · Instant

Tale's EndHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Core Set 2020· July 12, 2019
Carte Magic Tale's End

Tale's 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

Counter target activated ability, triggered ability, or legendary spell.

Complete guide

Tale's End is a versatile blue instant that provides surgical precision against some of the most powerful threats in Magic: The Gathering. Unlike a standard counter, it focuses specifically on the legendary status of spells and the stack-based nature of abilities. Whether you are facing a terrifying Commander or a game-ending ultimate, this two-mana spell has you covered.

What It Does

Tale's End allows you to counter one of three specific things: an activated ability, a triggered ability, or a legendary spell. An activated ability is written as "[Cost]: [Effect]," such as a creature's ability to pump its power or a planeswalker's loyalty ability. A triggered ability uses the words "when," "whenever," or "at" to indicate it is reacting to an event. Lastly, it can counter any spell that has the "Legendary" supertype, which includes most Commanders, legendary artifacts, and legendary sorceries.

Resolution Step by Step

When an opponent casts a legendary spell or an ability is put onto the stack, you cast Tale's End targeting that specific object. Upon resolution, Tale's End checks if the target is still valid. If it is, the target is removed from the stack and put into its owner's graveyard (in the case of a spell) or simply ceases to exist (in the case of an ability). No effects from that countered spell or ability will happen.

Common Mistakes

The most frequent error is trying to counter a mana ability. Tale's End cannot target activated or triggered mana abilities, which are abilities that produce mana, don't have a target, and aren't loyalty abilities. Additionally, it cannot stop replacement effects, such as a creature entering the battlefield with counters or a card like a land that enters tapped; these do not use the stack and cannot be responded to.

When to Play It

You should use Tale's End when an opponent's Commander is about to hit the field or when a planeswalker attempts to use a powerful 'Ultimate' ability. It is also excellent for stopping 'enters-the-battlefield' triggers that would otherwise provide your opponent with massive card advantage or board presence.

Interaction examples

Countering Legendary Spells

If your opponent casts a legendary creature, you could use Counterspell to stop it. However, Tale's End can also counter that legendary spell for the same mana cost, while also retaining the flexibility to hit abilities that Counterspell cannot touch.

Surgical Denial

An opponent casts a legendary artifact. While An Offer You Can't Refuse could counter it, your opponent would receive two Treasure tokens. By using Tale's End instead, you counter the legendary spell without providing your opponent any mana compensation, as long as the spell has the 'Legendary' tag.

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

How it works : Tale's End

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Tale's End can't target an activated or triggered mana ability. An activated mana ability is one that could add mana as it resolves, doesn't have a target, and isn't a loyalty ability. A triggered mana ability is one that could add mana as it resolves and triggers on an activated mana ability.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Activated abilities are written in the form "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder texts, if applicable.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]." Some keyword abilities are triggered abilities and will have "when," "whenever," or "at" in their reminder text.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Abilities that create replacement effects, such as a permanent entering the battlefield tapped or with counters on it, can't be targeted. Abilities that apply "as [this creature] enters the battlefield" are also replacement effects and can't be targeted.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you counter a delayed triggered ability that triggered at the beginning of the "next" occurrence of a specified step or phase, that ability won't trigger again the following time that step or phase occurs.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Isochron Scepter
+Lithoform Engine
+Tale's End
+Final Fortune
#1

Isochron Scepter + Lithoform Engine + Tale's End + Final Fortune

Infinite turnsLock
  1. 1Cast Isochron Scepter by paying {2}.
  2. 2Isochron Scepter enters the battlefield, triggering its imprint ability.
  3. 3Holding priority, activate Lithoform Engine's first ability by paying {2} and tapping it, copying Isochron Scepter's trigger.
  4. 4Resolve both Isochron Scepter triggers, exiling Tale's End and Final Fortune from your hand.
  5. 5Activate Isochron Scepter by paying {2} and tapping it, casting a copy of Final Fortune without paying its mana cost.
  6. 6Resolve Final Fortune, causing you to take an extra turn after this one.
  7. 7Move to your next turn.
  8. 8At the beginning of the end step during your extra turn, Final Fortune triggers.
Tawnos, Urza's Apprentice
+Isochron Scepter
+Tale's End
+Final Fortune
#2

Tawnos, Urza's Apprentice + Isochron Scepter + Tale's End + Final Fortune

Infinite turnsLock
  1. 1Cast Isochron Scepter by paying {2}.
  2. 2Isochron Scepter enters the battlefield, triggering its imprint ability.
  3. 3Holding priority, activate Tawnos by paying {U}{R} and tapping it, copying Isochron Scepter's trigger.
  4. 4Resolve both Isochron Scepter triggers, exiling Tale's End and Final Fortune from your hand.
  5. 5Activate Isochron Scepter by paying {2} and tapping it, casting a copy of Final Fortune without paying its mana cost.
  6. 6Resolve Final Fortune, causing you to take an extra turn after this one.
  7. 7Move to your next turn.
  8. 8At the beginning of the end step during your extra turn, Final Fortune triggers.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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