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Finale of Devastation card art
Live Play Data

Finale of Devastation

{X} {G} {G} · Sorcery · Commander Masters (CMM)
9%
Live Inclusion
Times Brought
1675
Decks Running
807
Median Cast Turn
7.0
Drawn → Played
51%
Format

49% of multiplayer games where Finale of Devastation resolved ended in a win for the caster, a +20.9 percentage-point lift over the 28% baseline when it stayed in the library.

Finale of Devastation closes games. Across 1516 tracked multiplayer Commander games on Playgroup Live, the 196 casts of this mythic sorcery converted to a win 49% of the time. That is +20.9 percentage points above the 28% win rate recorded when the card never left the library, a directional signal that resolving Finale is a strong predictor of winning.

The card earns its reputation as a finisher rather than a ramp piece. Median first cast lands on turn 7.0, deep enough into the game that players can invest serious mana into the X variable. Of drawn copies, 51% reached the battlefield before the game ended. Players who do draw it hold it a median 1.5 turns before casting, consistent with waiting for the right moment and the right mana.

Finale of Devastation is legal in Commander, Legacy, Modern, Pioneer, and Vintage. It is restricted to green-identity decks, which concentrates it among creature-heavy strategies. The top commanders in the dataset reflect that: token swarm, dinosaur tribal, and elf tribal commanders dominate the inclusion list.

At a glance
  • 9% of tracked Commander decks include Finale of Devastation
  • 49% win rate when cast, across 181 tracked participations
  • T7.0 median first-cast turn, typical for a high-X mana spell
  • 51% of drawn copies were cast before the game ended
  • +20.9pp win-rate lift over the library baseline, a consistent directional signal
  • 603 distinct players have brought Finale to a tracked game, a well-spread dataset

First-cast turn

n=196
2%
T1
2%
T2
3%
T3
9%
T4
14%
T5
56%
T6-9
15%
T10+
Median 7.0 P25 5 · P75 9 · max 13
Cast same turn as drawn 32%

The "good card" funnel

1677 brought · 603 players
Brought to game
1677
Ever drawn
386
Reached battlefield
196
Still on board at game end
46
51%

Of 1677 Finales brought to games, 386 were drawn, 196 of those were cast, and a high win rate followed, making the draw-to-cast conversion the key leverage point in the card's game arc.

≥ +13.9pp

Players who cast this card win 49% of the time (n=181) , vs 28% when it never left the library (n=1056).

When players drew this card but left it in hand, they won 25% (n=174) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.

Observed gap +20.9pp; 95% confidence interval +13.9pp to +27.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

443 instances
4.5%
Library
10.4%
Battlefield
41.1%
Graveyard
6.3%
Exile

Finale of Devastation is a sorcery that goes to the graveyard on resolution, so the large graveyard share in the final-zone chart is expected. The small battlefield slice represents copies that were copied or otherwise placed directly into play.

Commanders that played this card

in tracked games

The commander list spans several distinct archetypes, from dinosaur tribal to elf tribal to token swarm, confirming that Finale functions as a format-wide green staple rather than a card tied to one narrow strategy.

Card text
Finale of Devastation card

Finale of Devastation

{X} {G} {G}
Sorcery
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
Commander Masters (CMM) · Mythic · Illustrated by Bayard Wu

Frequently Asked

How often is Finale of Devastation drawn and cast in a Commander game?
In 1516 tracked multiplayer games where Finale was in the deck, it was drawn 23% of the time. Of those 386 drawn copies, 51% were cast before the game concluded. Players held it a median 1.5 turns before casting, suggesting they tend to wait for a meaningful X value rather than slamming it at the earliest opportunity.
What turn does Finale of Devastation typically resolve?
Median first-cast turn is 7.0, with the middle 50% of casts landing between turns 5 and 9. The distribution is relatively flat across turns 5 through 9, which reflects the card's flexibility. Casting it early at a low X fetches a utility creature; casting it late at X=10 or more triggers the mass pump-and-haste clause that ends games on the spot.
Does casting Finale of Devastation actually help you win?
The data is directional. The 181-observation cast sample shows a 49% win rate, versus 28% for participations where it stayed in the library. That is a +20.9 percentage-point gap, with a lower bound of roughly 9.9 percentage points after accounting for sampling noise. Both sample sizes exceed 15, so this qualifies as a consistent early signal, though not a statistically definitive one given the overall dataset size.
What commanders most commonly run Finale of Devastation?
Witherbloom, the Balancer leads the multiplayer dataset with 24 decks, followed by Gishath, Sun's Avatar and The Unbeatable Squirrel Girl at 15 each, and Lathril, Blade of the Elves at 12. The spread across creature-heavy archetypes, from Naya dinosaurs to Golgari value piles to mono-green go-wide, reflects how broadly applicable a creature-tutor-plus-finisher is in any green Commander shell.
Is Finale of Devastation banned anywhere?
Finale of Devastation is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, Timeless, and several other formats. It is not legal in Standard, Pauper, Pauper Commander, or Premodern. It carries no bans or restrictions in any format as of its Scryfall legality data. In Commander it is unrestricted, which is why it shows up across a wide range of green decks.
How concentrated is the Finale of Devastation data among individual players?
The multiplayer dataset draws from 603 distinct players, and the single heaviest contributor accounts for just 3% of all tracked instances. That is well below the 15% threshold where concentration becomes a concern, so the win-rate and cast-turn figures reflect a broad cross-section of the Playgroup Live player base rather than the habits of a single prolific user.