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Community Rating: 4.447 / 5  (95 votes)
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Just imagine finding this in your opponents hand with Mindslaver when they weren't ready to use it!
Posted By: TreeTrunkMaster (5/28/2010 1:23:29 AM)


I don't think there's a "major desing flaw". I think it costs RR not to play it on second turn, but to save mana for other spells like a big creature, so after that, you can play it and make as much damage as you can to win!
Posted By: Final_Fortune (10/16/2009 10:18:21 PM)


If you bring this along with Last Chance and Warrior's Oath combined with a Platinum Angel, you have one dozen red Time Walks.
Isochron Scepter could actually be used as well.
But in this case you'd have to build a deck around fetching the angel, and again needed something different to win. Considering this, i don't know whether this would really work that good...
Posted By: Mode (1/2/2009 4:30:24 PM)


FInal Fortune is a great card if you use it right. First off, if you use it as a finisher, you can get an easy win. Another use is by having Platinum Angel in play, and then you can use FInal Fortune at any time without losing the game. Emrakul, The Aeons Torn is another great combo with FInal Fortune. When you play it you get another turn, so you can attack with flying for 15, then play a final fortune and you get to do it again. The Annihilator 6 on Emrakul will have your opponents field pretty much clean after you attack the second time, so the second attack is a kill shot mos of the time. Final Fortune is still a dangerous car dunles you can use it right, however.
Posted By: Clavat99 (11/5/2010 9:04:01 PM)


An extra turn for 2 mana is pretty badass no matter what the cost is.

I think I might have misgivings about using it in mono-red, though.
Posted By: Gelzo (11/15/2010 11:26:12 PM)


I run this in my coin flipping deck along with Chance Encounter to get to my upkeep and win as soon as possible.
Posted By: Gandlodder (11/16/2010 6:59:09 AM)


Something really cool about this card that no one's noticed is that it's AWESOME tech against people taking extra turns because it's an instant. Often a game boils down to the next turn one of the players will win. When the other person crams an extra turn in there you can then put your next turn in before theirs to steal the win.

It's a bit unlikely to happen in very many games, but it IS worth noting. It can also break someone trying to lock you down with extra turns to win. Wait til they've resolved their extra turns (be it panoptic mirror, time walk cards, time sieve cards, etc...) and then take your turn before theirs. Worst that happens is you lose anyway!

That said, it's a great finisher. Being only 2 mana allows the turn you cast it (or previous turn if you cast it during an opponents) to be not-useless as well. Red Decks eat mana to keep the high damage flowing, so having a couple left is nice.
Posted By: blurrymadness (5/29/2011 2:43:30 AM)


There's an infinite turn combo with this starting in M12. Imprint this card onto an Isochron Scepter and have a Sundial of the Infinite. No, you can play this every turn and end your turn early so that you won't lose. Infinite turns for only 3 mana per turn.
Posted By: kothsapprentice (7/9/2011 5:04:22 AM)


People, you're not casting it on turn two. Think - if you're running mono-red burn and haven't won by your fifth turn, you're most likely done for. If your Elemental Appeal got countered or your Hunted Dragon just got bitchslapped by a Path and you're left staring at your opponent's bolstered army, that's where this card comes in, saving your butt by offering you a second chance.

The drawback, once you think of it, is minimal, because in the decks that would run this, if you didn't win the turn you cast it, you were most likely screwed anyway.
Posted By: Azazyel (5/11/2010 6:40:40 PM)


My favorite magic card of all time.

Final Fortune's favorite card is Sundial Of The Infinite.
Posted By: RichardJesperson (9/17/2011 8:08:35 PM)


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