Final Showdown – MTG Proxy Outlaws of Thunder Junction

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Final Showdown

White mana

Mana value: 1 · Color identity: White

Instant

Spree (Choose one or more additional costs.)
+ 1 generic mana — All creatures lose all abilities until end of turn.
+ 1 generic mana — Choose a creature you control. It gains indestructible until end of turn.
+ 3 generic manaWhite manaWhite mana — Destroy all creatures.
Card format legality
Commander
Legal
Modern
Legal
Pioneer
Legal
Standard
Legal
Legacy
Legal
Vintage
Legal
Pauper
Not legal

Format status describes the underlying Magic card, not eligibility of this printed product for sanctioned play.

Updated

Card rulings 14
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
  6. You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.
  7. 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.
  8. No matter which modes you choose, you always follow the instructions in the order they are written.
  9. You can’t choose the same mode more than once.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.

Updated

Final Showdown offers several different ways to manage creatures at instant speed. Its spree options remove all creature abilities for the turn, give one of your creatures indestructible, or destroy all creatures. You choose one or more modes and add their costs to the base white mana, creating anything from a small tactical play to a comprehensive reset.

The modes resolve in printed order. Choosing all three first strips abilities, then grants indestructible to your chosen creature, then destroys the creatures. That can preserve one of your bodies while removing creatures that normally rely on indestructible or other abilities for protection. The complete package costs eight mana, so it is a substantial late-game play rather than a one-mana sweeper.

Cheaper combinations remain useful. Removing abilities can disrupt combat keywords or shut off a creature's static protection for the turn. Granting indestructible can save a key creature from destruction. Choosing the destroy mode alone costs six mana including the base cost, giving you an instant-speed sweeper when the extra modes are unnecessary.

Buying only the first two modes costs three mana total: the base white mana plus one for each selected mode. That can strip combat abilities while preserving a chosen creature against a separate destruction effect. The cost calculation changes substantially when you add the five-mana sweeper mode.

Consider what your own creatures lose before choosing the ability-removal mode. Death triggers and useful static abilities can disappear along with opposing text. The card rewards planning a specific sequence rather than always buying every mode. White control and creature decks can both use its flexibility, especially when keeping mana open lets them decide between protection and a full board reset after seeing opponents' plays.

Weight 0.0125 lbs
Dimensions 0.0 × 0.0 × 0.0 in
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