Card Guides
Craterhoof Behemoth for a wide board, Exsanguinate and Approach of the Second Sun for the games combat alone can't close. Cards built to actually end it.
Convert an existing board into lethal in one attack.
A second axis to win from, useful when the board is stalled, wiped, or too small to attack with.
It depends entirely on your deck's resources. Craterhoof Behemoth is the standard for a go-wide board; Exsanguinate for a deck that can generate a lot of mana; Approach of the Second Sun for a deck that wants a win condition combat and removal can't touch.
2 to 3, ideally leaning on different resources, see how many win conditions to run for the full breakdown.
Not automatically. A big creature is a threat; a finisher is a card that, when it works, actually ends the game or puts it decisively out of reach. A 9/9 with no evasion and no support is a threat the table can still block or remove.
Yes, if your deck can support it. A deck that only wins through combat damage is a deck the table can plan around once they've seen it; a second, independent way to close a game protects you from exactly that.
TurnZero HQ's game recaps show what actually ended each game, so you can tell which finisher is pulling its weight.
Create Free Account