Card Guides

Best Finishers in Commander

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.

What makes a finisher good

  • Whether it ends the game on its own, or just improves your position and needs a follow-up.
  • What resource it wins from: a wide board, a scalable damage effect, or a condition that doesn't touch combat at all.
  • How hard it is to interact with once it's resolving.

Combat finishers

Convert an existing board into lethal in one attack.

Finishers that don't need combat

A second axis to win from, useful when the board is stalled, wiped, or too small to attack with.

Frequently Asked Questions

What's the best finisher in Commander?

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.

How many win conditions should a Commander deck have?

2 to 3, ideally leaning on different resources, see how many win conditions to run for the full breakdown.

Is a big creature the same as a finisher?

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.

Should I run more than one type of finisher?

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.

See which of your finishers actually close games.

TurnZero HQ's game recaps show what actually ended each game, so you can tell which finisher is pulling its weight.

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