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6 Cards Found

AI 🤖 Find me cards equivalent to: Glorious End

Cards similar to Glorious End (red, end the turn) are:

  • Angel's Grace (white, prevents loss, but not end turn)
  • Sundial of the Infinite (colorless, ends the turn as an activated ability)
  • Time Stop (blue, ends the turn)

Closest in red:

  • Chance for Glory (red/white, gives indestructible and you lose the game next turn)
  • Final Fortune (red, extra turn, lose the game at end of that turn)


Reason: No other red card ends the turn, but these interact with turns or losing similarly.

Results:

Angel's Grace #3 Instant

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 1
Power/Toughness: /
Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
  • Angel's Grace doesn't prevent damage. It only changes the result of damage dealt to you. For example, a 5/5 creature with lifelink that deals damage to you will still cause its controller to gain 5 life, even if that damage reduces your life total from 3 to 1.
  • Angel's Grace doesn't stop loss of life from effects that say that you lose life.
  • Casting a spell with split second won't affect spells and abilities that are already on the stack.
  • If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.
  • If you have less than 1 life, damage dealt to you reduces your life total further below 0 (as normal).
  • In a Commander game, combat damage you're dealt by a commander is still tracked, even if it doesn't change your life total.
  • Players may turn face-down creatures face up while a spell with split second is on the stack.
  • Players still get priority while a card with split second is on the stack; their options are just limited to mana abilities and certain special actions.
  • Split second doesn't stop triggered abilities from triggering, such as that of Chalice of the Void. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
  • You can't pay more life than you have, even if you won't lose the game.
  • Prices

    Seller Price
    Tcgplayer 7.24 USD / 44.66 USD
    Cardmarket 2.69 EUR / 13.81 EUR
    Cardkingdom 10.99 USD
    Cardsphere 7.41 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

    Chance for Glory #159 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Chance for Glory’s first effect affects only creatures you control at the time it resolves. Creatures you begin to control later in the game won’t gain indestructible.
  • Creatures you control gain indestructible indefinitely. If you find a way to not lose the game during your next turn, they’ll continue to be indestructible for as long as they remain on the battlefield.
  • If you somehow skip the extra turn Chance for Glory gives you or skip that turn’s end step, the delayed triggered ability never triggers.
  • Prices

    Seller Price
    Tcgplayer 1.5 USD / 14.18 USD
    Cardmarket 1.34 EUR / 7.71 EUR
    Cardkingdom 1.79 USD / 11.99 USD
    Cardsphere 1.44 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

    Final Fortune #1956 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If you end up skipping the extra turn that is gained, you do not lose the game.
  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. In other words, the most recently created extra turn is taken first.
  • Prices

    Seller Price
    Tcgplayer 13.93 USD
    Cardmarket 11.32 EUR / 16.36 EUR
    Cardkingdom 20.99 USD / 24.99 USD
    Cardsphere 11.75 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

    Glorious End #133s Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Any “at the beginning of the next end step” triggered abilities won’t get the chance to trigger that turn because the end step is skipped. Those abilities will trigger at the beginning of the end step of the next turn.
  • Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes spells and abilities that can’t be countered. 2) If there are any attacking and blocking creatures, they’re removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. 5) The cleanup step happens in its entirety.
  • If Glorious End’s delayed triggered ability is countered, it won’t trigger again. The same is true if it’s removed from the stack in any other way (such as by a second even more Glorious End) or if it resolves and you don’t lose the game (perhaps because of the emblem of Gideon of the Trials).
  • If any triggered abilities do trigger during this process, they’re put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn is over.
  • Though other spells and abilities that are exiled won’t get a chance to resolve, they don’t count as being countered.
  • Prices

    Seller Price
    Tcgplayer 3.86 USD
    Cardmarket 2.31 EUR
    Cardkingdom 4.99 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.) At the beginning of your next end step, you lose the game.

    Sundial of the Infinite #218 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes spells and abilities that can't be countered. 2) All attacking and blocking creatures are removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. The cleanup step happens in its entirety.
  • If Sundial of the Infinite’s ability is activated before the end step, any “at the beginning of the end step”-triggered abilities won’t get the chance to trigger that turn because the end step is skipped. Those abilities will trigger at the beginning of the end step of the next turn. The same is true of abilities that trigger at the beginning of other phases or steps (except upkeep).
  • If any triggered abilities do trigger during this process, they’re put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn finally ends.
  • The earliest that you can activate Sundial of the Infinite’s ability is during your upkeep step, after abilities that trigger “at the beginning of your upkeep” have been put onto the stack but before they resolve.
  • Though spells and abilities that are exiled won’t get a chance to resolve, they don’t count as being “countered.”
  • Prices

    Seller Price
    Tcgplayer 13.42 USD / 22.03 USD
    Cardmarket 9.46 EUR / 11.84 EUR
    Cardkingdom 15.99 USD / 27.99 USD
    Cardsphere 13.93 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    , : End the turn. Activate only during your turn. (Exile all spells and abilities from the stack.Discarddown to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

    Time Stop #1500★ Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Exiling a spell or ability prevents that spell or ability from resolving, but it doesn't technically "counter" anything. This means that Time Stop can exile spells and abilities that "can't be countered."
  • Unless Time Stop is cast during the Ending phase, any "at the beginning of the end step"-triggered abilities don't get the chance to trigger on the turn Time Stop is cast. These abilities will trigger at the beginning of the next end step.
  • Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes Time Stop, though it will continue to resolve. It also includes spells and abilities that can't be countered. 2) All attacking and blocking creatures are removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. The cleanup step happens in its entirety.
  • If any triggered abilities do trigger during this process, they're put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn finally ends.
  • Prices

    Seller Price
    Tcgplayer 5.28 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    End the turn. (Exile all spells and abilities, including this spell. The player whose turn it is discards down to their maximum hand size. Damage heals and "this turn" and "until end of turn" effects end.)

    Angel's Grace Instant Normal - ~$11.49

    Chance for Glory Instant Normal - ~$5.66

    Final Fortune Instant Normal - ~$12.89

    Glorious End Instant Normal - ~$4.63

    Sundial of the Infinite Artifact Normal - ~$13.13

    Time Stop Instant Normal - ~$5.48

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