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Final Showdown

one white manaInstant

Card text

Spree (Choose one or more additional costs.)

+ one generic mana — All creatures lose all abilities until end of turn.

+ one generic mana — Choose a creature you control. It gains indestructible until end of turn.

+ three generic manaone white manaone white mana — Destroy all creatures.

Showing Outlaws of Thunder Junction#11

Price

5.10 $

Foil 5.68 $

17 printings · up to 7.74 $

Daily estimate from Scryfall, not a shop quote.

Final Showdown rulings

  • 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.

  • 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.

  • 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.

  • 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.

  • You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.

  • You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.

  • 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.

  • No matter which modes you choose, you always follow the instructions in the order they are written.

  • You can’t choose the same mode more than once.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

Final Showdown keyword rules

Spree Rule 702.172

Spree is a static ability found on some modal spells (see rule ) that applies while the spell on the stack. Spree means “Choose one or more modes. As an additional cost to cast this spell, pay the costs associated with those modes.”

Cards with the spree ability have a plus sign icon in the upper right corner of the card. This symbol is a visual reminder that this card requires an additional cost to be cast. This icon has no rules meaning.

Final Showdown format legality

Constructed

  • StandardLegal
  • PioneerLegal
  • ModernLegal
  • Future StandardLegal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulNot legal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyNot legal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlLegal
  • Competitive BrawlLegal

Other

  • TLRLegal

All printings of Final Showdown 17

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Card data

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