Last updated on March 23, 2026

Thassa's Oracle | Illustration by Jesper Ejsing
To win a game of MTG, your opponent must have 0 or less life, or draw from a library with zero cards in it. There’s also the 10 poison counters win condition, which started as an alternative win condition but can be considered a third way to win based on how much poison there is in competitive Magic.
Now, there are cards in the game that present alternative win conditions, and today we’re going to take a look at all of them, from the easiest-to-enable to the hardest ones.
Which ones, if any, should you use in future decks? Let’s find out!
What Are You Win the Game Cards in MTG?

Call the Spirit Dragons | Illustration by Liiga Smilshkalne
“You win the game” cards let you win in alternative ways besides milling, poisoning, or reducing your opponents’ life total to 0.
For example, a card like Approach of the Second Sun wins you the game if you cast it twice in a game; no matter how much remaining life or other resources your opponents have, you’ll win that game. The same can be said of Felidar Sovereign, a creature that requires you to have 40 or more life on your upkeep to win.
Since winning the game is the goal of any MTG player, WotC wouldn’t go easy on us, and these cards risk unbalancing the game. There are other cards in MTG’s history, like Door to Nothingness, which will make another player lose the game, but these cards won’t be covered here.
Honorable Mention: Celestial Convergence
Celestial Convergence is an enchantment that makes the player with the most life win the game, or draw the game if two or more players are tied for highest life total. Of course, you can win if you’re that player, but the template here is a little different, so it didn’t make our list.
#36. Hedron Alignment
Having the same card in different zones is very hard to pull off. You’ll need to have a copy of Hedron Alignment in your hand, graveyard, in exile, and in play. One possibility is to play Intuition, which covers one card in your hand, graveyard, and the third one which you can play.
Exiling is possible via cards like Chrome Mox, delving it, or hating it via Faerie Macabre. Either way, you can see that it's very, very hard to pull this off, and in EDH it’s almost impossible because cards can’t have the same name. Unless you use name-changing cards in silver border, you can’t. The best use for Hedron Alignment in EDH is in scry-heavy decks since you can scry at will if you have enough mana.
#35. Azor’s Elocutors
Azor's Elocutors is a way to win a game in a prison deck, filled with enchantments, Sphere of Safety, Ghostly Prison, and the like. All you have to do is to avoid taking damage from any source for five turns, which is, safe to say, difficult. If you’re playing EDH against three other players, they’ll do their best to remove your game-winning enchantment from play or to deal you damage. You’ll need to have a lot of resources to hold up from there, be it counterspells, protection, or damage prevention, and that’s why this win condition isn’t much recommended.
#34. Barren Glory
To win with Barren Glory, you can’t have anything else besides it. To do that, you’ll need this card to be under an Oblivion Ring or similar card, and get rid of everything at once. One possibility is to cast Apocalypse, a card that gets rid of everything, including your hand, leaving you only with Barren Glory, but that needs to be done on your upkeep, so there are options like Leyline of Anticipation or Emergence Zone to give these spells flash.
#33. Ramses, Assassin Lord
For this win condition to work, you need to have Ramses, Assassin Lord in play and to kill a player. Not exactly kill a player, but the player needs to lose the game and be dealt damage by your assassins. That’s kind of interesting, because you can win a 4-player game by attacking and killing the weakest one.
But you know, this is one of the main ways to win a game of MTG anyway. And if Ramses is on the battlefield, other players will notice when a certain player risks being eliminated and take your creature out. Ramses is a good creature and a lord for an assassin typal deck, but it’s just not a good win the game card. And in 1v1 it doesn’t do anything special either.
#32. Near-Death Experience
Near-Death Experience needs you to have 1 life exactly, and that can be risky to pull off. After all, your enchantment must sit in play for a round, and you'll need to be sitting at 1 life before your upkeep begins. Your best bet to pull it off is to play a commander like Selenia, Dark Angel that allows you to lose life on demand or have cards like Wall of Blood in play. Just beware of any red player that can have a ping effect, or else your Near-Death Experience will be a Full-Death Experience.
#31. Luck Bobblehead
The Bobbleheads are a set of mana rocks from Fallout that had amplified effects based on the number of Bobbleheads you control, with Luck Bobblehead being the real “shoot for the moon” card of the bunch. It's unrealistic to think you'd ever win with this, but it gets a pass because it's a functional card for die-rolling decks even if you never hit the jackpot.
#30. Triskaidekaphile
To win with Triskaidekaphile, you’ll need exactly 13 cards in your hand, and this simple 2-drop can also help you draw cards. Like Azure Mage, it’s a nice way to spend mana and draw cards, and it has synergies in wizard decks. Actually winning with this card is another matter entirely because Triskaidekaphile is very easily removed from play.
#29. Epic Struggle
Besides being a do-nothing enchantment, Epic Struggle requires you to have 20 creatures in play. Halo Fountain requires only 15. Either way, having 20 creatures in play to win is definitely possible, but you should be winning from there with a simple mass-pump effect like Overrun as well.
#28. Chance Encounter
With Chance Encounter, not only do you need to flip 10 coins, you’ll also have to win those flips, so you’ll probably need on average more than 20 flips to achieve this. The best card to meet this requirement is Frenetic Efreet because you can flip an infinite number of coins while it’s in play and surely you’ll win 10 coin flips.
Unstable’s Everythingamajig has a version that allows you to dump mana into coin flips too. The real challenge here is to try to win with this card without resorting to Frenetic Efreet. You’ll have to play some really unplayable cards just for the coin flipping ability and risk losing them in a lost flip.
#27. Zenos yae Galvus
Zenos yae Galvus is good value just by itself, and if you flip him into Shinryu, Transcendent Rival your foes have bigger (and flying!) problems than the “… you win the game…” ability, but hey, nothing wrong with multiple ways to emerge victorious!
#26. Mortal Combat
Mortal Combat is played in self-mill EDH decks filled with creatures. It’s a good fit in a Grist, the Hunger Tide deck since it’s already a commander that can dump a lot of cards into the graveyard. You’ll typically do that to win with Grist’s ultimate, but Mortal Combat can be an alternate wincon as well. Iname, Death Aspect is also a commander that’s able to dump 20+ spirit creature cards from your deck to your graveyard to win using this card.
#25. Happily Ever After
Happily Ever After is a group hug card that gives everyone a card and 5 life. But to win with it is slightly harder, and you'll need six types of permanents as well as five colors of permanents. It sees play in some EDH decks like Kenrith, the Returned King because of the 5-color requirement, and these group hug decks already play cards like these, so it's a nice fit that can be a win condition later on.
#24. Battle of Wits
Although it's always been a meme, there were people playing Modern leagues time ago with Battle of Wits decks. Tutors like Bring to Light enable attempts from players to win the game by playing a 250+ card deck and tutoring this card for the win. In EDH it's impossible to play a 200+ card deck due to the rules of the format, but in its Standard format, Battle of Wits decks were somewhat competitive.
#23. Call the Spirit Dragons
“Better Call Saul,” but for dragons: Call the Spirit Dragons, from Tarkir: Dragonstorm, is what you go for when an army of flying lizards isn't enough to win you the game.
And, since we're talking about lawyers: If you have a multi-color dragon, you can put one +1/+1 counter for each color on the same dragon (that's to say, if it's a 3-color dragon, you can put 3 counters on it).But you still need to put counters on five different dragons in order to win the game. In other words, you can put 5 counters on The Ur-Dragon, but you don't win the game that way.
#22. Promising Stairs

Central Elevator//Promising Stairs is a room-centric alternate wincon that feels like a Duskmourn set Constructed strategy. Central Elevator is a room tutor and Promising Stairs is the actual wincon, though you'll need a supporting cast of just about every playable room in Magic right now, which also means you're probably playing a Marina Vendrell Commander deck.
#21. Mayael’s Aria
Mayael's Aria is a nice fit for decks looking to have +1/+1 counter synergies, proliferating, or a tall threat like a Voltron deck. To win you need said creature to have 20+ power, and that can be a lot harder to manage. You'll need to have a big creature to start, but after that it's all upside, and with cards like Colossification it’s a win. This win condition is kept in check by cheap spot removal like Doom Blade or Path to Exile.
#20. Test of Endurance
Test of Endurance just asks you to untap with 50 life. Commander rules allow you to start with 40 life, which is already a huge boost, and there are more than enough ways to gain life, even infinite life. Felidar Sovereign is a better card for this job because it does something else as a 4/6 with vigilance and it requires less life for you to win, but if you’re seeking consistency, maybe give this one a try.
#19. Gallifrey Stands
Gallifrey Stands recovers all the doctors you might have in your graveyard back to your hand, and to win you'll need 13 different ones in play. If you needed an excuse to fit all possible doctors in a single EDH deck, now you have a reason to do so. Jokes aside, there are just under 20 cards with the doctor type across colors, so it’ll be very difficult to get a win from these cards.
Fortunately, there are ways to cheat, like playing many changelings or cards like Arcane Adaptation to make everybody in your deck a doctor. This win condition seems doable in a Morophon, the Boundless doctor-typal deck, and it's an incentive to try to build one.
#18. Darksteel Reactor
Darksteel Reactor wins the game if it has 20 or more charge counters, and you’ll add one counter each turn. All you need to do is to wait. Of course, there are a few ways to speed up the process, like using proliferate or cards like Coretapper that allow you to add more counters to Darksteel Reactor.
It’s also indestructible, so it’s tougher to deal with outside of exiling effects typically in white. One curious aspect of this card is that it has a much faster infinite combo with Chain of Acid, which lets you copy infinite spells and win via the magecraft mechanic, but that can be done with any indestructible artifact.
#17. Mechanized Production
Mechanized Production is an aura that enchants an artifact and makes a copy of it every turn. You win if you have eight artifacts with the same name – it doesn’t have to be the name of the enchanted artifact, either. Having multiple artifacts with the same name is easier these days due to the prevalence of Treasures, Clues, and Food tokens, but you’ll still need this card alive on the battlefield enchanting an artifact to do the trick.
#16. Simic Ascendancy
Like Revel in Riches, WotC keeps printing better cards that come with +1/+1 counters or interact with them, so it’s not hard to go off with Simic Ascendancy. At least it’s a 2-mana enchantment that can give you counters if you spend mana on it. There are certain cards that work well with this strategy like Kalonian Hydra, and hydras in general because they’re usually 0/0 that ETB with +1/+1 counters. Proliferate works well here not only by proliferating the growth counters on Simic Ascendancy, but also the counters other creatures, too.
#15. Knuckles the Echidna
One of the best haste creatures in the game, Knuckles the Echidna is pretty lousy as a red commander… but verystrong in the 99! In particular, it's often seen in top-tier cEDH decks with Magda, Brazen Outlaw in the command zone, and also in Dargo + Tymna decks.
#14. Twenty-Toed Toad
Twenty-Toed Toad gives you two avenues by which you can auto-win: Attack while it has 20 or more counters on it, or while you have 20 or more cards in hand. The other attack trigger brings you closer to either one of these victories. This seems like a perfectly useful card that'll sometimes spot you a free win in decks designed to draw tons of cards.
#13. Revel in Riches
Revel in Riches is a win condition that’s easier to achieve each year thanks to WotC ramping up the Treasure production. Cards like Old Gnawbone and Ancient Copper Dragon produce a huge load of Treasure, and it’s not hard to have 10 Treasures in a dedicated deck. Five-mana enchantments are usually bad in 1v1 games, but it’s much more trivial to win via Revel in Riches in EDH.
#12. Halo Fountain
Halo Fountain stands out as a card on its own, seeing plenty of former Standard play because of its first and second abilities. Once Halo Fountain is on, it’s easy to start pumping out creatures or drawing extra cards, seeing as white has fewer options for card draw. Also, there are lots of X spells that create creatures at instant speed, like Call the Coppercoats, Decree of Justice, White Sun's Zenith, so you could set up an easy win in EDH by casting a big spell, attacking the next turn, and untapping to win.
#11. Helix Pinnacle
Helix Pinnacle is a 1-mana enchantment with shroud, and it only asks you to put mana into it. Once you pay 100 mana for the Pinnacle, you win. This card works very well in Commander decks that don’t let the mana empty from the mana pool, like Kruphix, God of Horizons, or cards that let you untap your permanents, like Seedborn Muse or Wilderness Reclamation. Of course, combinations that generate infinite mana get there instantly, but it’s a wincon you can build along the way.
#10. Liliana’s Contract
My only gripe with Liliana's Contract is that if you have four different demons in play, you should win the game on a single attack or via the card advantage they provide. Either way, Liliana's Contract is a solid card, allowing you to draw four cards and lose 4 life, and you can blink it too. It can grant you a win in a dedicated demons deck led by Be'lakor, the Dark Master, or by mixing in some changelings.
#9. Biovisionary
To win with Biovisionary, you need to have four copies of it on the battlefield. That’s doable in 60-card formats by playing four copies but it’s very hard. It’s easier to pull off in EDH, where you have a slower format and plenty of ways to have a dedicated “copy your own creatures” deck. A kicked Rite of Replication does the trick, and in an Esix, Fractal Bloom EDH deck you can make copies of this card by producing tokens as well.
#8. Hellkite Tyrant
Controlling 20 artifacts is no easy feat, even if you’re playing affinity with all artifact lands at your disposal. The best thing about Hellkite Tyrant is that it’s a giant flying dragon that eventually steals their artifacts. In EDH there are plenty of good artifacts to steal, varying from Treasure to Clues and mana rocks. This card is an awesome dragon to put in big red decks or dragon decks. It gets some value from your opponents, and sometimes you’ll get a win with its upkeep trigger.
#7. Felidar Sovereign
Felidar Sovereign requires you to have 40 life at the beginning of your upkeep to win, and hey, that’s your starting life in EDH. Problem is that even if you’re at 40+ life, the moment you cast Felidar Sovereign, other players will try their best to attack you or kill your win condition, making this a little more balanced. There are more than enough combos in MTG to gain infinite life, so you’ll have a turn to guarantee this card lives.
#6. Maze’s End
Maze's End asks you to load up on gates. There are way more than just the original 10 guildgates now, so options are plentiful, and there are tons of good land tutors available like Circuitous Route, Scapeshift, and Crop Rotation.
#5. Laboratory Maniac
Laboratory Maniac would probably make the top of the list 6-7 years ago. It’s a 3-drop that asks you to empty your library and draw from it to win instead of losing. Although it has stronger competition nowadays, it works fine and it’s easy to pull off. Laboratory Maniac is not strictly worse than Thassa's Oracle, seeing as some combos require you to have this card in play and draw cards later.
#4. Approach of the Second Sun
Approach of the Second Sun deserves a high spot simply because it’s a realistic way to win in formats other than EDH. It say plenty of play in its Standard format, Pioneer, and elsewhere. In EDH it’s fairly easy to copy it with effects like Narset's Reversal, or cast it, tutor it, and cast it again, giving Azorius () or Jeskai () control decks a strong win condition.
#3. Jace, Wielder of Mysteries
Like Laboratory Maniac, Jace, Wielder of Mysteries wins you the game if you would draw a card but your library is empty. It’s a little better than Lab Maniac because it’s a solid card to play in a midrange-control deck, and it triggers its own win condition with its abilities. At least it’s a planeswalker that draws you a card each turn.
#2. Coalition Victory
Coalition Victory requires you to have five different land types and five different colors among your creatures. That condition can be easily achieved in commander with a creature and something that gives lands every basic land type, like Prismatic Omen. Or creatures like Fallaji Wayfarer and Sphinx of the Guildpact.
It’s been banned in Commander since 2007, and it doesn’t see much play in the other formats in which it could, Legacy and Vintage. People argue that it would be a safe unban because there are better wincons available in Commander, and you still need five colors of mana and cast an 8-mana spell.
#1. Thassa’s Oracle
Thassa's Oracle, or Thoracle, is one of the main win conditions in cEDH, and it saw heavy play in Pioneer before the banning of Inverter of Truth. The main aspect that makes Thoracle the best blue creature to win the game is that you win on its ETB.
Most cards from this list require you to wait until your next upkeep to win, and that can be more easily disrupted. This card is also a 2-drop that combos directly with other cards like Demonic Consultation or Tainted Pact, so you’ll have an empty library after casting one of those spells, and achieve a win early in the game.
Un-Set Alternate Wincons
When As Luck Would Have It was originally printed in Unstable, die-rolling was still a jokes-only part of the game, though it's now been adapted into black-border rules with tons of die-rolling support. If this enchantment were to be printed today, it would certainly be legal in sanctioned play, and honestly quite easy to win with, like a supercharged Helix Pinnacle for die-rolling decks.
Form of the Approach of the Second Sun is another Un-set wincon, this time from Unfinity, and if you ask me, not particularly clever either. This is acorn-stamped and banned everywhere because of it, and unlike As Luck Would Have It, not worth trying to justify in a casual deck anyway.
Now I Know My ABC's seems janky, though I'm sure people have put together the optimal combinations of cards to make this win with minimal effort. Even in an Un-set friendly game this has literal zero merit outside of maybe winning the game, and seems like more of a hassle to track than anything.
The Cheese Stands Alone is just Barren Glory before Barren Glory existed, though it's interesting to see a silver-border effect ported directly over into a tournament-legal card.
Does “You Cannot Lose the Game” beat “You Win the Game?
It doesn’t, depending on the ability’s wording.
Say I have Lich's Mastery in play that says “I can’t lose the game” and another player resolves Thassa's Oracle with an empty library. They’ll win that game. The restriction on Lich's Mastery says that I can’t lose for having 0 or less life, or for drawing from an empty library, but that doesn’t prevent another player from outright winning the game.
If I had Platinum Angel in play it would be another matter entirely, because Platinum Angel states that I can’t lose and my opponents can’t win the game. In this last case the win condition presented by Thassa's Oracle won’t work.
Wrap Up

Thassa's Oracle | Illustration by Lauren YS
And there you have it folks, all the “you win the game cards” in MTG. It’s nice that the game has alternative ways to win, and MTG designers love to create special win conditions to influence people’s deckbuilding.
Spike players that like to win first and foremost would rather have the easiest win conditions to enable, while people that like a harder challenge can be attracted by some of the weirder entries on this list.
What about you? What are your favorite alt-win conditions? Have you already won a game with some of the trickier wincons? Let me know in the comments section below, or over at Draftsim’s Twitter.
Thanks for reading and stay safe!
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