diff --git a/FIC.xml b/FIC.xml deleted file mode 100644 index 7476b754..00000000 --- a/FIC.xml +++ /dev/null @@ -1,6328 +0,0 @@ - - - - - Cockatrice/Magic-Spoiler - 2025-06-12 01:08:23 (UTC) - https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/FIC.xml - - - - - FIC - Final Fantasy Commander (Spoiler) - Commander - 2025-06-13 - 20 - - - - - Aerith, Last Ancient - Lifelink -Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead. - - GW - Legendary Creature — Human Cleric Druid - Creature - 4 - 2GW - 3/5 - - FIC - 2 - - - Aerith, Last Ancient - Lifelink -Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead. - - GW - Legendary Creature — Human Cleric Druid - Creature - 4 - 2GW - 3/5 - - FIC - 2 - - - Alisaie Leveilleur - Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.) -First strike -Dualcast — The second spell you cast each turn costs {2} less to cast. - - W - Legendary Creature — Elf Wizard - Creature - 3 - 2W - 3/2 - - FIC - 2 - - - Alisaie Leveilleur - Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.) -First strike -Dualcast — The second spell you cast each turn costs {2} less to cast. - - W - Legendary Creature — Elf Wizard - Creature - 3 - 2W - 3/2 - - FIC - 2 - - - Alphinaud Leveilleur - Partner with Alisaie Leveilleur (When this creature enters, target player may put Alisaie Leveilleur into their hand from their library, then shuffle.) -Vigilance -Eukrasia — Whenever you cast your second spell each turn, draw a card. - - U - Legendary Creature — Elf Wizard - Creature - 4 - 3U - 2/4 - - FIC - 2 - - - Alphinaud Leveilleur - Partner with Alisaie Leveilleur (When this creature enters, target player may put Alisaie Leveilleur into their hand from their library, then shuffle.) -Vigilance -Eukrasia — Whenever you cast your second spell each turn, draw a card. - - U - Legendary Creature — Elf Wizard - Creature - 4 - 3U - 2/4 - - FIC - 2 - - - Altered Ego - This spell can't be countered. -You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it. - - GU - Creature — Shapeshifter - Creature - 4 - X2GU - 0/0 - - FIC - 2 - - - An Offer You Can't Refuse - Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") - - U - Instant - Instant - 1 - U - - FIC - 3 - - - Angel of the Ruins - Flying -When this creature enters, exile up to two target artifacts and/or enchantments. -Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) - - W - Artifact Creature — Angel - Creature - 7 - 5WW - 5/7 - - FIC - 2 - - - Anger - Haste -As long as this card is in your graveyard and you control a Mountain, creatures you control have haste. - - R - Creature — Incarnation - Creature - 4 - 3R - 2/2 - - FIC - 2 - - - Arcane Sanctum - This land enters tapped. -{T}: Add {W}, {U}, or {B}. - - Land - Land - 0 - - FIC - 0 - - - Arcane Signet - {T}: Add one mana of any color in your commander's color identity. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Arcane Signet - {T}: Add one mana of any color in your commander's color identity. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Arcane Signet - {T}: Add one mana of any color in your commander's color identity. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Arcane Signet - {T}: Add one mana of any color in your commander's color identity. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Archaeomancer's Map - When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. -Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield. - - W - Artifact - Artifact - 3 - 2W - - FIC - 1 - - - Archfiend of Depravity - Flying -At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest. - - B - Creature — Demon - Creature - 5 - 3BB - 5/4 - - FIC - 2 - - - Archmage Emeritus - Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card. - - U - Creature — Human Wizard - Creature - 4 - 2UU - 2/2 - - FIC - 2 - - - Ardbert, Warrior of Darkness - Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn. -Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn. - - BW - Legendary Creature — Spirit Warrior - Creature - 3 - 1WB - 2/2 - - FIC - 2 - - - Ardbert, Warrior of Darkness - Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn. -Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn. - - BW - Legendary Creature — Spirit Warrior - Creature - 3 - 1WB - 2/2 - - FIC - 2 - - - Armory Automaton - Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.) - - Artifact Creature — Construct - Creature - 3 - 3 - 2/2 - - FIC - 2 - - - Ash Barrens - {T}: Add {C}. -Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) - - Land - Land - 0 - - FIC - 0 - - - Auron, Venerated Guardian - Vigilance -Shooting Star — Whenever Auron attacks, put a +1/+1 counter on it. When you do, exile target creature defending player controls with power less than Auron's power until Auron leaves the battlefield. - - W - Legendary Creature — Human Spirit Samurai - Creature - 4 - 3W - 2/5 - - FIC - 2 - - - Auron, Venerated Guardian - Vigilance -Shooting Star — Whenever Auron attacks, put a +1/+1 counter on it. When you do, exile target creature defending player controls with power less than Auron's power until Auron leaves the battlefield. - - W - Legendary Creature — Human Spirit Samurai - Creature - 4 - 3W - 2/5 - - FIC - 2 - - - Austere Command - Choose two — -• Destroy all artifacts. -• Destroy all enchantments. -• Destroy all creatures with mana value 3 or less. -• Destroy all creatures with mana value 4 or greater. - - W - Sorcery - Sorcery - 6 - 4WW - - FIC - 3 - - - Authority of the Consuls - Creatures your opponents control enter tapped. -Whenever a creature an opponent controls enters, you gain 1 life. - - W - Enchantment - Enchantment - 1 - W - - FIC - 1 - - - Avalanche of Sector 7 - Menace -Avalanche of Sector 7's power is equal to the number of artifacts your opponents control. -Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player. - - R - Legendary Creature — Human Rebel - Creature - 3 - 2R - */3 - - FIC - 2 - - - Avalanche of Sector 7 - Menace -Avalanche of Sector 7's power is equal to the number of artifacts your opponents control. -Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player. - - R - Legendary Creature — Human Rebel - Creature - 3 - 2R - */3 - - FIC - 2 - - - Baleful Strix - Flying, deathtouch -When this creature enters, draw a card. - - BU - Artifact Creature — Bird - Creature - 2 - UB - 1/1 - - FIC - 2 - - - Bane of Progress - When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way. - - G - Creature — Elemental - Creature - 6 - 4GG - 2/2 - - FIC - 2 - - - Banon, the Returners' Leader - Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn. -Whenever you attack, you may pay {1} and discard a card. If you do, draw a card. - - RW - Legendary Creature — Human Cleric Rebel - Creature - 2 - RW - 1/3 - - FIC - 2 - - - Banon, the Returners' Leader - Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn. -Whenever you attack, you may pay {1} and discard a card. If you do, draw a card. - - RW - Legendary Creature — Human Cleric Rebel - Creature - 2 - RW - 1/3 - - FIC - 2 - - - Barret, Avalanche Leader - Reach -Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token. -At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control. - - GR - Legendary Creature — Human Rebel - Creature - 4 - 2RG - 4/4 - - FIC - 2 - - - Barret, Avalanche Leader - Reach -Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token. -At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control. - - GR - Legendary Creature — Human Rebel - Creature - 4 - 2RG - 4/4 - - FIC - 2 - - - Bastion Protector - Commander creatures you control get +2/+2 and have indestructible. - - W - Creature — Human Soldier - Creature - 3 - 2W - 3/3 - - FIC - 2 - - - Bastion of Remembrance - When this enchantment enters, create a 1/1 white Human Soldier creature token. -Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. - - B - Enchantment - Enchantment - 3 - 2B - - FIC - 1 - - - Battlefield Forge - {T}: Add {C}. -{T}: Add {R} or {W}. This land deals 1 damage to you. - - Land - Land - 0 - - FIC - 0 - - - Bedevil - Destroy target artifact, creature, or planeswalker. - - BR - Instant - Instant - 3 - BBR - - FIC - 3 - - - Behemoth Sledge - Equipped creature gets +2/+2 and has trample and lifelink. -Equip {3} - - GW - Artifact — Equipment - Artifact - 3 - 1GW - - FIC - 1 - - - Big Score - As an additional cost to cast this spell, discard a card. -Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") - - R - Instant - Instant - 4 - 3R - - FIC - 3 - - - Blitzball Stadium - When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.) -Go for the Goal! — {3}, {T}: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn. - - U - Artifact - Artifact - 1 - XU - - FIC - 1 - - - Blitzball Stadium - When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.) -Go for the Goal! — {3}, {T}: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn. - - U - Artifact - Artifact - 1 - XU - - FIC - 1 - - - Blue Mage's Cane - Job select -Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying {3} rather than paying its mana cost." -Spirit of the Whalaqee — Equip {2} - - U - Artifact — Equipment - Artifact - 3 - 2U - - FIC - 1 - - - Blue Mage's Cane - Job select -Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying {3} rather than paying its mana cost." -Spirit of the Whalaqee — Equip {2} - - U - Artifact — Equipment - Artifact - 3 - 2U - - FIC - 1 - - - Bonders' Enclave - {T}: Add {C}. -{3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater. - - Land - Land - 0 - - FIC - 0 - - - Bred for the Hunt - Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card. - - GU - Enchantment - Enchantment - 3 - 1GU - - FIC - 1 - - - Bronze Guardian - Double strike -Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) -Other artifacts you control have ward {2}. -Bronze Guardian's power is equal to the number of artifacts you control. - - W - Artifact Creature — Golem - Creature - 5 - 4W - */5 - - FIC - 2 - - - Brushland - {T}: Add {C}. -{T}: Add {G} or {W}. This land deals 1 damage to you. - - Land - Land - 0 - - FIC - 0 - - - Bugenhagen, Wise Elder - Reach -At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card. -{T}: Add one mana of any color. - - G - Legendary Creature — Human Shaman - Creature - 2 - 1G - 1/3 - - FIC - 2 - - - Bugenhagen, Wise Elder - Reach -At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card. -{T}: Add one mana of any color. - - G - Legendary Creature — Human Shaman - Creature - 2 - 1G - 1/3 - - FIC - 2 - - - Cait Sith, Fortune Teller - Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value. - - R - Legendary Artifact Creature — Cat Moogle - Creature - 4 - 3R - 3/3 - - FIC - 2 - - - Cait Sith, Fortune Teller - Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value. - - R - Legendary Artifact Creature — Cat Moogle - Creature - 4 - 3R - 3/3 - - FIC - 2 - - - Canopy Vista - ({T}: Add {G} or {W}.) -This land enters tapped unless you control two or more basic lands. - - Land — Forest Plains - Land - 0 - - FIC - 0 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC - 2 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC - 2 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC - 2 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC - 2 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC - 2 - - - Champion's Helm - Equipped creature gets +2/+2. -As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) -Equip {1} - - Artifact — Equipment - Artifact - 3 - 3 - - FIC - 1 - - - Champions from Beyond - When this enchantment enters, create X 1/1 colorless Hero creature tokens. -Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card. -Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn. - - W - Enchantment - Enchantment - 2 - XWW - - FIC - 1 - - - Champions from Beyond - When this enchantment enters, create X 1/1 colorless Hero creature tokens. -Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card. -Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn. - - W - Enchantment - Enchantment - 2 - XWW - - FIC - 1 - - - Chaos Warp - The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. - - R - Instant - Instant - 3 - 2R - - FIC - 3 - - - Chasm Skulker - Whenever you draw a card, put a +1/+1 counter on this creature. -When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.) - - U - Creature — Squid Horror - Creature - 3 - 2U - 1/1 - - FIC - 2 - - - Chocobo Knights - Whenever you attack, creatures you control with counters on them gain double strike until end of turn. - - W - Creature — Human Knight - Creature - 4 - 3W - 3/3 - - FIC - 2 - - - Chocobo Knights - Whenever you attack, creatures you control with counters on them gain double strike until end of turn. - - W - Creature — Human Knight - Creature - 4 - 3W - 3/3 - - FIC - 2 - - - Choked Estuary - As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped. -{T}: Add {U} or {B}. - - Land - Land - 0 - - FIC - 0 - - - Cid, Freeflier Pilot - Equipment and Vehicle spells you cast cost {1} less to cast. -Jump — During your turn, Cid has flying. -{2}, {T}: Return target Equipment or Vehicle card from your graveyard to your hand. - - W - Legendary Creature — Human Warrior Pilot - Creature - 2 - 1W - 2/2 - - FIC - 2 - - - Cid, Freeflier Pilot - Equipment and Vehicle spells you cast cost {1} less to cast. -Jump — During your turn, Cid has flying. -{2}, {T}: Return target Equipment or Vehicle card from your graveyard to your hand. - - W - Legendary Creature — Human Warrior Pilot - Creature - 2 - 1W - 2/2 - - FIC - 2 - - - Cinder Glade - ({T}: Add {R} or {G}.) -This land enters tapped unless you control two or more basic lands. - - Land — Mountain Forest - Land - 0 - - FIC - 0 - - - Cleansing Nova - Choose one — -• Destroy all creatures. -• Destroy all artifacts and enchantments. - - W - Sorcery - Sorcery - 5 - 3WW - - FIC - 3 - - - Clever Concealment - Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) -Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) - - W - Instant - Instant - 4 - 2WW - - FIC - 3 - - - Clifftop Retreat - This land enters tapped unless you control a Mountain or a Plains. -{T}: Add {R} or {W}. - - Land - Land - 0 - - FIC - 0 - - - Cloud's Limit Break - Tiered (Choose one additional cost.) -• Cross-Slash — {0} — Destroy target tapped creature. -• Blade Beam — {1} — Destroy any number of target tapped creatures with different controllers. -• Omnislash — {3}{W} — Destroy all tapped creatures. - - W - Instant - Instant - 2 - 1W - - FIC - 3 - - - Cloud's Limit Break - Tiered (Choose one additional cost.) -• Cross-Slash — {0} — Destroy target tapped creature. -• Blade Beam — {1} — Destroy any number of target tapped creatures with different controllers. -• Omnislash — {3}{W} — Destroy all tapped creatures. - - W - Instant - Instant - 2 - 1W - - FIC - 3 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC - 2 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC - 2 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC - 2 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC - 2 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC - 2 - - - Coin of Fate - When this artifact enters, surveil 1. -{3}{W}, {T}, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch. - - W - Artifact - Artifact - 2 - 1W - - FIC - 1 - - - Coin of Fate - When this artifact enters, surveil 1. -{3}{W}, {T}, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch. - - W - Artifact - Artifact - 2 - 1W - - FIC - 1 - - - Collective Effort - Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) -Choose one or more — -• Destroy target creature with power 4 or greater. -• Destroy target enchantment. -• Put a +1/+1 counter on each creature target player controls. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC - 3 - - - Colossus Hammer - Equipped creature gets +10/+10 and loses flying. -Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 1 - 1 - - FIC - 1 - - - Combustible Gearhulk - First strike -When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards. - - R - Artifact Creature — Construct - Creature - 6 - 4RR - 6/6 - - FIC - 2 - - - Command Tower - {T}: Add one mana of any color in your commander's color identity. - - Land - Land - 0 - - FIC - 0 - - - Command Tower - {T}: Add one mana of any color in your commander's color identity. - - Land - Land - 0 - - FIC - 0 - - - Command Tower - {T}: Add one mana of any color in your commander's color identity. - - Land - Land - 0 - - FIC - 0 - - - Command Tower - {T}: Add one mana of any color in your commander's color identity. - - Land - Land - 0 - - FIC - 0 - - - Commander's Sphere - {T}: Add one mana of any color in your commander's color identity. -Sacrifice this artifact: Draw a card. - - Artifact - Artifact - 3 - 3 - - FIC - 1 - - - Conformer Shuriken - Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference." -Equip {2} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Conformer Shuriken - Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference." -Equip {2} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Conqueror's Flail - Equipped creature gets +1/+1 for each color among permanents you control. -As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn. -Equip {2} - - Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Contaminated Aquifer - ({T}: Add {U} or {B}.) -This land enters tapped. - - Land — Island Swamp - Land - 0 - - FIC - 0 - - - Coveted Jewel - When this artifact enters, draw three cards. -{T}: Add three mana of any one color. -Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it. - - Artifact - Artifact - 6 - 6 - - FIC - 1 - - - Crackling Doom - Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls. - - BRW - Instant - Instant - 3 - RWB - - FIC - 3 - - - Crux of Fate - Choose one — -• Destroy all Dragon creatures. -• Destroy all non-Dragon creatures. - - B - Sorcery - Sorcery - 5 - 3BB - - FIC - 3 - - - Cultivate - Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. - - G - Sorcery - Sorcery - 3 - 2G - - FIC - 3 - - - Cut a Deal - Each opponent draws a card, then you draw a card for each opponent who drew a card this way. - - W - Sorcery - Sorcery - 3 - 2W - - FIC - 3 - - - Cyan, Vengeful Samurai - This spell costs {1} less to cast for each creature card in your graveyard. -Double strike -Whenever one or more creature cards leave your graveyard, put a +1/+1 counter on Cyan. - - W - Legendary Creature — Human Samurai - Creature - 7 - 6W - 3/3 - - FIC - 2 - - - Cyan, Vengeful Samurai - This spell costs {1} less to cast for each creature card in your graveyard. -Double strike -Whenever one or more creature cards leave your graveyard, put a +1/+1 counter on Cyan. - - W - Legendary Creature — Human Samurai - Creature - 7 - 6W - 3/3 - - FIC - 2 - - - Damning Verdict - Destroy all creatures with no counters on them. - - W - Sorcery - Sorcery - 5 - 3WW - - FIC - 3 - - - Dancer's Chakrams - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types. -Krishna — Equip {3} - - W - Artifact — Equipment - Artifact - 4 - 3W - - FIC - 1 - - - Dancer's Chakrams - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types. -Krishna — Equip {3} - - W - Artifact — Equipment - Artifact - 4 - 3W - - FIC - 1 - - - Darksteel Plate - Indestructible -Equipped creature has indestructible. -Equip {2} - - Artifact — Equipment - Artifact - 3 - 3 - - FIC - 1 - - - Darkwater Catacombs - {1}, {T}: Add {U}{B}. - - Land - Land - 0 - - FIC - 0 - - - Decimate - Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.) - - GR - Sorcery - Sorcery - 4 - 2RG - - FIC - 3 - - - Demolition Field - {T}: Add {C}. -{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle. - - Land - Land - 0 - - FIC - 0 - - - Desolate Mire - {1}, {T}: Add {W}{B}. - - Land - Land - 0 - - FIC - 0 - - - Destroy Evil - Choose one — -• Destroy target creature with toughness 4 or greater. -• Destroy target enchantment. - - W - Instant - Instant - 2 - 1W - - FIC - 3 - - - Dig Through Time - Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) -Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. - - U - Instant - Instant - 8 - 6UU - - FIC - 3 - - - Dispatch - Tap target creature. -Metalcraft — If you control three or more artifacts, exile that creature. - - W - Instant - Instant - 1 - W - - FIC - 3 - - - Dragonskull Summit - This land enters tapped unless you control a Swamp or a Mountain. -{T}: Add {B} or {R}. - - Land - Land - 0 - - FIC - 0 - - - Drowned Catacomb - This land enters tapped unless you control an Island or a Swamp. -{T}: Add {U} or {B}. - - Land - Land - 0 - - FIC - 0 - - - Duskshell Crawler - When this creature enters, put a +1/+1 counter on target creature. -Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) - - G - Creature — Insect - Creature - 2 - 1G - 0/3 - - FIC - 2 - - - Edgar, Master Machinist - Once during each of your turns, you may cast an artifact spell from your graveyard. If you cast a spell this way, that artifact enters tapped. -Tools — Whenever Edgar attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control. - - RW - Legendary Creature — Human Artificer Noble - Creature - 4 - 2RW - 2/4 - - FIC - 2 - - - Edgar, Master Machinist - Once during each of your turns, you may cast an artifact spell from your graveyard. If you cast a spell this way, that artifact enters tapped. -Tools — Whenever Edgar attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control. - - RW - Legendary Creature — Human Artificer Noble - Creature - 4 - 2RW - 2/4 - - FIC - 2 - - - Elena, Turk Recruit - When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.) -Whenever you cast a historic spell, put a +1/+1 counter on Elena. - - W - Legendary Creature — Human Assassin - Creature - 3 - 2W - 1/4 - - FIC - 2 - - - Elena, Turk Recruit - When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.) -Whenever you cast a historic spell, put a +1/+1 counter on Elena. - - W - Legendary Creature — Human Assassin - Creature - 3 - 2W - 1/4 - - FIC - 2 - - - Emet-Selch of the Third Seat - Spells you cast from your graveyard cost {2} less to cast. -Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn. - - BU - Legendary Creature — Elder Wizard - Creature - 4 - 2UB - 3/4 - - FIC - 2 - - - Emet-Selch of the Third Seat - Spells you cast from your graveyard cost {2} less to cast. -Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn. - - BU - Legendary Creature — Elder Wizard - Creature - 4 - 2UB - 3/4 - - FIC - 2 - - - Endless Detour - The owner of target spell, nonland permanent, or card in a graveyard puts it on their choice of the top or bottom of their library. - - GUW - Instant - Instant - 3 - GWU - - FIC - 3 - - - Espers to Magicite - Exile each opponent's graveyard. When you do, choose up to one target creature card exiled this way. Create a token that's a copy of that card, except it's an artifact and it loses all other card types. - - B - Instant - Instant - 4 - 3B - - FIC - 3 - - - Espers to Magicite - Exile each opponent's graveyard. When you do, choose up to one target creature card exiled this way. Create a token that's a copy of that card, except it's an artifact and it loses all other card types. - - B - Instant - Instant - 4 - 3B - - FIC - 3 - - - Estinien Varlineau - Whenever you cast a noncreature spell, put a +1/+1 counter on Estinien Varlineau. It gains flying until end of turn. -At the beginning of your second main phase, you draw X cards and lose X life, where X is the number of your opponents who were dealt combat damage by Estinien Varlineau or a Dragon this turn. - - BW - Legendary Creature — Elf Warrior - Creature - 4 - 2WB - 3/3 - - FIC - 2 - - - Estinien Varlineau - Whenever you cast a noncreature spell, put a +1/+1 counter on Estinien Varlineau. It gains flying until end of turn. -At the beginning of your second main phase, you draw X cards and lose X life, where X is the number of your opponents who were dealt combat damage by Estinien Varlineau or a Dragon this turn. - - BW - Legendary Creature — Elf Warrior - Creature - 4 - 2WB - 3/3 - - FIC - 2 - - - Everflowing Chalice - Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) -This artifact enters with a charge counter on it for each time it was kicked. -{T}: Add {C} for each charge counter on this artifact. - - Artifact - Artifact - 0 - 0 - - FIC - 1 - - - Evolving Wilds - {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. - - Land - Land - 0 - - FIC - 0 - - - Exotic Orchard - {T}: Add one mana of any color that a land an opponent controls could produce. - - Land - Land - 0 - - FIC - 0 - - - Explorer's Scope - Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. -Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 1 - 1 - - FIC - 1 - - - Exsanguinate - Each opponent loses X life. You gain life equal to the life lost this way. - - B - Sorcery - Sorcery - 2 - XBB - - FIC - 3 - - - Eye of Nidhogg - Enchant creature -Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.) -When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand. - - B - Legendary Enchantment — Aura - Enchantment - 3 - 2B - - FIC - 1 - - - Eye of Nidhogg - Enchant creature -Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.) -When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand. - - B - Legendary Enchantment — Aura - Enchantment - 3 - 2B - - FIC - 1 - - - Fandaniel, Telophoroi Ascian - Whenever you cast an instant or sorcery spell, surveil 1. -At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard. - - B - Legendary Creature — Elder Wizard - Creature - 5 - 4B - 4/5 - - FIC - 2 - - - Fandaniel, Telophoroi Ascian - Whenever you cast an instant or sorcery spell, surveil 1. -At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard. - - B - Legendary Creature — Elder Wizard - Creature - 5 - 4B - 4/5 - - FIC - 2 - - - Farewell - Choose one or more — -• Exile all artifacts. -• Exile all creatures. -• Exile all enchantments. -• Exile all graveyards. - - W - Sorcery - Sorcery - 6 - 4WW - - FIC - 3 - - - Farseek - Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 2 - 1G - - FIC - 3 - - - Fathom Mage - Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) -Whenever a +1/+1 counter is put on this creature, you may draw a card. - - GU - Creature — Human Wizard - Creature - 4 - 2GU - 1/1 - - FIC - 2 - - - Fetid Heath - {T}: Add {C}. -{W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}. - - Land - Land - 0 - - FIC - 0 - - - Fight Rigging - Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) -At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost. - - G - Enchantment - Enchantment - 3 - 2G - - FIC - 1 - - - Final Judgment - Exile all creatures. - - W - Sorcery - Sorcery - 6 - 4WW - - FIC - 3 - - - Fire-Lit Thicket - {T}: Add {C}. -{R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}. - - Land - Land - 0 - - FIC - 0 - - - Flayer of the Hatebound - Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) -Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target. - - R - Creature — Devil - Creature - 6 - 5R - 4/2 - - FIC - 2 - - - Flooded Grove - {T}: Add {C}. -{G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}. - - Land - Land - 0 - - FIC - 0 - - - Foreboding Ruins - As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. -{T}: Add {B} or {R}. - - Land - Land - 0 - - FIC - 0 - - - Forge of Heroes - {T}: Add {C}. -{T}: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker. - - Land - Land - 0 - - FIC - 0 - - - Forgotten Ancient - Whenever a player casts a spell, you may put a +1/+1 counter on this creature. -At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures. - - G - Creature — Elemental - Creature - 4 - 3G - 0/3 - - FIC - 2 - - - Fortified Village - As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. -{T}: Add {G} or {W}. - - Land - Land - 0 - - FIC - 0 - - - Furious Rise - At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment. - - R - Enchantment - Enchantment - 3 - 2R - - FIC - 1 - - - Furycalm Snarl - As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped. -{T}: Add {R} or {W}. - - Land - Land - 0 - - FIC - 0 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC - 2 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC - 2 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC - 2 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC - 2 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC - 2 - - - Game Trail - As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped. -{T}: Add {R} or {G}. - - Land - Land - 0 - - FIC - 0 - - - Gatta and Luzzu - Flash -When Gatta and Luzzu enters, choose target creature you control. If damage would be dealt to that creature this turn, prevent that damage and put that many +1/+1 counters on it. - - W - Legendary Creature — Human Soldier - Creature - 3 - 2W - 1/1 - - FIC - 2 - - - Gatta and Luzzu - Flash -When Gatta and Luzzu enters, choose target creature you control. If damage would be dealt to that creature this turn, prevent that damage and put that many +1/+1 counters on it. - - W - Legendary Creature — Human Soldier - Creature - 3 - 2W - 1/1 - - FIC - 2 - - - Gau, Feral Youth - Rage — Whenever Gau attacks, put a +1/+1 counter on it. -At the beginning of each end step, if a card left your graveyard this turn, Gau deals damage equal to its power to each opponent. - - R - Legendary Creature — Human Berserker - Creature - 2 - 1R - 2/2 - - FIC - 2 - - - Gau, Feral Youth - Rage — Whenever Gau attacks, put a +1/+1 counter on it. -At the beginning of each end step, if a card left your graveyard this turn, Gau deals damage equal to its power to each opponent. - - R - Legendary Creature — Human Berserker - Creature - 2 - 1R - 2/2 - - FIC - 2 - - - General Leo Cristophe - When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1 counter on General Leo Cristophe for each creature you control. - - W - Legendary Creature — Human Soldier - Creature - 5 - 4W - 2/2 - - FIC - 2 - - - General Leo Cristophe - When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1 counter on General Leo Cristophe for each creature you control. - - W - Legendary Creature — Human Soldier - Creature - 5 - 4W - 2/2 - - FIC - 2 - - - Generous Patron - When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.) -Whenever you put one or more counters on a creature you don't control, draw a card. - - G - Creature — Elf Advisor - Creature - 3 - 2G - 1/4 - - FIC - 2 - - - Geothermal Bog - ({T}: Add {B} or {R}.) -This land enters tapped. - - Land — Swamp Mountain - Land - 0 - - FIC - 0 - - - Glacial Fortress - This land enters tapped unless you control a Plains or an Island. -{T}: Add {W} or {U}. - - Land - Land - 0 - - FIC - 0 - - - Gogo, Mysterious Mime - At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able. - - R - Legendary Creature — Wizard - Creature - 4 - 3R - 2/2 - - FIC - 2 - - - Gogo, Mysterious Mime - At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able. - - R - Legendary Creature — Wizard - Creature - 4 - 3R - 2/2 - - FIC - 2 - - - Grateful Apparition - Flying -Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) - - W - Creature — Spirit - Creature - 2 - 1W - 1/1 - - FIC - 2 - - - Graven Cairns - {T}: Add {C}. -{B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}. - - Land - Land - 0 - - FIC - 0 - - - Gyre Sage - Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) -{T}: Add {G} for each +1/+1 counter on this creature. - - G - Creature — Elf Druid - Creature - 2 - 1G - 1/2 - - FIC - 2 - - - Hardened Scales - If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead. - - G - Enchantment - Enchantment - 1 - G - - FIC - 1 - - - Harmonize - Draw three cards. - - G - Sorcery - Sorcery - 4 - 2GG - - FIC - 3 - - - Heidegger, Shinra Executive - At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control. -At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you. - - W - Legendary Creature — Human Soldier - Creature - 4 - 3W - 3/3 - - FIC - 2 - - - Heidegger, Shinra Executive - At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control. -At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you. - - W - Legendary Creature — Human Soldier - Creature - 4 - 3W - 3/3 - - FIC - 2 - - - Helitrooper - Flying -Whenever this creature attacks, another target attacking creature gains flying until end of turn. -Equip abilities you activate that target this creature cost {2} less to activate. - - W - Creature — Human Soldier - Creature - 2 - 1W - 1/2 - - FIC - 2 - - - Helitrooper - Flying -Whenever this creature attacks, another target attacking creature gains flying until end of turn. -Equip abilities you activate that target this creature cost {2} less to activate. - - W - Creature — Human Soldier - Creature - 2 - 1W - 1/2 - - FIC - 2 - - - Hellkite Tyrant - Flying, trample -Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls. -At the beginning of your upkeep, if you control twenty or more artifacts, you win the game. - - R - Creature — Dragon - Creature - 6 - 4RR - 6/5 - - FIC - 2 - - - Herald's Horn - As this artifact enters, choose a creature type. -Creature spells you cast of the chosen type cost {1} less to cast. -At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand. - - Artifact - Artifact - 3 - 3 - - FIC - 1 - - - Hermes, Overseer of Elpis - Whenever you cast a noncreature spell, create a 1/1 blue Bird creature token with flying and vigilance. -Whenever you attack with one or more Birds, scry 2. - - U - Legendary Creature — Elder Wizard - Creature - 4 - 3U - 2/4 - - FIC - 2 - - - Hermes, Overseer of Elpis - Whenever you cast a noncreature spell, create a 1/1 blue Bird creature token with flying and vigilance. -Whenever you attack with one or more Birds, scry 2. - - U - Legendary Creature — Elder Wizard - Creature - 4 - 3U - 2/4 - - FIC - 2 - - - Hero's Blade - Equipped creature gets +3/+2. -Whenever a legendary creature you control enters, you may attach this Equipment to it. -Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Hero's Heirloom - Equipped creature gets +2/+1. -As long as equipped creature is legendary, it has trample and haste. -Equip {2} - - Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - High Market - {T}: Add {C}. -{T}, Sacrifice a creature: You gain 1 life. - - Land - Land - 0 - - FIC - 0 - - - Hildibrand Manderville // Gentleman's Rise - - - W - Legendary Creature — Human Detective // Instant — Adventure - Creature - 2 - 1W // 2B - 2/2 - - FIC - 3 - - - Hildibrand Manderville // Gentleman's Rise - - - W - Legendary Creature — Human Detective // Instant — Adventure - Creature - 2 - 1W // 2B - 2/2 - - FIC - 3 - - - Hinterland Harbor - This land enters tapped unless you control a Forest or an Island. -{T}: Add {G} or {U}. - - Land - Land - 0 - - FIC - 0 - - - Hraesvelgr of the First Brood - Flying, vigilance, ward {2} -Shiva's Aid — When Hraesvelgr enters and whenever you cast a noncreature spell, target creature gets +1/+0 until end of turn and can't be blocked this turn. - - U - Legendary Creature — Elder Dragon - Creature - 5 - 4U - 5/5 - - FIC - 2 - - - Hraesvelgr of the First Brood - Flying, vigilance, ward {2} -Shiva's Aid — When Hraesvelgr enters and whenever you cast a noncreature spell, target creature gets +1/+0 until end of turn and can't be blocked this turn. - - U - Legendary Creature — Elder Dragon - Creature - 5 - 4U - 5/5 - - FIC - 2 - - - Hypnotic Sprite // Mesmeric Glare - - - U - Creature — Faerie // Instant — Adventure - Creature - 2 - UU // 2U - 2/1 - - FIC - 3 - - - Idyllic Beachfront - ({T}: Add {W} or {U}.) -This land enters tapped. - - Land — Plains Island - Land - 0 - - FIC - 0 - - - Incubation Druid - {T}: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead. -{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) - - G - Creature — Elf Druid - Creature - 2 - 1G - 0/2 - - FIC - 2 - - - Inexorable Tide - Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) - - U - Enchantment - Enchantment - 5 - 3UU - - FIC - 1 - - - Inspiring Call - Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) - - G - Instant - Instant - 3 - 2G - - FIC - 3 - - - Inspiring Statuary - Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for {1}.) - - Artifact - Artifact - 3 - 3 - - FIC - 1 - - - Interceptor, Shadow's Hound - Menace -Assassins you control have menace. -Whenever you attack with one or more legendary creatures, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking. - - B - Legendary Creature — Dog - Creature - 4 - 2BB - 4/3 - - FIC - 2 - - - Interceptor, Shadow's Hound - Menace -Assassins you control have menace. -Whenever you attack with one or more legendary creatures, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking. - - B - Legendary Creature — Dog - Creature - 4 - 2BB - 4/3 - - FIC - 2 - - - Into the Story - This spell costs {3} less to cast if an opponent has seven or more cards in their graveyard. -Draw four cards. - - U - Instant - Instant - 7 - 5UU - - FIC - 3 - - - Isolated Chapel - This land enters tapped unless you control a Plains or a Swamp. -{T}: Add {W} or {B}. - - Land - Land - 0 - - FIC - 0 - - - Jungle Shrine - This land enters tapped. -{T}: Add {R}, {G}, or {W}. - - Land - Land - 0 - - FIC - 0 - - - Kefka, Dancing Mad - During your turn, Kefka has indestructible. -At the beginning of your end step, exile a card at random from each opponent's graveyard. You may cast any number of spells from among cards exiled this way without paying their mana costs. Then each player who owns a spell you cast this way loses life equal to its mana value. - - BR - Legendary Creature — Human Wizard - Creature - 7 - 5BR - 6/6 - - FIC - 2 - - - Kefka, Dancing Mad - During your turn, Kefka has indestructible. -At the beginning of your end step, exile a card at random from each opponent's graveyard. You may cast any number of spells from among cards exiled this way without paying their mana costs. Then each player who owns a spell you cast this way loses life equal to its mana value. - - BR - Legendary Creature — Human Wizard - Creature - 7 - 5BR - 6/6 - - FIC - 2 - - - Key to the City - {T}, Discard a card: Up to one target creature can't be blocked this turn. -Whenever this artifact becomes untapped, you may pay {2}. If you do, draw a card. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Kimahri, Valiant Guardian - Vigilance -Ronso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability. - - GU - Legendary Creature — Cat Warrior - Creature - 4 - 2GU - 3/3 - - FIC - 2 - - - Kimahri, Valiant Guardian - Vigilance -Ronso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability. - - GU - Legendary Creature — Cat Warrior - Creature - 4 - 2GU - 3/3 - - FIC - 2 - - - Krile Baldesion - Lifelink -Trace Aether — Whenever you cast a noncreature spell, you may return target creature card with mana value equal to that spell's mana value from your graveyard to your hand. Do this only once each turn. - - UW - Legendary Creature — Dwarf Wizard - Creature - 2 - WU - 2/1 - - FIC - 2 - - - Krile Baldesion - Lifelink -Trace Aether — Whenever you cast a noncreature spell, you may return target creature card with mana value equal to that spell's mana value from your graveyard to your hand. Do this only once each turn. - - UW - Legendary Creature — Dwarf Wizard - Creature - 2 - WU - 2/1 - - FIC - 2 - - - Legions to Ashes - Exile target nonland permanent an opponent controls and all tokens that player controls with the same name as that permanent. - - BW - Sorcery - Sorcery - 3 - 1WB - - FIC - 3 - - - Lethal Scheme - Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) -Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) - - B - Instant - Instant - 4 - 2BB - - FIC - 3 - - - Lifestream's Blessing - Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life. -Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - G - Instant - Instant - 6 - 4GG - - FIC - 3 - - - Lifestream's Blessing - Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life. -Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - G - Instant - Instant - 6 - 4GG - - FIC - 3 - - - Lightning Greaves - Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) -Equip {0} - - Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Lingering Souls - Create two 1/1 white Spirit creature tokens with flying. -Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - W - Sorcery - Sorcery - 3 - 2W - - FIC - 3 - - - Locke, Treasure Hunter - Locke can't be blocked by creatures with greater power. -Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards. - - BR - Legendary Creature — Human Rogue - Creature - 3 - 1BR - 2/3 - - FIC - 2 - - - Locke, Treasure Hunter - Locke can't be blocked by creatures with greater power. -Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards. - - BR - Legendary Creature — Human Rogue - Creature - 3 - 1BR - 2/3 - - FIC - 2 - - - Lord Jyscal Guado - Flying -At the beginning of each end step, if you put a counter on a creature this turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") - - W - Legendary Creature — Spirit Cleric - Creature - 2 - 1W - 2/1 - - FIC - 2 - - - Lord Jyscal Guado - Flying -At the beginning of each end step, if you put a counter on a creature this turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") - - W - Legendary Creature — Spirit Cleric - Creature - 2 - 1W - 2/1 - - FIC - 2 - - - Lulu, Stern Guardian - Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature. -{3}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) - - U - Legendary Creature — Human Wizard - Creature - 3 - 2U - 2/3 - - FIC - 2 - - - Lulu, Stern Guardian - Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature. -{3}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) - - U - Legendary Creature — Human Wizard - Creature - 3 - 2U - 2/3 - - FIC - 2 - - - Luminous Broodmoth - Flying -Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it. - - W - Creature — Insect - Creature - 4 - 2WW - 3/4 - - FIC - 2 - - - Lyse Hext - Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) -Noncreature spells you cast cost {1} less to cast. -As long as you've cast two or more noncreature spells this turn, Lyse Hext has double strike. - - UW - Legendary Creature — Human Rebel Monk - Creature - 3 - 1WU - 2/2 - - FIC - 2 - - - Lyse Hext - Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) -Noncreature spells you cast cost {1} less to cast. -As long as you've cast two or more noncreature spells this turn, Lyse Hext has double strike. - - UW - Legendary Creature — Human Rebel Monk - Creature - 3 - 1WU - 2/2 - - FIC - 2 - - - Maester Seymour - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control. -{3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) - - G - Legendary Creature — Human Elf Cleric - Creature - 3 - 2G - 1/3 - - FIC - 2 - - - Maester Seymour - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control. -{3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) - - G - Legendary Creature — Human Elf Cleric - Creature - 3 - 2G - 1/3 - - FIC - 2 - - - Mask of Memory - Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. -Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Meteor Golem - When this creature enters, destroy target nonland permanent an opponent controls. - - Artifact Creature — Golem - Creature - 7 - 7 - 3/3 - - FIC - 2 - - - Millikin - {T}, Mill a card: Add {C}. (To mill a card, put the top card of your library into your graveyard.) - - Artifact Creature — Construct - Creature - 2 - 2 - 0/1 - - FIC - 2 - - - Mind Stone - {T}: Add {C}. -{1}, {T}, Sacrifice this artifact: Draw a card. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Mog, Moogle Warrior - Lifelink -Dance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control. - - RW - Legendary Creature — Moogle Warrior - Creature - 3 - 1RW - 1/2 - - FIC - 2 - - - Mog, Moogle Warrior - Lifelink -Dance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control. - - RW - Legendary Creature — Moogle Warrior - Creature - 3 - 1RW - 1/2 - - FIC - 2 - - - Morbid Opportunist - Whenever one or more other creatures die, draw a card. This ability triggers only once each turn. - - B - Creature — Human Rogue - Creature - 3 - 2B - 1/3 - - FIC - 2 - - - Mortify - Destroy target creature or enchantment. - - BW - Instant - Instant - 3 - 1WB - - FIC - 3 - - - Mossfire Valley - {1}, {T}: Add {R}{G}. - - Land - Land - 0 - - FIC - 0 - - - Murderous Rider // Swift End - - - B - Creature — Zombie Knight // Instant — Adventure - Creature - 3 - 1BB // 1BB - 2/3 - - FIC - 3 - - - Nature's Lore - Search your library for a Forest card, put that card onto the battlefield, then shuffle. - - G - Sorcery - Sorcery - 2 - 1G - - FIC - 3 - - - Nesting Grounds - {T}: Add {C}. -{1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery. - - Land - Land - 0 - - FIC - 0 - - - Night's Whisper - You draw two cards and you lose 2 life. - - B - Sorcery - Sorcery - 2 - 1B - - FIC - 3 - - - Nomad Outpost - This land enters tapped. -{T}: Add {R}, {W}, or {B}. - - Land - Land - 0 - - FIC - 0 - - - O'aka, Traveling Merchant - {T}, Remove a counter from a nonland permanent you control: Draw a card. - - U - Legendary Creature — Human Citizen - Creature - 2 - 1U - 1/2 - - FIC - 2 - - - O'aka, Traveling Merchant - {T}, Remove a counter from a nonland permanent you control: Draw a card. - - U - Legendary Creature — Human Citizen - Creature - 2 - 1U - 1/2 - - FIC - 2 - - - Observed Stasis - Flash -Enchant creature an opponent controls -When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls. -Enchanted creature loses all abilities and can't attack or block. - - U - Enchantment — Aura - Enchantment - 4 - 3U - - FIC - 1 - - - Observed Stasis - Flash -Enchant creature an opponent controls -When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls. -Enchanted creature loses all abilities and can't attack or block. - - U - Enchantment — Aura - Enchantment - 4 - 3U - - FIC - 1 - - - Overflowing Basin - {1}, {T}: Add {G}{U}. - - Land - Land - 0 - - FIC - 0 - - - Palace Jailer - When this creature enters, you become the monarch. -When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch. - - W - Creature — Human Soldier - Creature - 4 - 2WW - 2/2 - - FIC - 2 - - - Papalymo Totolymo - Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life. -{4}, {T}, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control. - - BW - Legendary Creature — Dwarf Wizard - Creature - 2 - WB - 1/2 - - FIC - 2 - - - Papalymo Totolymo - Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life. -{4}, {T}, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control. - - BW - Legendary Creature — Dwarf Wizard - Creature - 2 - WB - 1/2 - - FIC - 2 - - - Path of Ancestry - This land enters tapped. -{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) - - Land - Land - 0 - - FIC - 0 - - - Path of Discovery - Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) - - G - Enchantment - Enchantment - 4 - 3G - - FIC - 1 - - - Path to Exile - Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. - - W - Instant - Instant - 1 - W - - FIC - 3 - - - Pitiless Plunderer - Whenever another creature you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") - - B - Creature — Human Pirate - Creature - 4 - 3B - 1/4 - - FIC - 2 - - - Port Town - As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. -{T}: Add {W} or {U}. - - Land - Land - 0 - - FIC - 0 - - - Prairie Stream - ({T}: Add {W} or {U}.) -This land enters tapped unless you control two or more basic lands. - - Land — Plains Island - Land - 0 - - FIC - 0 - - - Priest of Fell Rites - {T}, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery. -Unearth {3}{W}{B} ({3}{W}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) - - BW - Creature — Human Warlock - Creature - 2 - WB - 2/2 - - FIC - 2 - - - Professional Face-Breaker - Menace -Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. -Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn. - - R - Creature — Human Warrior - Creature - 3 - 2R - 2/3 - - FIC - 2 - - - Professor Hojo - The first activated ability you activate during your turn that targets a creature you control costs {2} less to activate. -Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn. - - G - Legendary Creature — Human Scientist - Creature - 2 - 1G - 2/2 - - FIC - 2 - - - Professor Hojo - The first activated ability you activate during your turn that targets a creature you control costs {2} less to activate. -Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn. - - G - Legendary Creature — Human Scientist - Creature - 2 - 1G - 2/2 - - FIC - 2 - - - Promise of Loyalty - Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it. - - W - Sorcery - Sorcery - 5 - 4W - - FIC - 3 - - - Propaganda - Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. - - U - Enchantment - Enchantment - 3 - 2U - - FIC - 1 - - - Protection Magic - Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.) - - W - Instant - Instant - 2 - 1W - - FIC - 3 - - - Protection Magic - Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.) - - W - Instant - Instant - 2 - 1W - - FIC - 3 - - - Pull from Tomorrow - Draw X cards, then discard a card. - - U - Instant - Instant - 2 - XUU - - FIC - 3 - - - Puresteel Paladin - Whenever an Equipment you control enters, you may draw a card. -Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts. - - W - Creature — Human Knight - Creature - 2 - WW - 2/2 - - FIC - 2 - - - Radiant Grove - ({T}: Add {G} or {W}.) -This land enters tapped. - - Land — Forest Plains - Land - 0 - - FIC - 0 - - - Rampant Growth - Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 2 - 1G - - FIC - 3 - - - Rampant Rejuvenator - This creature enters with two +1/+1 counters on it. -When this creature dies, search your library for up to X basic land cards, where X is this creature's power, put them onto the battlefield, then shuffle. - - G - Creature — Plant Hydra - Creature - 4 - 3G - 0/0 - - FIC - 2 - - - Reanimate - Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its mana value. - - B - Sorcery - Sorcery - 1 - B - - FIC - 3 - - - Reaper's Scythe - Job select -At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn. -Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types. -Death Sickle — Equip {2} - - B - Artifact — Equipment - Artifact - 3 - 2B - - FIC - 1 - - - Reaper's Scythe - Job select -At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn. -Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types. -Death Sickle — Equip {2} - - B - Artifact — Equipment - Artifact - 3 - 2B - - FIC - 1 - - - Red XIII, Proud Warrior - Vigilance, trample -Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.) -Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand. - - GR - Legendary Creature — Beast Warrior - Creature - 3 - 1RG - 3/3 - - FIC - 2 - - - Red XIII, Proud Warrior - Vigilance, trample -Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.) -Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand. - - GR - Legendary Creature — Beast Warrior - Creature - 3 - 1RG - 3/3 - - FIC - 2 - - - Rejoin the Fight - Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control. - - B - Sorcery - Sorcery - 6 - 5B - - FIC - 3 - - - Rejoin the Fight - Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control. - - B - Sorcery - Sorcery - 6 - 5B - - FIC - 3 - - - Relic of Legends - {T}: Add one mana of any color. -Tap an untapped legendary creature you control: Add one mana of any color. - - Artifact - Artifact - 3 - 3 - - FIC - 1 - - - Resourceful Defense - Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control. -{4}{W}: Move any number of counters from target permanent you control to another target permanent you control. - - W - Enchantment - Enchantment - 3 - 2W - - FIC - 1 - - - Rikku, Resourceful Guardian - Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control. -Steal — {1}, {T}: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery. - - U - Legendary Creature — Human Artificer - Creature - 3 - 2U - 2/3 - - FIC - 2 - - - Rikku, Resourceful Guardian - Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control. -Steal — {1}, {T}: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery. - - U - Legendary Creature — Human Artificer - Creature - 3 - 2U - 2/3 - - FIC - 2 - - - Rise of the Dark Realms - Put all creature cards from all graveyards onto the battlefield under your control. - - B - Sorcery - Sorcery - 9 - 7BB - - FIC - 3 - - - Rite of Replication - Kicker {5} (You may pay an additional {5} as you cast this spell.) -Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead. - - U - Sorcery - Sorcery - 4 - 2UU - - FIC - 3 - - - Rogue's Passage - {T}: Add {C}. -{4}, {T}: Target creature can't be blocked this turn. - - Land - Land - 0 - - FIC - 0 - - - Rootbound Crag - This land enters tapped unless you control a Mountain or a Forest. -{T}: Add {R} or {G}. - - Land - Land - 0 - - FIC - 0 - - - Rugged Prairie - {T}: Add {C}. -{R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W}. - - Land - Land - 0 - - FIC - 0 - - - Ruin Grinder - Menace -When this creature dies, each player may discard their hand and draw seven cards. -Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.) - - R - Artifact Creature — Construct - Creature - 6 - 5R - 7/4 - - FIC - 2 - - - Ruinous Ultimatum - Destroy all nonland permanents your opponents control. - - BRW - Sorcery - Sorcery - 7 - RRWWWBB - - FIC - 3 - - - SOLDIER Military Program - At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead. -• Create a 1/1 white Soldier creature token. -• Put a +1/+1 counter on each of up to two Soldiers you control. - - W - Enchantment - Enchantment - 3 - 2W - - FIC - 1 - - - SOLDIER Military Program - At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead. -• Create a 1/1 white Soldier creature token. -• Put a +1/+1 counter on each of up to two Soldiers you control. - - W - Enchantment - Enchantment - 3 - 2W - - FIC - 1 - - - Sabin, Master Monk - Double strike -Blitz—{2}{R}{R}, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) -You may cast this card from your graveyard using its blitz ability. - - R - Legendary Creature — Human Noble Monk - Creature - 5 - 4R - 4/3 - - FIC - 2 - - - Sabin, Master Monk - Double strike -Blitz—{2}{R}{R}, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) -You may cast this card from your graveyard using its blitz ability. - - R - Legendary Creature — Human Noble Monk - Creature - 5 - 4R - 4/3 - - FIC - 2 - - - Sacred Peaks - ({T}: Add {R} or {W}.) -This land enters tapped. - - Land — Mountain Plains - Land - 0 - - FIC - 0 - - - Scavenger Grounds - {T}: Add {C}. -{2}, {T}, Sacrifice a Desert: Exile all graveyards. - - Land — Desert - Land - 0 - - FIC - 0 - - - Scholar of New Horizons - This creature enters with a +1/+1 counter on it. -{T}, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle. - - W - Creature — Human Scout - Creature - 2 - 1W - 1/1 - - FIC - 2 - - - Seaside Citadel - This land enters tapped. -{T}: Add {G}, {W}, or {U}. - - Land - Land - 0 - - FIC - 0 - - - Secret Rendezvous - You and target opponent each draw three cards. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC - 3 - - - Secret Rendezvous - You and target opponent each draw three cards. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC - 3 - - - Secret Rendezvous - You and target opponent each draw three cards. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC - 3 - - - Secret Rendezvous - You and target opponent each draw three cards. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC - 3 - - - Sephiroth, Fallen Hero - Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.) -The Reunion — {3}, Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped. - - RW - Legendary Creature — Human Avatar Soldier - Creature - 5 - 3RW - 7/5 - - FIC - 2 - - - Sephiroth, Fallen Hero - Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.) -The Reunion — {3}, Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped. - - RW - Legendary Creature — Human Avatar Soldier - Creature - 5 - 3RW - 7/5 - - FIC - 2 - - - Sepulchral Primordial - Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) -When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control. - - B - Creature — Avatar - Creature - 7 - 5BB - 5/4 - - FIC - 2 - - - Setzer, Wandering Gambler - When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2. -Whenever a Vehicle you control deals combat damage to a player, flip a coin. -Whenever you win a coin flip, create two tapped Treasure tokens. - - BR - Legendary Creature — Human Rogue Pilot - Creature - 3 - 1BR - 2/2 - - FIC - 2 - - - Setzer, Wandering Gambler - When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2. -Whenever a Vehicle you control deals combat damage to a player, flip a coin. -Whenever you win a coin flip, create two tapped Treasure tokens. - - BR - Legendary Creature — Human Rogue Pilot - Creature - 3 - 1BR - 2/2 - - FIC - 2 - - - Shadow, Mysterious Assassin - Deathtouch -Throw — Whenever Shadow deals combat damage to a player, you may sacrifice another nonland permanent. If you do, draw two cards and each opponent loses life equal to the mana value of the sacrificed permanent. - - B - Legendary Creature — Human Assassin - Creature - 3 - 2B - 3/3 - - FIC - 2 - - - Shadow, Mysterious Assassin - Deathtouch -Throw — Whenever Shadow deals combat damage to a player, you may sacrifice another nonland permanent. If you do, draw two cards and each opponent loses life equal to the mana value of the sacrificed permanent. - - B - Legendary Creature — Human Assassin - Creature - 3 - 2B - 3/3 - - FIC - 2 - - - Shadowblood Ridge - {1}, {T}: Add {B}{R}. - - Land - Land - 0 - - FIC - 0 - - - Shelinda, Yevon Acolyte - Lifelink -Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda. - - GW - Legendary Creature — Human Cleric - Creature - 2 - GW - 2/2 - - FIC - 2 - - - Shelinda, Yevon Acolyte - Lifelink -Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda. - - GW - Legendary Creature — Human Cleric - Creature - 2 - GW - 2/2 - - FIC - 2 - - - Shineshadow Snarl - As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped. -{T}: Add {W} or {B}. - - Land - Land - 0 - - FIC - 0 - - - Siegfried, Famed Swordsman - Menace -When Siegfried enters, mill three cards. Then put X +1/+1 counters on Siegfried, where X is twice the number of creature cards in your graveyard. - - B - Legendary Creature — Human Warrior Rogue - Creature - 4 - 3B - 2/2 - - FIC - 2 - - - Siegfried, Famed Swordsman - Menace -When Siegfried enters, mill three cards. Then put X +1/+1 counters on Siegfried, where X is twice the number of creature cards in your graveyard. - - B - Legendary Creature — Human Warrior Rogue - Creature - 4 - 3B - 2/2 - - FIC - 2 - - - Sin, Unending Cataclysm - Flying, trample -As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way. -When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library. - - GU - Legendary Creature — Leviathan Avatar - Creature - 7 - 5GU - 5/5 - - FIC - 2 - - - Sin, Unending Cataclysm - Flying, trample -As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way. -When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library. - - GU - Legendary Creature — Leviathan Avatar - Creature - 7 - 5GU - 5/5 - - FIC - 2 - - - Skullclamp - Equipped creature gets +1/-1. -Whenever equipped creature dies, draw two cards. -Equip {1} - - Artifact — Equipment - Artifact - 1 - 1 - - FIC - 1 - - - Skycloud Expanse - {1}, {T}: Add {W}{U}. - - Land - Land - 0 - - FIC - 0 - - - Slayers' Stronghold - {T}: Add {C}. -{R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn. - - Land - Land - 0 - - FIC - 0 - - - Smoldering Marsh - ({T}: Add {B} or {R}.) -This land enters tapped unless you control two or more basic lands. - - Land — Swamp Mountain - Land - 0 - - FIC - 0 - - - Snort - Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way. -Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 3R - - FIC - 3 - - - Snort - Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way. -Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 3R - - FIC - 3 - - - Snuff Out - If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost. -Destroy target nonblack creature. It can't be regenerated. - - B - Instant - Instant - 4 - 3B - - FIC - 3 - - - Sol Ring - {T}: Add {C}{C}. - - Artifact - Artifact - 1 - 1 - - FIC - 1 - - - Sol Ring - {T}: Add {C}{C}. - - Artifact - Artifact - 1 - 1 - - FIC - 1 - - - Sol Ring - {T}: Add {C}{C}. - - Artifact - Artifact - 1 - 1 - - FIC - 1 - - - Sol Ring - {T}: Add {C}{C}. - - Artifact - Artifact - 1 - 1 - - FIC - 1 - - - Solemn Simulacrum - When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. -When this creature dies, you may draw a card. - - Artifact Creature — Golem - Creature - 4 - 4 - 2/2 - - FIC - 2 - - - Sphere Grid - Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature. -Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample. - - G - Enchantment - Enchantment - 2 - 1G - - FIC - 1 - - - Sphere Grid - Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature. -Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample. - - G - Enchantment - Enchantment - 2 - 1G - - FIC - 1 - - - Spire of Industry - {T}: Add {C}. -{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact. - - Land - Land - 0 - - FIC - 0 - - - Stitch Together - Return target creature card from your graveyard to your hand. -Threshold — Return that card from your graveyard to the battlefield instead if seven or more cards are in your graveyard. - - B - Sorcery - Sorcery - 2 - BB - - FIC - 3 - - - Stitcher's Supplier - When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.) - - B - Creature — Zombie - Creature - 1 - B - 1/1 - - FIC - 2 - - - Strago and Relm - Sketch and Lore — {2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery. - - R - Legendary Creature — Human Wizard - Creature - 3 - 2R - 1/3 - - FIC - 2 - - - Strago and Relm - Sketch and Lore — {2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery. - - R - Legendary Creature — Human Wizard - Creature - 3 - 2R - 1/3 - - FIC - 2 - - - Sublime Epiphany - Choose one or more — -• Counter target spell. -• Counter target activated or triggered ability. -• Return target nonland permanent to its owner's hand. -• Create a token that's a copy of target creature you control. -• Target player draws a card. - - U - Instant - Instant - 6 - 4UU - - FIC - 3 - - - Sulfurous Springs - {T}: Add {C}. -{T}: Add {B} or {R}. This land deals 1 damage to you. - - Land - Land - 0 - - FIC - 0 - - - Summon: Esper Valigarmanda - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Exile an instant or sorcery card from each graveyard. -II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell. -Flying, haste - - R - Enchantment Creature — Saga Drake - Creature - 4 - 3R - 3/3 - - FIC - 2 - - - Summon: Esper Valigarmanda - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Exile an instant or sorcery card from each graveyard. -II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell. -Flying, haste - - R - Enchantment Creature — Saga Drake - Creature - 4 - 3R - 3/3 - - FIC - 2 - - - Summon: Good King Mog XII - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Create two 1/2 white Moogle creature tokens with lifelink. -II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control. -IV — Put two +1/+1 counters on each other Moogle you control. -Flying, lifelink - - W - Enchantment Creature — Saga Moogle - Creature - 5 - 4W - 4/4 - - FIC - 2 - - - Summon: Good King Mog XII - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Create two 1/2 white Moogle creature tokens with lifelink. -II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control. -IV — Put two +1/+1 counters on each other Moogle you control. -Flying, lifelink - - W - Enchantment Creature — Saga Moogle - Creature - 5 - 4W - 4/4 - - FIC - 2 - - - Summon: Ixion - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield. -II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life. -First strike - - W - Enchantment Creature — Saga Unicorn - Creature - 3 - 2W - 3/3 - - FIC - 2 - - - Summon: Ixion - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield. -II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life. -First strike - - W - Enchantment Creature — Saga Unicorn - Creature - 3 - 2W - 3/3 - - FIC - 2 - - - Summon: Kujata - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Lightning — This creature deals 3 damage to each of up to two target creatures. -II — Ice — Up to three target creatures can't block this turn. -III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent. -Trample, haste - - R - Enchantment Creature — Saga Ox - Creature - 6 - 5R - 7/5 - - FIC - 2 - - - Summon: Kujata - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Lightning — This creature deals 3 damage to each of up to two target creatures. -II — Ice — Up to three target creatures can't block this turn. -III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent. -Trample, haste - - R - Enchantment Creature — Saga Ox - Creature - 6 - 5R - 7/5 - - FIC - 2 - - - Summon: Magus Sisters - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II, III — Choose one at random — -• Combine Powers! — Put three +1/+1 counters on target creature. -• Defense! — Put a shield counter on target creature. You gain 3 life. -• Fight! — This creature fights up to one target creature an opponent controls. -Haste - - G - Enchantment Creature — Saga Faerie - Creature - 5 - 4G - 5/5 - - FIC - 2 - - - Summon: Magus Sisters - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II, III — Choose one at random — -• Combine Powers! — Put three +1/+1 counters on target creature. -• Defense! — Put a shield counter on target creature. You gain 3 life. -• Fight! — This creature fights up to one target creature an opponent controls. -Haste - - G - Enchantment Creature — Saga Faerie - Creature - 5 - 4G - 5/5 - - FIC - 2 - - - Summon: Valefor - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands. -II, III, IV — Tap up to one target creature and put a stun counter on it. -Flying - - U - Enchantment Creature — Saga Drake - Creature - 5 - 4U - 5/4 - - FIC - 2 - - - Summon: Valefor - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands. -II, III, IV — Tap up to one target creature and put a stun counter on it. -Flying - - U - Enchantment Creature — Saga Drake - Creature - 5 - 4U - 5/4 - - FIC - 2 - - - Summon: Yojimbo - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Exile target artifact, enchantment, or tapped creature an opponent controls. -II, III — Until your next turn, creatures can't attack you unless their controller pays {2} for each of those creatures. -IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater. -Vigilance - - W - Enchantment Creature — Saga Samurai - Creature - 4 - 3W - 5/5 - - FIC - 2 - - - Summon: Yojimbo - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Exile target artifact, enchantment, or tapped creature an opponent controls. -II, III — Until your next turn, creatures can't attack you unless their controller pays {2} for each of those creatures. -IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater. -Vigilance - - W - Enchantment Creature — Saga Samurai - Creature - 4 - 3W - 5/5 - - FIC - 2 - - - Summoner's Sending - At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater. - - W - Enchantment - Enchantment - 2 - 1W - - FIC - 1 - - - Summoner's Sending - At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater. - - W - Enchantment - Enchantment - 2 - 1W - - FIC - 1 - - - Summoning Materia - You may look at the top card of your library any time. -As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library. -Equipped creature gets +2/+2 and has vigilance and "{T}: Add {G}." -Equip {2} - - G - Artifact — Equipment - Artifact - 3 - 2G - - FIC - 1 - - - Summoning Materia - You may look at the top card of your library any time. -As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library. -Equipped creature gets +2/+2 and has vigilance and "{T}: Add {G}." -Equip {2} - - G - Artifact — Equipment - Artifact - 3 - 2G - - FIC - 1 - - - Sun Titan - Vigilance -Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - W - Creature — Giant - Creature - 6 - 4WW - 6/6 - - FIC - 2 - - - Sungrass Prairie - {1}, {T}: Add {G}{W}. - - Land - Land - 0 - - FIC - 0 - - - Sunken Hollow - ({T}: Add {U} or {B}.) -This land enters tapped unless you control two or more basic lands. - - Land — Island Swamp - Land - 0 - - FIC - 0 - - - Sunken Ruins - {T}: Add {C}. -{U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B}. - - Land - Land - 0 - - FIC - 0 - - - Sunlit Marsh - ({T}: Add {W} or {B}.) -This land enters tapped. - - Land — Plains Swamp - Land - 0 - - FIC - 0 - - - Sunpetal Grove - This land enters tapped unless you control a Forest or a Plains. -{T}: Add {G} or {W}. - - Land - Land - 0 - - FIC - 0 - - - Sunscorch Regent - Flying -Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life. - - W - Creature — Dragon - Creature - 5 - 3WW - 4/3 - - FIC - 2 - - - Sunscorched Divide - {1}, {T}: Add {R}{W}. - - Land - Land - 0 - - FIC - 0 - - - Swiftfoot Boots - Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) -Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Sword of the Animist - Equipped creature gets +1/+1. -Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. -Equip {2} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Swords to Plowshares - Exile target creature. Its controller gains life equal to its power. - - W - Instant - Instant - 1 - W - - FIC - 3 - - - Syphon Mind - Each other player discards a card. You draw a card for each card discarded this way. - - B - Sorcery - Sorcery - 4 - 3B - - FIC - 3 - - - Talisman of Conviction - {T}: Add {C}. -{T}: Add {R} or {W}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Talisman of Dominance - {T}: Add {C}. -{T}: Add {U} or {B}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Talisman of Hierarchy - {T}: Add {C}. -{T}: Add {W} or {B}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Talisman of Indulgence - {T}: Add {C}. -{T}: Add {B} or {R}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Talisman of Progress - {T}: Add {C}. -{T}: Add {W} or {U}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Tangled Islet - ({T}: Add {G} or {U}.) -This land enters tapped. - - Land — Forest Island - Land - 0 - - FIC - 0 - - - Tataru Taru - When Tataru Taru enters, you draw a card and target opponent may draw a card. -Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn. - - W - Legendary Creature — Dwarf Advisor - Creature - 2 - 1W - 0/3 - - FIC - 2 - - - Tataru Taru - When Tataru Taru enters, you draw a card and target opponent may draw a card. -Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn. - - W - Legendary Creature — Dwarf Advisor - Creature - 2 - 1W - 0/3 - - FIC - 2 - - - Temple of Enlightenment - This land enters tapped. -When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) -{T}: Add {W} or {U}. - - Land - Land - 0 - - FIC - 0 - - - Temple of Mystery - This land enters tapped. -When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) -{T}: Add {G} or {U}. - - Land - Land - 0 - - FIC - 0 - - - Temple of Plenty - This land enters tapped. -When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) -{T}: Add {G} or {W}. - - Land - Land - 0 - - FIC - 0 - - - Temple of the False God - {T}: Add {C}{C}. Activate only if you control five or more lands. - - Land - Land - 0 - - FIC - 0 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC - 2 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC - 2 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC - 2 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC - 2 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC - 2 - - - Thancred Waters - Flash -Royal Guard — When Thancred Waters enters, another target legendary permanent you control gains indestructible for as long as you control Thancred Waters. -Whenever you cast a noncreature spell, Thancred Waters gains indestructible until end of turn. - - W - Legendary Creature — Human Warrior - Creature - 5 - 4W - 3/5 - - FIC - 2 - - - Thancred Waters - Flash -Royal Guard — When Thancred Waters enters, another target legendary permanent you control gains indestructible for as long as you control Thancred Waters. -Whenever you cast a noncreature spell, Thancred Waters gains indestructible until end of turn. - - W - Legendary Creature — Human Warrior - Creature - 5 - 4W - 3/5 - - FIC - 2 - - - The Falcon, Airship Restored - Flying -Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield. -{4}{B}: Return this card from your graveyard to the battlefield tapped. -Crew 2 - - B - Legendary Artifact — Vehicle - Artifact - 3 - 2B - 4/3 - - FIC - 1 - - - The Falcon, Airship Restored - Flying -Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield. -{4}{B}: Return this card from your graveyard to the battlefield tapped. -Crew 2 - - B - Legendary Artifact — Vehicle - Artifact - 3 - 2B - 4/3 - - FIC - 1 - - - The Warring Triad - Flying, trample, haste -As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature. -{T}, Mill a card: Target player adds one mana of any color. - - Legendary Artifact Creature — God - Creature - 3 - 3 - 5/5 - - FIC - 2 - - - The Warring Triad - Flying, trample, haste -As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature. -{T}, Mill a card: Target player adds one mana of any color. - - Legendary Artifact Creature — God - Creature - 3 - 3 - 5/5 - - FIC - 2 - - - Thought Vessel - You have no maximum hand size. -{T}: Add {C}. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Three Visits - Search your library for a Forest card, put it onto the battlefield, then shuffle. - - G - Sorcery - Sorcery - 2 - 1G - - FIC - 3 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC - 2 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC - 2 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC - 2 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC - 2 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC - 2 - - - Tireless Tracker - Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") -Whenever you sacrifice a Clue, put a +1/+1 counter on this creature. - - G - Creature — Human Scout - Creature - 3 - 2G - 3/2 - - FIC - 2 - - - Together Forever - When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.) -{1}: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand. - - W - Enchantment - Enchantment - 2 - WW - - FIC - 1 - - - Tome of Legends - This artifact enters with a page counter on it. -Whenever your commander enters or attacks, put a page counter on this artifact. -{1}, {T}, Remove a page counter from this artifact: Draw a card. - - Artifact - Artifact - 2 - 2 - - FIC - 1 - - - Torrential Gearhulk - Flash -When this creature enters, you may cast target instant card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - U - Artifact Creature — Construct - Creature - 6 - 4UU - 5/6 - - FIC - 2 - - - Tragic Arrogance - For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control. - - W - Sorcery - Sorcery - 5 - 3WW - - FIC - 3 - - - Trailblazer's Boots - Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.) -Equip {2} - - Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Transpose - Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." -Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) - - B - Instant - Instant - 3 - 2B - - FIC - 3 - - - Transpose - Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." -Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) - - B - Instant - Instant - 3 - 2B - - FIC - 3 - - - Tromell, Seymour's Butler - Each other nontoken creature you control enters with an additional +1/+1 counter on it. -{1}, {T}: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.) - - G - Legendary Creature — Elf Advisor - Creature - 3 - 2G - 2/3 - - FIC - 2 - - - Tromell, Seymour's Butler - Each other nontoken creature you control enters with an additional +1/+1 counter on it. -{1}, {T}: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.) - - G - Legendary Creature — Elf Advisor - Creature - 3 - 2G - 2/3 - - FIC - 2 - - - Ultimate Magic: Holy - Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn. -Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - W - Instant - Instant - 3 - 2W - - FIC - 3 - - - Ultimate Magic: Holy - Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn. -Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - W - Instant - Instant - 3 - 2W - - FIC - 3 - - - Ultimate Magic: Meteor - Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents. -Foretell {5}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - R - Sorcery - Sorcery - 6 - 5R - - FIC - 3 - - - Ultimate Magic: Meteor - Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents. -Foretell {5}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - R - Sorcery - Sorcery - 6 - 5R - - FIC - 3 - - - Umaro, Raging Yeti - Trample -At the beginning of combat on your turn, choose one at random — -• Other creatures you control get +3/+0 and gain trample until end of turn. -• Discard your hand, then draw four cards. -• Umaro deals 5 damage to any target. - - R - Legendary Creature — Yeti Berserker - Creature - 6 - 5R - 6/6 - - FIC - 2 - - - Umaro, Raging Yeti - Trample -At the beginning of combat on your turn, choose one at random — -• Other creatures you control get +3/+0 and gain trample until end of turn. -• Discard your hand, then draw four cards. -• Umaro deals 5 damage to any target. - - R - Legendary Creature — Yeti Berserker - Creature - 6 - 5R - 6/6 - - FIC - 2 - - - Underground River - {T}: Add {C}. -{T}: Add {U} or {B}. This land deals 1 damage to you. - - Land - Land - 0 - - FIC - 0 - - - Unfinished Business - Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.) - - W - Sorcery - Sorcery - 5 - 3WW - - FIC - 3 - - - Urianger Augurelt - Whenever you play a land from exile or cast a spell from exile, you gain 2 life. -Draw Arcanum — {T}: Look at the top card of your library. You may exile it face down. -Play Arcanum — {T}: Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost {2} less to cast. - - UW - Legendary Creature — Elf Advisor - Creature - 2 - WU - 1/3 - - FIC - 2 - - - Urianger Augurelt - Whenever you play a land from exile or cast a spell from exile, you gain 2 life. -Draw Arcanum — {T}: Look at the top card of your library. You may exile it face down. -Play Arcanum — {T}: Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost {2} less to cast. - - UW - Legendary Creature — Elf Advisor - Creature - 2 - WU - 1/3 - - FIC - 2 - - - Vandalblast - Destroy target artifact you don't control. -Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") - - R - Sorcery - Sorcery - 1 - R - - FIC - 3 - - - Vanquish the Horde - This spell costs {1} less to cast for each creature on the battlefield. -Destroy all creatures. - - W - Sorcery - Sorcery - 8 - 6WW - - FIC - 3 - - - Vincent, Vengeful Atoner - Menace -Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent. -Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater. - - R - Legendary Creature — Assassin - Creature - 3 - 2R - 3/3 - - FIC - 2 - - - Vincent, Vengeful Atoner - Menace -Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent. -Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater. - - R - Legendary Creature — Assassin - Creature - 3 - 2R - 3/3 - - FIC - 2 - - - Vindicate - Destroy target permanent. - - BW - Sorcery - Sorcery - 3 - 1WB - - FIC - 3 - - - Vineglimmer Snarl - As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped. -{T}: Add {G} or {U}. - - Land - Land - 0 - - FIC - 0 - - - Void Rend - This spell can't be countered. -Destroy target nonland permanent. - - BUW - Instant - Instant - 3 - WUB - - FIC - 3 - - - Wakka, Devoted Guardian - Reach, trample -Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka. -Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control. - - GW - Legendary Creature — Human Warrior - Creature - 4 - 2GW - 4/4 - - FIC - 2 - - - Wakka, Devoted Guardian - Reach, trample -Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka. -Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control. - - GW - Legendary Creature — Human Warrior - Creature - 4 - 2GW - 4/4 - - FIC - 2 - - - Walking Ballista - This creature enters with X +1/+1 counters on it. -{4}: Put a +1/+1 counter on this creature. -Remove a +1/+1 counter from this creature: It deals 1 damage to any target. - - Artifact Creature — Construct - Creature - 0 - XX - 0/0 - - FIC - 2 - - - Wayfarer's Bauble - {2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. - - Artifact - Artifact - 1 - 1 - - FIC - 1 - - - Wooded Ridgeline - ({T}: Add {R} or {G}.) -This land enters tapped. - - Land — Mountain Forest - Land - 0 - - FIC - 0 - - - Wrecking Ball Arm - Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less. -Equip legendary creature {3} -Equip {7} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Wrecking Ball Arm - Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less. -Equip legendary creature {3} -Equip {7} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC - 1 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC - 2 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC - 2 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC - 2 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC - 2 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC - 2 - - - Yuffie, Materia Hunter - Ninjutsu {1}{R} ({1}{R}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) -When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie. - - R - Legendary Creature — Human Ninja - Creature - 3 - 2R - 3/3 - - FIC - 2 - - - Yuffie, Materia Hunter - Ninjutsu {1}{R} ({1}{R}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) -When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie. - - R - Legendary Creature — Human Ninja - Creature - 3 - 2R - 3/3 - - FIC - 2 - - - Yuna's Decision - Choose one — -• Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield. -• Find Another Way — Return one or two target permanent cards from your graveyard to your hand. - - G - Sorcery - Sorcery - 4 - 3G - - FIC - 3 - - - Yuna's Decision - Choose one — -• Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield. -• Find Another Way — Return one or two target permanent cards from your graveyard to your hand. - - G - Sorcery - Sorcery - 4 - 3G - - FIC - 3 - - - Yuna's Whistle - Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. When you reveal a creature card this way, put X +1/+1 counters on target creature you control, where X is the mana value of that card. - - G - Instant - Instant - 3 - 1GG - - FIC - 3 - - - Yuna's Whistle - Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. When you reveal a creature card this way, put X +1/+1 counters on target creature you control, where X is the mana value of that card. - - G - Instant - Instant - 3 - 1GG - - FIC - 3 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC - 2 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC - 2 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC - 2 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC - 2 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC - 2 - - - diff --git a/FIN.xml b/FIN.xml deleted file mode 100644 index 17ee2928..00000000 --- a/FIN.xml +++ /dev/null @@ -1,9733 +0,0 @@ - - - - - Cockatrice/Magic-Spoiler - 2025-06-12 01:08:23 (UTC) - https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/FIN.xml - - - - - FIN - Final Fantasy (Spoiler) - Expansion - 2025-06-13 - 10 - - - - - A Realm Reborn - Other permanents you control have "{T}: Add one mana of any color." - - G - Enchantment - Enchantment - 6 - 4GG - - FIN - 1 - - - A Realm Reborn - Other permanents you control have "{T}: Add one mana of any color." - - G - Enchantment - Enchantment - 6 - 4GG - - FIN - 1 - - - Absolute Virtue - This spell can't be countered. -Flying -You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.) - - UW - Legendary Creature — Avatar Warrior - Creature - 8 - 6WU - 8/8 - - FIN - 2 - - - Absolute Virtue - This spell can't be countered. -Flying -You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.) - - UW - Legendary Creature — Avatar Warrior - Creature - 8 - 6WU - 8/8 - - FIN - 2 - - - Adelbert Steiner - Lifelink -Adelbert Steiner gets +1/+1 for each Equipment you control. - - W - Legendary Creature — Human Knight - Creature - 2 - 1W - 2/1 - - FIN - 2 - - - Adelbert Steiner - Lifelink -Adelbert Steiner gets +1/+1 for each Equipment you control. - - W - Legendary Creature — Human Knight - Creature - 2 - 1W - 2/1 - - FIN - 2 - - - Adventurer's Airship - Flying -Whenever this Vehicle attacks, draw a card, then discard a card. -Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) - - Artifact — Vehicle - Artifact - 3 - 3 - 3/2 - - FIN - 1 - - - Adventurer's Inn - When this land enters, you gain 2 life. -{T}: Add {C}. - - Land — Town - Land - 0 - - FIN - 0 - - - Aerith Gainsborough - Lifelink -Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. -When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. - - W - Legendary Creature — Human Cleric - Creature - 3 - 2W - 2/2 - - FIN - 2 - - - Aerith Gainsborough - Lifelink -Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. -When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. - - W - Legendary Creature — Human Cleric - Creature - 3 - 2W - 2/2 - - FIN - 2 - - - Aerith Gainsborough - Lifelink -Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. -When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. - - W - Legendary Creature — Human Cleric - Creature - 3 - 2W - 2/2 - - FIN - 2 - - - Aerith Gainsborough - Lifelink -Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. -When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. - - W - Legendary Creature — Human Cleric - Creature - 3 - 2W - 2/2 - - FIN - 2 - - - Aerith Rescue Mission - Choose one — -• Take the Elevator — Create three 1/1 colorless Hero creature tokens. -• Take 59 Flights of Stairs — Tap up to three target creatures. Put a stun counter on one of them. (If a permanent with a stun counter would become untapped, remove one from it instead.) - - W - Sorcery - Sorcery - 4 - 3W - - FIN - 3 - - - Aettir and Priwen - Equipped creature has base power and toughness X/X, where X is your life total. -Equip {5} - - Legendary Artifact — Equipment - Artifact - 6 - 6 - - FIN - 1 - - - Aettir and Priwen - Equipped creature has base power and toughness X/X, where X is your life total. -Equip {5} - - Legendary Artifact — Equipment - Artifact - 6 - 6 - - FIN - 1 - - - Ahriman - Flying, deathtouch -{3}, Sacrifice another creature or artifact: Draw a card. - - B - Creature — Eye Horror - Creature - 3 - 2B - 2/2 - - FIN - 2 - - - Airship Crash - Destroy target artifact, enchantment, or creature with flying. -Cycling {2} ({2}, Discard this card: Draw a card.) - - G - Instant - Instant - 3 - 2G - - FIN - 3 - - - Al Bhed Salvagers - Whenever this creature or another creature or artifact you control dies, target opponent loses 1 life and you gain 1 life. - - B - Creature — Human Artificer Warrior - Creature - 3 - 2B - 2/3 - - FIN - 2 - - - Ambrosia Whiteheart - Flash -When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. -Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn. - - W - Legendary Creature — Bird - Creature - 2 - 1W - 2/2 - - FIN - 2 - - - Ambrosia Whiteheart - Flash -When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. -Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn. - - W - Legendary Creature — Bird - Creature - 2 - 1W - 2/2 - - FIN - 2 - - - Ambrosia Whiteheart - Flash -When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. -Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn. - - W - Legendary Creature — Bird - Creature - 2 - 1W - 2/2 - - FIN - 2 - - - Ancient Adamantoise - Vigilance, ward {3} -Damage isn't removed from this creature during cleanup steps. -All damage that would be dealt to you and other permanents you control is dealt to this creature instead. -When this creature dies, exile it and create ten tapped Treasure tokens. - - G - Creature — Turtle - Creature - 8 - 5GGG - 8/20 - - FIN - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN - 2 - - - Ashe, Princess of Dalmasca - Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. - - W - Legendary Creature — Human Rebel Noble - Creature - 3 - 2W - 3/2 - - FIN - 2 - - - Ashe, Princess of Dalmasca - Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. - - W - Legendary Creature — Human Rebel Noble - Creature - 3 - 2W - 3/2 - - FIN - 2 - - - Astrologian's Planisphere - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." -Diana — Equip {2} - - U - Artifact — Equipment - Artifact - 2 - 1U - - FIN - 1 - - - Astrologian's Planisphere - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." -Diana — Equip {2} - - U - Artifact — Equipment - Artifact - 2 - 1U - - FIN - 1 - - - Auron's Inspiration - Attacking creatures get +2/+0 until end of turn. -Flashback {2}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - W - Instant - Instant - 3 - 2W - - FIN - 3 - - - Balamb Garden, SeeD Academy - This land enters tapped. -{T}: Add {G} or {U}. -{5}{G}{U}, {T}: Transform this land. This ability costs {1} less to activate for each other Town you control. - - Land — Town - Land - 0 - - FIN - 0 - - - Balamb Garden, Airborne - Flying -Whenever Balamb Garden attacks, draw a card. -Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - Legendary Artifact — Vehicle - Artifact - 0 - 5/4 - - FIN - 1 - - - Balamb Garden, SeeD Academy - This land enters tapped. -{T}: Add {G} or {U}. -{5}{G}{U}, {T}: Transform this land. This ability costs {1} less to activate for each other Town you control. - - Land — Town - Land - 0 - - FIN - 0 - - - Balamb Garden, Airborne - Flying -Whenever Balamb Garden attacks, draw a card. -Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - Legendary Artifact — Vehicle - Artifact - 0 - 5/4 - - FIN - 1 - - - Balamb T-Rexaur - Trample -When this creature enters, you gain 3 life. -Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.) - - G - Creature — Dinosaur - Creature - 6 - 4GG - 6/6 - - FIN - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN - 2 - - - Bard's Bow - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2, has reach, and is a Bard in addition to its other types. -Perseus's Bow — Equip {6} ({6}: Attach to target creature you control. Equip only as a sorcery.) - - G - Artifact — Equipment - Artifact - 3 - 2G - - FIN - 1 - - - Baron, Airship Kingdom - This land enters tapped. -{T}: Add {U} or {R}. - - Land — Town - Land - 0 - - FIN - 0 - - - Barret Wallace - Reach -Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player. - - R - Legendary Creature — Human Rebel - Creature - 4 - 3R - 4/4 - - FIN - 2 - - - Barret Wallace - Reach -Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player. - - R - Legendary Creature — Human Rebel - Creature - 4 - 3R - 4/4 - - FIN - 2 - - - Barret Wallace - Reach -Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player. - - R - Legendary Creature — Human Rebel - Creature - 4 - 3R - 4/4 - - FIN - 2 - - - Bartz and Boko - Affinity for Birds (This spell costs {1} less to cast for each Bird you control.) -When Bartz and Boko enters, each other Bird you control deals damage equal to its power to target creature an opponent controls. - - G - Legendary Creature — Human Bird - Creature - 5 - 3GG - 4/3 - - FIN - 2 - - - Bartz and Boko - Affinity for Birds (This spell costs {1} less to cast for each Bird you control.) -When Bartz and Boko enters, each other Bird you control deals damage equal to its power to target creature an opponent controls. - - G - Legendary Creature — Human Bird - Creature - 5 - 3GG - 4/3 - - FIN - 2 - - - Battle Menu - Choose one — -• Attack — Create a 2/2 white Knight creature token. -• Ability — Target creature gets +0/+4 until end of turn. -• Magic — Destroy target creature with power 4 or greater. -• Item — You gain 4 life. - - W - Instant - Instant - 2 - 1W - - FIN - 3 - - - Beatrix, Loyal General - Vigilance (Attacking doesn't cause this creature to tap.) -At the beginning of combat on your turn, you may attach any number of Equipment you control to target creature you control. - - W - Legendary Creature — Human Soldier - Creature - 6 - 4WW - 4/4 - - FIN - 2 - - - Beatrix, Loyal General - Vigilance (Attacking doesn't cause this creature to tap.) -At the beginning of combat on your turn, you may attach any number of Equipment you control to target creature you control. - - W - Legendary Creature — Human Soldier - Creature - 6 - 4WW - 4/4 - - FIN - 2 - - - Black Mage's Rod - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types. -Equip {3} - - B - Artifact — Equipment - Artifact - 2 - 1B - - FIN - 1 - - - Black Waltz No. 3 - Flying, deathtouch -Whenever you cast a noncreature spell, Black Waltz No. 3 deals 2 damage to each opponent. - - BR - Legendary Creature — Wizard - Creature - 4 - 2BR - 2/2 - - FIN - 2 - - - Black Waltz No. 3 - Flying, deathtouch -Whenever you cast a noncreature spell, Black Waltz No. 3 deals 2 damage to each opponent. - - BR - Legendary Creature — Wizard - Creature - 4 - 2BR - 2/2 - - FIN - 2 - - - Blazing Bomb - Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature. -Blow Up — {T}, Sacrifice this creature: It deals damage equal to its power to target creature. Activate only as a sorcery. - - R - Creature — Elemental - Creature - 1 - R - 1/1 - - FIN - 2 - - - Blitzball - {T}: Add one mana of any color. -GOOOOAAAALLL! — {T}, Sacrifice this artifact: Draw two cards. Activate only if an opponent was dealt combat damage by a legendary creature this turn. - - Artifact - Artifact - 3 - 3 - - FIN - 1 - - - Blitzball Shot - Target creature gets +3/+3 and gains trample until end of turn. - - G - Instant - Instant - 2 - 1G - - FIN - 3 - - - Buster Sword - Equipped creature gets +3/+2. -Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost. -Equip {2} - - Artifact — Equipment - Artifact - 3 - 3 - - FIN - 1 - - - Buster Sword - Equipped creature gets +3/+2. -Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost. -Equip {2} - - Artifact — Equipment - Artifact - 3 - 3 - - FIN - 1 - - - Cactuar - Trample -At the beginning of your end step, if this creature didn't enter the battlefield this turn, return it to its owner's hand. - - G - Creature — Plant - Creature - 1 - G - 3/3 - - FIN - 2 - - - Call the Mountain Chocobo - Search your library for a Mountain card, reveal it, put it into your hand, then shuffle. Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 3R - - FIN - 3 - - - Capital City - {T}: Add {C}. -{1}, {T}: Add one mana of any color. -Cycling {2} ({2}, Discard this card: Draw a card.) - - Land — Town - Land - 0 - - FIN - 0 - - - Cargo Ship - Flying, vigilance -{T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact source. -Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - U - Artifact — Vehicle - Artifact - 2 - 1U - 2/3 - - FIN - 1 - - - Cecil, Dark Knight - Deathtouch -Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. - - B - Legendary Creature — Human Knight - Creature - 1 - B - 2/3 - - FIN - 2 - - - Cecil, Redeemed Paladin - Lifelink -Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. - - W - Legendary Creature — Human Knight - Creature - 1 - 4/4 - - FIN - 2 - - - Cecil, Dark Knight - Deathtouch -Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. - - B - Legendary Creature — Human Knight - Creature - 1 - B - 2/3 - - FIN - 2 - - - Cecil, Redeemed Paladin - Lifelink -Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. - - W - Legendary Creature — Human Knight - Creature - 1 - 4/4 - - FIN - 2 - - - Cecil, Dark Knight - Deathtouch -Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. - - B - Legendary Creature — Human Knight - Creature - 1 - B - 2/3 - - FIN - 2 - - - Cecil, Redeemed Paladin - Lifelink -Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. - - W - Legendary Creature — Human Knight - Creature - 1 - 4/4 - - FIN - 2 - - - Cecil, Dark Knight - Deathtouch -Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. - - B - Legendary Creature — Human Knight - Creature - 1 - B - 2/3 - - FIN - 2 - - - Cecil, Redeemed Paladin - Lifelink -Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. - - W - Legendary Creature — Human Knight - Creature - 1 - 4/4 - - FIN - 2 - - - Choco, Seeker of Paradise - Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard. -Landfall — Whenever a land you control enters, Choco gets +1/+0 until end of turn. - - GUW - Legendary Creature — Bird - Creature - 4 - 1GWU - 3/5 - - FIN - 2 - - - Choco, Seeker of Paradise - Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard. -Landfall — Whenever a land you control enters, Choco gets +1/+0 until end of turn. - - GUW - Legendary Creature — Bird - Creature - 4 - 1GWU - 3/5 - - FIN - 2 - - - Choco-Comet - Choco-Comet deals X damage to any target. -Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." - - R - Sorcery - Sorcery - 2 - XRR - - FIN - 3 - - - Chocobo Kick - Kicker—Return a land you control to its owner's hand. (You may return a land you control to its owner's hand in addition to any other costs as you cast this spell.) -Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead. - - G - Sorcery - Sorcery - 2 - 1G - - FIN - 3 - - - Chocobo Racetrack - Landfall — Whenever a land you control enters, create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." - - G - Artifact - Artifact - 5 - 3GG - - FIN - 1 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN - 2 - - - Circle of Power - You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." -Wizards you control get +1/+0 and gain lifelink until end of turn. - - B - Sorcery - Sorcery - 4 - 3B - - FIN - 3 - - - Circle of Power - You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." -Wizards you control get +1/+0 and gain lifelink until end of turn. - - B - Sorcery - Sorcery - 4 - 3B - - FIN - 3 - - - Clash of the Eikons - Choose one or more — -• Target creature you control fights target creature an opponent controls. -• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.) -• Put a lore counter on target Saga you control. - - G - Sorcery - Sorcery - 1 - G - - FIN - 3 - - - Clash of the Eikons - Choose one or more — -• Target creature you control fights target creature an opponent controls. -• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.) -• Put a lore counter on target Saga you control. - - G - Sorcery - Sorcery - 1 - G - - FIN - 3 - - - Clive's Hideaway - Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) -{T}: Add {C}. -{2}, {T}: You may play the exiled card without paying its mana cost if you control four or more legendary creatures. - - Land — Town - Land - 0 - - FIN - 0 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN - 2 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN - 2 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN - 2 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN - 2 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN - 2 - - - Cloud of Darkness - Flying -Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard. - - BG - Legendary Creature — Avatar - Creature - 5 - 2BGG - 3/3 - - FIN - 2 - - - Cloud of Darkness - Flying -Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard. - - BG - Legendary Creature — Avatar - Creature - 5 - 2BGG - 3/3 - - FIN - 2 - - - Cloud, Midgar Mercenary - When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. -As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. - - W - Legendary Creature — Human Soldier Mercenary - Creature - 2 - WW - 2/1 - - FIN - 2 - - - Cloud, Midgar Mercenary - When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. -As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. - - W - Legendary Creature — Human Soldier Mercenary - Creature - 2 - WW - 2/1 - - FIN - 2 - - - Cloud, Midgar Mercenary - When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. -As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. - - W - Legendary Creature — Human Soldier Mercenary - Creature - 2 - WW - 2/1 - - FIN - 2 - - - Cloud, Midgar Mercenary - When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. -As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. - - W - Legendary Creature — Human Soldier Mercenary - Creature - 2 - WW - 2/1 - - FIN - 2 - - - Cloud, Planet's Champion - During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) -Equip abilities you activate that target Cloud cost {2} less to activate. - - RW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 3RW - 4/4 - - FIN - 2 - - - Cloud, Planet's Champion - During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) -Equip abilities you activate that target Cloud cost {2} less to activate. - - RW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 3RW - 4/4 - - FIN - 2 - - - Cloudbound Moogle - Flying -When this creature enters, put a +1/+1 counter on target creature. -Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) - - W - Creature — Moogle - Creature - 5 - 3WW - 2/3 - - FIN - 2 - - - Coeurl - {1}{W}, {T}: Tap target nonenchantment creature. - - W - Creature — Cat Beast - Creature - 2 - 1W - 2/2 - - FIN - 2 - - - Coliseum Behemoth - Trample -When this creature enters, choose one — -• Destroy target artifact or enchantment. -• Draw a card. - - G - Creature — Beast - Creature - 7 - 5GG - 7/7 - - FIN - 2 - - - Combat Tutorial - Target player draws two cards. Put a +1/+1 counter on up to one target creature you control. - - U - Sorcery - Sorcery - 3 - 2U - - FIN - 3 - - - Commune with Beavers - Look at the top three cards of your library. You may reveal an artifact, creature, or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. - - G - Sorcery - Sorcery - 1 - G - - FIN - 3 - - - Coral Sword - Flash -When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn. -Equipped creature gets +1/+0. -Equip {1} - - R - Artifact — Equipment - Artifact - 1 - R - - FIN - 1 - - - Cornered by Black Mages - Target opponent sacrifices a creature of their choice. -Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." - - B - Sorcery - Sorcery - 3 - 1BB - - FIN - 3 - - - Crossroads Village - This land enters tapped. As it enters, choose a color. -{T}: Add one mana of the chosen color. - - Land — Town - Land - 0 - - FIN - 0 - - - Crystal Fragments - Equipped creature gets +1/+1. -{5}{W}{W}: Exile this Equipment, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. -Equip {1} - - W - Artifact — Equipment - Artifact - 1 - W - - FIN - 1 - - - Summon: Alexander - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Prevent all damage that would be dealt to creatures you control this turn. -III — Tap all creatures your opponents control. -Flying - - W - Enchantment Creature — Saga Construct - Creature - 1 - 4/3 - - FIN - 2 - - - Crystal Fragments - Equipped creature gets +1/+1. -{5}{W}{W}: Exile this Equipment, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. -Equip {1} - - W - Artifact — Equipment - Artifact - 1 - W - - FIN - 1 - - - Summon: Alexander - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Prevent all damage that would be dealt to creatures you control this turn. -III — Tap all creatures your opponents control. -Flying - - W - Enchantment Creature — Saga Construct - Creature - 1 - 4/3 - - FIN - 2 - - - Dark Confidant - At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. - - B - Creature — Human Wizard - Creature - 2 - 1B - 2/1 - - FIN - 2 - - - Dark Confidant - At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. - - B - Creature — Human Wizard - Creature - 2 - 1B - 2/1 - - FIN - 2 - - - Dark Knight's Greatsword - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +3/+0 and is a Knight in addition to its other types. -Chaosbringer — Equip—Pay 3 life. Activate only once each turn. - - B - Artifact — Equipment - Artifact - 3 - 2B - - FIN - 1 - - - Deadly Embrace - Destroy target creature an opponent controls. Then draw a card for each creature that died this turn. - - B - Sorcery - Sorcery - 5 - 3BB - - FIN - 3 - - - Delivery Moogle - Flying -When this creature enters, search your library and/or graveyard for an artifact card with mana value 2 or less, reveal it, and put it into your hand. If you search your library this way, shuffle. - - W - Creature — Moogle - Creature - 4 - 3W - 3/2 - - FIN - 2 - - - Demon Wall - Defender -Menace (This creature can't be blocked except by two or more creatures.) -As long as this creature has a counter on it, it can attack as though it didn't have defender. -{5}{B}: Put two +1/+1 counters on this creature. - - B - Artifact Creature — Demon Wall - Creature - 2 - 1B - 3/3 - - FIN - 2 - - - Diamond Weapon - This spell costs {1} less to cast for each permanent card in your graveyard. -Reach -Immune — Prevent all combat damage that would be dealt to Diamond Weapon. - - G - Legendary Artifact Creature — Elemental - Creature - 9 - 7GG - 8/8 - - FIN - 2 - - - Diamond Weapon - This spell costs {1} less to cast for each permanent card in your graveyard. -Reach -Immune — Prevent all combat damage that would be dealt to Diamond Weapon. - - G - Legendary Artifact Creature — Elemental - Creature - 9 - 7GG - 8/8 - - FIN - 2 - - - Dion, Bahamut's Dominant - Dragonfire Dive — During your turn, Dion and other Knights you control have flying. -When Dion enters, create a 2/2 white Knight creature token. -{4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - W - Legendary Creature — Human Noble Knight - Creature - 4 - 3W - 3/3 - - FIN - 2 - - - Bahamut, Warden of Light - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. -III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). -Flying - - W - Legendary Enchantment Creature — Saga Dragon - Creature - 4 - 5/5 - - FIN - 2 - - - Dion, Bahamut's Dominant - Dragonfire Dive — During your turn, Dion and other Knights you control have flying. -When Dion enters, create a 2/2 white Knight creature token. -{4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - W - Legendary Creature — Human Noble Knight - Creature - 4 - 3W - 3/3 - - FIN - 2 - - - Bahamut, Warden of Light - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. -III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). -Flying - - W - Legendary Enchantment Creature — Saga Dragon - Creature - 4 - 5/5 - - FIN - 2 - - - Dion, Bahamut's Dominant - Dragonfire Dive — During your turn, Dion and other Knights you control have flying. -When Dion enters, create a 2/2 white Knight creature token. -{4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - W - Legendary Creature — Human Noble Knight - Creature - 4 - 3W - 3/3 - - FIN - 2 - - - Bahamut, Warden of Light - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. -III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). -Flying - - W - Legendary Enchantment Creature — Saga Dragon - Creature - 4 - 5/5 - - FIN - 2 - - - Dion, Bahamut's Dominant - Dragonfire Dive — During your turn, Dion and other Knights you control have flying. -When Dion enters, create a 2/2 white Knight creature token. -{4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - W - Legendary Creature — Human Noble Knight - Creature - 4 - 3W - 3/3 - - FIN - 2 - - - Bahamut, Warden of Light - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. -III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). -Flying - - W - Legendary Enchantment Creature — Saga Dragon - Creature - 4 - 5/5 - - FIN - 2 - - - Dragoon's Lance - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0 and is a Knight in addition to its other types. -During your turn, equipped creature has flying. -Gae Bolg — Equip {4} - - W - Artifact — Equipment - Artifact - 2 - 1W - - FIN - 1 - - - Dragoon's Wyvern - Flying -When this creature enters, create a 1/1 colorless Hero creature token. - - U - Creature — Drake - Creature - 3 - 2U - 2/1 - - FIN - 2 - - - Dreams of Laguna - Surveil 1, then draw a card. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) -Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - U - Instant - Instant - 2 - 1U - - FIN - 3 - - - Dwarven Castle Guard - When this creature dies, create a 1/1 colorless Hero creature token. - - W - Creature — Dwarf Soldier - Creature - 2 - 1W - 2/1 - - FIN - 2 - - - Eden, Seat of the Sanctum - {T}: Add {C}. -{5}, {T}: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand. - - Land — Town - Land - 0 - - FIN - 0 - - - Eden, Seat of the Sanctum - {T}: Add {C}. -{5}, {T}: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand. - - Land — Town - Land - 0 - - FIN - 0 - - - Edgar, King of Figaro - When Edgar enters, draw a card for each artifact you control. -Two-Headed Coin — The first time you flip one or more coins each turn, those coins come up heads and you win those flips. - - U - Legendary Creature — Human Artificer Noble - Creature - 6 - 4UU - 4/5 - - FIN - 2 - - - Edgar, King of Figaro - When Edgar enters, draw a card for each artifact you control. -Two-Headed Coin — The first time you flip one or more coins each turn, those coins come up heads and you win those flips. - - U - Legendary Creature — Human Artificer Noble - Creature - 6 - 4UU - 4/5 - - FIN - 2 - - - Eject - This spell can't be countered. -Return target nonland permanent to its owner's hand. -Draw a card. - - U - Instant - Instant - 4 - 3U - - FIN - 3 - - - Elixir - This artifact enters tapped. -{5}, {T}, Exile this artifact: Shuffle all nonland cards from your graveyard into your library. You gain life equal to the number of cards shuffled into your library this way. - - Artifact - Artifact - 1 - 1 - - FIN - 1 - - - Emet-Selch, Unsundered - Vigilance -Whenever Emet-Selch enters or attacks, draw a card, then discard a card. -At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. - - BU - Legendary Creature — Elder Wizard - Creature - 3 - 1UB - 2/4 - - FIN - 2 - - - Hades, Sorcerer of Eld - Vigilance -Echo of the Lost — During your turn, you may play cards from your graveyard. -If a card or token would be put into your graveyard from anywhere, exile it instead. - - BU - Legendary Creature — Avatar - Creature - 3 - 6/6 - - FIN - 2 - - - Emet-Selch, Unsundered - Vigilance -Whenever Emet-Selch enters or attacks, draw a card, then discard a card. -At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. - - BU - Legendary Creature — Elder Wizard - Creature - 3 - 1UB - 2/4 - - FIN - 2 - - - Hades, Sorcerer of Eld - Vigilance -Echo of the Lost — During your turn, you may play cards from your graveyard. -If a card or token would be put into your graveyard from anywhere, exile it instead. - - BU - Legendary Creature — Avatar - Creature - 3 - 6/6 - - FIN - 2 - - - Emet-Selch, Unsundered - Vigilance -Whenever Emet-Selch enters or attacks, draw a card, then discard a card. -At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. - - BU - Legendary Creature — Elder Wizard - Creature - 3 - 1UB - 2/4 - - FIN - 2 - - - Hades, Sorcerer of Eld - Vigilance -Echo of the Lost — During your turn, you may play cards from your graveyard. -If a card or token would be put into your graveyard from anywhere, exile it instead. - - BU - Legendary Creature — Avatar - Creature - 3 - 6/6 - - FIN - 2 - - - Emet-Selch, Unsundered - Vigilance -Whenever Emet-Selch enters or attacks, draw a card, then discard a card. -At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. - - BU - Legendary Creature — Elder Wizard - Creature - 3 - 1UB - 2/4 - - FIN - 2 - - - Hades, Sorcerer of Eld - Vigilance -Echo of the Lost — During your turn, you may play cards from your graveyard. -If a card or token would be put into your graveyard from anywhere, exile it instead. - - BU - Legendary Creature — Avatar - Creature - 3 - 6/6 - - FIN - 2 - - - Esper Origins - Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) -Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - G - Sorcery - Sorcery - 2 - 1G - - FIN - 3 - - - Summon: Esper Maduin - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Reveal the top card of your library. If it's a permanent card, put it into your hand. -II — Add {G}{G}. -III — Other creatures you control get +2/+2 and gain trample until end of turn. - - G - Enchantment Creature — Saga Elemental - Creature - 2 - 4/4 - - FIN - 2 - - - Esper Origins - Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) -Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - G - Sorcery - Sorcery - 2 - 1G - - FIN - 3 - - - Summon: Esper Maduin - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Reveal the top card of your library. If it's a permanent card, put it into your hand. -II — Add {G}{G}. -III — Other creatures you control get +2/+2 and gain trample until end of turn. - - G - Enchantment Creature — Saga Elemental - Creature - 2 - 4/4 - - FIN - 2 - - - Ether - {T}, Exile this artifact: Add {U}. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. - - U - Artifact - Artifact - 4 - 3U - - FIN - 1 - - - Evil Reawakened - Return target creature card from your graveyard to the battlefield with two additional +1/+1 counters on it. - - B - Sorcery - Sorcery - 5 - 4B - - FIN - 3 - - - Excalibur II - Whenever you gain life, put a charge counter on Excalibur II. -Equipped creature gets +1/+1 for each charge counter on Excalibur II. -Equip {3} - - Legendary Artifact — Equipment - Artifact - 1 - 1 - - FIN - 1 - - - Excalibur II - Whenever you gain life, put a charge counter on Excalibur II. -Equipped creature gets +1/+1 for each charge counter on Excalibur II. -Equip {3} - - Legendary Artifact — Equipment - Artifact - 1 - 1 - - FIN - 1 - - - Exdeath, Void Warlock - When Exdeath enters, you gain 3 life. -At the beginning of your end step, if there are six or more permanent cards in your graveyard, transform Exdeath. - - BG - Legendary Creature — Spirit Warlock - Creature - 3 - 1BG - 3/3 - - FIN - 2 - - - Neo Exdeath, Dimension's End - Trample -Neo Exdeath's power is equal to the number of permanent cards in your graveyard. - - BG - Legendary Creature — Spirit Avatar - Creature - 3 - */3 - - FIN - 2 - - - Exdeath, Void Warlock - When Exdeath enters, you gain 3 life. -At the beginning of your end step, if there are six or more permanent cards in your graveyard, transform Exdeath. - - BG - Legendary Creature — Spirit Warlock - Creature - 3 - 1BG - 3/3 - - FIN - 2 - - - Neo Exdeath, Dimension's End - Trample -Neo Exdeath's power is equal to the number of permanent cards in your graveyard. - - BG - Legendary Creature — Spirit Avatar - Creature - 3 - */3 - - FIN - 2 - - - Fang, Fearless l'Cie - Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. -(Melds with Vanille, Cheerful l'Cie.) - - B - Legendary Creature — Human Warrior - Creature - 3 - 2B - 2/3 - - FIN - 2 - - - Fang, Fearless l'Cie - Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. -(Melds with Vanille, Cheerful l'Cie.) - - B - Legendary Creature — Human Warrior - Creature - 3 - 2B - 2/3 - - FIN - 2 - - - Fang, Fearless l'Cie - Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. -(Melds with Vanille, Cheerful l'Cie.) - - B - Legendary Creature — Human Warrior - Creature - 3 - 2B - 2/3 - - FIN - 2 - - - Fang, Fearless l'Cie - Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. -(Melds with Vanille, Cheerful l'Cie.) - - B - Legendary Creature — Human Warrior - Creature - 3 - 2B - 2/3 - - FIN - 2 - - - Fate of the Sun-Cryst - This spell costs {2} less to cast if it targets a tapped creature. -Destroy target nonland permanent. - - W - Instant - Instant - 5 - 4W - - FIN - 3 - - - Fight On! - Return up to two target creature cards from your graveyard to your hand. - - B - Instant - Instant - 3 - 2B - - FIN - 3 - - - Fire Magic - Tiered (Choose one additional cost.) -• Fire — {0} — Fire Magic deals 1 damage to each creature. -• Fira — {2} — Fire Magic deals 2 damage to each creature. -• Firaga — {5} — Fire Magic deals 3 damage to each creature. - - R - Instant - Instant - 1 - R - - FIN - 3 - - - Firion, Wild Rose Warrior - Equipped creatures you control have haste. -Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. - - R - Legendary Creature — Human Rebel Warrior - Creature - 3 - 2R - 3/3 - - FIN - 2 - - - Firion, Wild Rose Warrior - Equipped creatures you control have haste. -Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. - - R - Legendary Creature — Human Rebel Warrior - Creature - 3 - 2R - 3/3 - - FIN - 2 - - - Firion, Wild Rose Warrior - Equipped creatures you control have haste. -Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. - - R - Legendary Creature — Human Rebel Warrior - Creature - 3 - 2R - 3/3 - - FIN - 2 - - - Firion, Wild Rose Warrior - Equipped creatures you control have haste. -Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. - - R - Legendary Creature — Human Rebel Warrior - Creature - 3 - 2R - 3/3 - - FIN - 2 - - - Forest - ({T}: Add {G}.) - - Basic Land — Forest - Land - 0 - - FIN - 0 - - - Forest - ({T}: Add {G}.) - - Basic Land — Forest - Land - 0 - - FIN - 0 - - - Forest - ({T}: Add {G}.) - - Basic Land — Forest - Land - 0 - - FIN - 0 - - - Forest - ({T}: Add {G}.) - - Basic Land — Forest - Land - 0 - - FIN - 0 - - - Freya Crescent - Jump — During your turn, Freya Crescent has flying. -{T}: Add {R}. Spend this mana only to cast an Equipment spell or activate an equip ability. - - R - Legendary Creature — Rat Knight - Creature - 1 - R - 1/1 - - FIN - 2 - - - Freya Crescent - Jump — During your turn, Freya Crescent has flying. -{T}: Add {R}. Spend this mana only to cast an Equipment spell or activate an equip ability. - - R - Legendary Creature — Rat Knight - Creature - 1 - R - 1/1 - - FIN - 2 - - - From Father to Son - Search your library for a Vehicle card, reveal it, and put it into your hand. If this spell was cast from a graveyard, put that card onto the battlefield instead. Then shuffle. -Flashback {4}{W}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - W - Sorcery - Sorcery - 2 - 1W - - FIN - 3 - - - G'raha Tia - Reach -The Allagan Eye — Whenever one or more other creatures and/or artifacts you control die, draw a card. This ability triggers only once each turn. - - W - Legendary Creature — Cat Archer - Creature - 5 - 4W - 3/5 - - FIN - 2 - - - G'raha Tia - Reach -The Allagan Eye — Whenever one or more other creatures and/or artifacts you control die, draw a card. This ability triggers only once each turn. - - W - Legendary Creature — Cat Archer - Creature - 5 - 4W - 3/5 - - FIN - 2 - - - Gaelicat - Flying, vigilance -As long as you control two or more artifacts, this creature gets +2/+0. - - W - Creature — Cat - Creature - 3 - 2W - 1/3 - - FIN - 2 - - - Gaius van Baelsar - When Gaius van Baelsar enters, choose one — -• Each player sacrifices a creature token of their choice. -• Each player sacrifices a nontoken creature of their choice. -• Each player sacrifices an enchantment of their choice. - - B - Legendary Creature — Human Soldier - Creature - 4 - 2BB - 3/2 - - FIN - 2 - - - Gaius van Baelsar - When Gaius van Baelsar enters, choose one — -• Each player sacrifices a creature token of their choice. -• Each player sacrifices a nontoken creature of their choice. -• Each player sacrifices an enchantment of their choice. - - B - Legendary Creature — Human Soldier - Creature - 4 - 2BB - 3/2 - - FIN - 2 - - - Galuf's Final Act - Until end of turn, target creature gets +1/+0 and gains "When this creature dies, put a number of +1/+1 counters equal to its power on up to one target creature." - - G - Instant - Instant - 2 - 1G - - FIN - 3 - - - Garland, Knight of Cornelia - Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -{3}{B}{B}{R}{R}: Return this card from your graveyard to the battlefield transformed. Activate only as a sorcery. - - BR - Legendary Creature — Human Knight - Creature - 2 - BR - 3/2 - - FIN - 2 - - - Chaos, the Endless - Flying -When Chaos dies, put it on the bottom of its owner's library. - - BR - Legendary Creature — Demon - Creature - 2 - 5/5 - - FIN - 2 - - - Garland, Knight of Cornelia - Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -{3}{B}{B}{R}{R}: Return this card from your graveyard to the battlefield transformed. Activate only as a sorcery. - - BR - Legendary Creature — Human Knight - Creature - 2 - BR - 3/2 - - FIN - 2 - - - Chaos, the Endless - Flying -When Chaos dies, put it on the bottom of its owner's library. - - BR - Legendary Creature — Demon - Creature - 2 - 5/5 - - FIN - 2 - - - Garnet, Princess of Alexandria - Lifelink -Whenever Garnet attacks, you may remove a lore counter from each of any number of Sagas you control. Put a +1/+1 counter on Garnet for each lore counter removed this way. - - GW - Legendary Creature — Human Noble Cleric - Creature - 2 - GW - 2/2 - - FIN - 2 - - - Garnet, Princess of Alexandria - Lifelink -Whenever Garnet attacks, you may remove a lore counter from each of any number of Sagas you control. Put a +1/+1 counter on Garnet for each lore counter removed this way. - - GW - Legendary Creature — Human Noble Cleric - Creature - 2 - GW - 2/2 - - FIN - 2 - - - Genji Glove - Equipped creature has double strike. -Whenever equipped creature attacks, if it's the first combat phase of the turn, untap it. After this phase, there is an additional combat phase. -Equip {3} - - Artifact — Equipment - Artifact - 5 - 5 - - FIN - 1 - - - Gigantoad - As long as you control seven or more lands, this creature gets +2/+2. - - G - Creature — Frog - Creature - 4 - 3G - 4/4 - - FIN - 2 - - - Gilgamesh, Master-at-Arms - Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. - - R - Legendary Creature — Human Samurai - Creature - 6 - 4RR - 6/6 - - FIN - 2 - - - Gilgamesh, Master-at-Arms - Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. - - R - Legendary Creature — Human Samurai - Creature - 6 - 4RR - 6/6 - - FIN - 2 - - - Gilgamesh, Master-at-Arms - Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. - - R - Legendary Creature — Human Samurai - Creature - 6 - 4RR - 6/6 - - FIN - 2 - - - Giott, King of the Dwarves - Double strike -Whenever Giott or another Dwarf you control enters and whenever an Equipment you control enters, you may discard a card. If you do, draw a card. - - RW - Legendary Creature — Dwarf Noble - Creature - 2 - RW - 1/1 - - FIN - 2 - - - Giott, King of the Dwarves - Double strike -Whenever Giott or another Dwarf you control enters and whenever an Equipment you control enters, you may discard a card. If you do, draw a card. - - RW - Legendary Creature — Dwarf Noble - Creature - 2 - RW - 1/1 - - FIN - 2 - - - Gladiolus Amicitia - When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle. -Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn. - - GR - Legendary Creature — Human Warrior - Creature - 6 - 4RG - 6/6 - - FIN - 2 - - - Gladiolus Amicitia - When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle. -Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn. - - GR - Legendary Creature — Human Warrior - Creature - 6 - 4RG - 6/6 - - FIN - 2 - - - Gogo, Master of Mimicry - {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) - - U - Legendary Creature — Wizard - Creature - 3 - 2U - 2/4 - - FIN - 2 - - - Gogo, Master of Mimicry - {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) - - U - Legendary Creature — Wizard - Creature - 3 - 2U - 2/4 - - FIN - 2 - - - Gogo, Master of Mimicry - {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) - - U - Legendary Creature — Wizard - Creature - 3 - 2U - 2/4 - - FIN - 2 - - - Gogo, Master of Mimicry - {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) - - U - Legendary Creature — Wizard - Creature - 3 - 2U - 2/4 - - FIN - 2 - - - Gohn, Town of Ruin - This land enters tapped. -{T}: Add {B} or {G}. - - Land — Town - Land - 0 - - FIN - 0 - - - Golbez, Crystal Collector - Whenever an artifact you control enters, surveil 1. -At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power. - - BU - Legendary Creature — Human Wizard - Creature - 2 - UB - 1/4 - - FIN - 2 - - - Golbez, Crystal Collector - Whenever an artifact you control enters, surveil 1. -At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power. - - BU - Legendary Creature — Human Wizard - Creature - 2 - UB - 1/4 - - FIN - 2 - - - Golbez, Crystal Collector - Whenever an artifact you control enters, surveil 1. -At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power. - - BU - Legendary Creature — Human Wizard - Creature - 2 - UB - 1/4 - - FIN - 2 - - - Golbez, Crystal Collector - Whenever an artifact you control enters, surveil 1. -At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power. - - BU - Legendary Creature — Human Wizard - Creature - 2 - UB - 1/4 - - FIN - 2 - - - Gongaga, Reactor Town - This land enters tapped. -{T}: Add {R} or {G}. - - Land — Town - Land - 0 - - FIN - 0 - - - Goobbue Gardener - {T}: Add {G}. - - G - Creature — Plant Beast - Creature - 2 - 1G - 1/3 - - FIN - 2 - - - Gran Pulse Ochu - Deathtouch -{8}: Until end of turn, this creature gets +1/+1 for each permanent card in your graveyard. - - G - Creature — Plant Beast - Creature - 1 - G - 1/1 - - FIN - 2 - - - Guadosalam, Farplane Gateway - This land enters tapped. -{T}: Add {G} or {U}. - - Land — Town - Land - 0 - - FIN - 0 - - - Gysahl Greens - Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -Flashback {6}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - G - Sorcery - Sorcery - 2 - 1G - - FIN - 3 - - - Haste Magic - Target creature gets +3/+1 and gains haste until end of turn. Exile the top card of your library. You may play it until your next end step. - - R - Instant - Instant - 2 - 1R - - FIN - 3 - - - Hecteyes - When this creature enters, each opponent discards a card. - - B - Creature — Ooze Horror - Creature - 2 - 1B - 1/1 - - FIN - 2 - - - Hill Gigas - Trample, haste -Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.) - - R - Creature — Giant - Creature - 6 - 4RR - 5/4 - - FIN - 2 - - - Hope Estheim - Lifelink -At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. - - UW - Legendary Creature — Human Wizard - Creature - 2 - WU - 2/2 - - FIN - 2 - - - Hope Estheim - Lifelink -At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. - - UW - Legendary Creature — Human Wizard - Creature - 2 - WU - 2/2 - - FIN - 2 - - - Hope Estheim - Lifelink -At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. - - UW - Legendary Creature — Human Wizard - Creature - 2 - WU - 2/2 - - FIN - 2 - - - Hope Estheim - Lifelink -At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. - - UW - Legendary Creature — Human Wizard - Creature - 2 - WU - 2/2 - - FIN - 2 - - - Ice Flan - When this creature enters, tap target artifact or creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.) - - U - Creature — Elemental Ooze - Creature - 6 - 4UU - 5/4 - - FIN - 2 - - - Ice Magic - Tiered (Choose one additional cost.) -• Blizzard — {0} — Return target creature to its owner's hand. -• Blizzara — {2} — Target creature's owner puts it on their choice of the top or bottom of their library. -• Blizzaga — {5}{U} — Target creature's owner shuffles it into their library. - - U - Instant - Instant - 2 - 1U - - FIN - 3 - - - Ignis Scientia - When Ignis Scientia enters, look at the top six cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. -I've Come Up with a New Recipe! — {1}{G}{U}, {T}: Exile target card from a graveyard. If a creature card was exiled this way, create a Food token. - - GU - Legendary Creature — Human Advisor - Creature - 3 - 1GU - 2/2 - - FIN - 2 - - - Ignis Scientia - When Ignis Scientia enters, look at the top six cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. -I've Come Up with a New Recipe! — {1}{G}{U}, {T}: Exile target card from a graveyard. If a creature card was exiled this way, create a Food token. - - GU - Legendary Creature — Human Advisor - Creature - 3 - 1GU - 2/2 - - FIN - 2 - - - Il Mheg Pixie - Flying -Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) - - U - Creature — Faerie - Creature - 2 - 1U - 2/1 - - FIN - 2 - - - Insomnia, Crown City - This land enters tapped. -{T}: Add {W} or {B}. - - Land — Town - Land - 0 - - FIN - 0 - - - Instant Ramen - Flash -When this artifact enters, draw a card. -{2}, {T}, Sacrifice this artifact: You gain 3 life. - - Artifact — Food - Artifact - 2 - 2 - - FIN - 1 - - - Iron Giant - Vigilance, reach, trample - - Artifact Creature — Demon - Creature - 7 - 7 - 6/6 - - FIN - 2 - - - Ishgard, the Holy See // Faith & Grief - - - Land — Town // Sorcery — Adventure - Land - 0 - 3WW - - FIN - 0 - - - Ishgard, the Holy See // Faith & Grief - - - Land — Town // Sorcery — Adventure - Land - 0 - 3WW - - FIN - 0 - - - Island - ({T}: Add {U}.) - - Basic Land — Island - Land - 0 - - FIN - 0 - - - Island - ({T}: Add {U}.) - - Basic Land — Island - Land - 0 - - FIN - 0 - - - Island - ({T}: Add {U}.) - - Basic Land — Island - Land - 0 - - FIN - 0 - - - Island - ({T}: Add {U}.) - - Basic Land — Island - Land - 0 - - FIN - 0 - - - Item Shopkeep - Whenever you attack, target attacking equipped creature gains menace until end of turn. (It can't be blocked except by two or more creatures.) - - R - Creature — Human Citizen - Creature - 2 - 1R - 2/2 - - FIN - 2 - - - Jecht, Reluctant Guardian - Menace -Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control. - - B - Legendary Creature — Human Warrior - Creature - 4 - 3B - 4/3 - - FIN - 2 - - - Braska's Final Aeon - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Jecht Beam — Each opponent discards a card and you draw a card. -III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice. -Menace - - B - Legendary Enchantment Creature — Saga Nightmare - Creature - 4 - 7/7 - - FIN - 2 - - - Jecht, Reluctant Guardian - Menace -Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control. - - B - Legendary Creature — Human Warrior - Creature - 4 - 3B - 4/3 - - FIN - 2 - - - Braska's Final Aeon - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Jecht Beam — Each opponent discards a card and you draw a card. -III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice. -Menace - - B - Legendary Enchantment Creature — Saga Nightmare - Creature - 4 - 7/7 - - FIN - 2 - - - Jecht, Reluctant Guardian - Menace -Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control. - - B - Legendary Creature — Human Warrior - Creature - 4 - 3B - 4/3 - - FIN - 2 - - - Braska's Final Aeon - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Jecht Beam — Each opponent discards a card and you draw a card. -III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice. -Menace - - B - Legendary Enchantment Creature — Saga Nightmare - Creature - 4 - 7/7 - - FIN - 2 - - - Jenova, Ancient Calamity - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. -Whenever a Mutant you control dies during your turn, you draw cards equal to its power. - - BG - Legendary Creature — Alien - Creature - 4 - 2BG - 1/5 - - FIN - 2 - - - Jenova, Ancient Calamity - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. -Whenever a Mutant you control dies during your turn, you draw cards equal to its power. - - BG - Legendary Creature — Alien - Creature - 4 - 2BG - 1/5 - - FIN - 2 - - - Jenova, Ancient Calamity - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. -Whenever a Mutant you control dies during your turn, you draw cards equal to its power. - - BG - Legendary Creature — Alien - Creature - 4 - 2BG - 1/5 - - FIN - 2 - - - Jidoor, Aristocratic Capital // Overture - - - Land — Town // Sorcery — Adventure - Land - 0 - 4UU - - FIN - 0 - - - Jidoor, Aristocratic Capital // Overture - - - Land — Town // Sorcery — Adventure - Land - 0 - 4UU - - FIN - 0 - - - Jill, Shiva's Dominant - When Jill enters, return up to one other target nonland permanent to its owner's hand. -{3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - U - Legendary Creature — Human Noble Warrior - Creature - 3 - 2U - 2/2 - - FIN - 2 - - - Shiva, Warden of Ice - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Mesmerize — Target creature can't be blocked this turn. -III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). - - U - Legendary Enchantment Creature — Saga Elemental - Creature - 3 - 4/5 - - FIN - 2 - - - Jill, Shiva's Dominant - When Jill enters, return up to one other target nonland permanent to its owner's hand. -{3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - U - Legendary Creature — Human Noble Warrior - Creature - 3 - 2U - 2/2 - - FIN - 2 - - - Shiva, Warden of Ice - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Mesmerize — Target creature can't be blocked this turn. -III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). - - U - Legendary Enchantment Creature — Saga Elemental - Creature - 3 - 4/5 - - FIN - 2 - - - Jill, Shiva's Dominant - When Jill enters, return up to one other target nonland permanent to its owner's hand. -{3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - U - Legendary Creature — Human Noble Warrior - Creature - 3 - 2U - 2/2 - - FIN - 2 - - - Shiva, Warden of Ice - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Mesmerize — Target creature can't be blocked this turn. -III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). - - U - Legendary Enchantment Creature — Saga Elemental - Creature - 3 - 4/5 - - FIN - 2 - - - Jill, Shiva's Dominant - When Jill enters, return up to one other target nonland permanent to its owner's hand. -{3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - U - Legendary Creature — Human Noble Warrior - Creature - 3 - 2U - 2/2 - - FIN - 2 - - - Shiva, Warden of Ice - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Mesmerize — Target creature can't be blocked this turn. -III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). - - U - Legendary Enchantment Creature — Saga Elemental - Creature - 3 - 4/5 - - FIN - 2 - - - Joshua, Phoenix's Dominant - When Joshua enters, discard up to two cards, then draw that many cards. -{3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - RW - Legendary Creature — Human Noble Wizard - Creature - 3 - 1RW - 3/4 - - FIN - 2 - - - Phoenix, Warden of Fire - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Rising Flames — Phoenix deals 2 damage to each opponent. -III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). -Flying, lifelink - - RW - Legendary Enchantment Creature — Saga Phoenix - Creature - 3 - 4/4 - - FIN - 2 - - - Joshua, Phoenix's Dominant - When Joshua enters, discard up to two cards, then draw that many cards. -{3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - RW - Legendary Creature — Human Noble Wizard - Creature - 3 - 1RW - 3/4 - - FIN - 2 - - - Phoenix, Warden of Fire - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Rising Flames — Phoenix deals 2 damage to each opponent. -III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). -Flying, lifelink - - RW - Legendary Enchantment Creature — Saga Phoenix - Creature - 3 - 4/4 - - FIN - 2 - - - Joshua, Phoenix's Dominant - When Joshua enters, discard up to two cards, then draw that many cards. -{3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - RW - Legendary Creature — Human Noble Wizard - Creature - 3 - 1RW - 3/4 - - FIN - 2 - - - Phoenix, Warden of Fire - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Rising Flames — Phoenix deals 2 damage to each opponent. -III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). -Flying, lifelink - - RW - Legendary Enchantment Creature — Saga Phoenix - Creature - 3 - 4/4 - - FIN - 2 - - - Joshua, Phoenix's Dominant - When Joshua enters, discard up to two cards, then draw that many cards. -{3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - RW - Legendary Creature — Human Noble Wizard - Creature - 3 - 1RW - 3/4 - - FIN - 2 - - - Phoenix, Warden of Fire - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Rising Flames — Phoenix deals 2 damage to each opponent. -III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). -Flying, lifelink - - RW - Legendary Enchantment Creature — Saga Phoenix - Creature - 3 - 4/4 - - FIN - 2 - - - Judge Magister Gabranth - Menace (This creature can't be blocked except by two or more creatures.) -Whenever another creature or artifact you control dies, put a +1/+1 counter on Judge Magister Gabranth. - - BW - Legendary Creature — Human Advisor Knight - Creature - 2 - WB - 2/2 - - FIN - 2 - - - Judge Magister Gabranth - Menace (This creature can't be blocked except by two or more creatures.) -Whenever another creature or artifact you control dies, put a +1/+1 counter on Judge Magister Gabranth. - - BW - Legendary Creature — Human Advisor Knight - Creature - 2 - WB - 2/2 - - FIN - 2 - - - Judgment Bolt - Judgment Bolt deals 5 damage to target creature and X damage to that creature's controller, where X is the number of Equipment you control. - - R - Instant - Instant - 4 - 3R - - FIN - 3 - - - Jumbo Cactuar - 10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn. - - G - Creature — Plant - Creature - 7 - 5GG - 1/7 - - FIN - 2 - - - Jumbo Cactuar - 10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn. - - G - Creature — Plant - Creature - 7 - 5GG - 1/7 - - FIN - 2 - - - Kain, Traitorous Dragoon - Jump — During your turn, Kain has flying. -Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. - - B - Legendary Creature — Human Knight - Creature - 3 - 2B - 2/4 - - FIN - 2 - - - Kain, Traitorous Dragoon - Jump — During your turn, Kain has flying. -Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. - - B - Legendary Creature — Human Knight - Creature - 3 - 2B - 2/4 - - FIN - 2 - - - Kain, Traitorous Dragoon - Jump — During your turn, Kain has flying. -Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. - - B - Legendary Creature — Human Knight - Creature - 3 - 2B - 2/4 - - FIN - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN - 2 - - - Kuja, Genome Sorcerer - At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. - - BR - Legendary Creature — Human Mutant Wizard - Creature - 4 - 2BR - 3/4 - - FIN - 2 - - - Trance Kuja, Fate Defied - Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. - - BR - Legendary Creature — Avatar Wizard - Creature - 4 - 4/6 - - FIN - 2 - - - Kuja, Genome Sorcerer - At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. - - BR - Legendary Creature — Human Mutant Wizard - Creature - 4 - 2BR - 3/4 - - FIN - 2 - - - Trance Kuja, Fate Defied - Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. - - BR - Legendary Creature — Avatar Wizard - Creature - 4 - 4/6 - - FIN - 2 - - - Kuja, Genome Sorcerer - At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. - - BR - Legendary Creature — Human Mutant Wizard - Creature - 4 - 2BR - 3/4 - - FIN - 2 - - - Trance Kuja, Fate Defied - Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. - - BR - Legendary Creature — Avatar Wizard - Creature - 4 - 4/6 - - FIN - 2 - - - Kuja, Genome Sorcerer - At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. - - BR - Legendary Creature — Human Mutant Wizard - Creature - 4 - 2BR - 3/4 - - FIN - 2 - - - Trance Kuja, Fate Defied - Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. - - BR - Legendary Creature — Avatar Wizard - Creature - 4 - 4/6 - - FIN - 2 - - - Laughing Mad - As an additional cost to cast this spell, discard a card. -Draw two cards. -Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) - - R - Instant - Instant - 3 - 2R - - FIN - 3 - - - Laughing Mad - As an additional cost to cast this spell, discard a card. -Draw two cards. -Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) - - R - Instant - Instant - 3 - 2R - - FIN - 3 - - - Light of Judgment - Light of Judgment deals 6 damage to target creature. Destroy up to one Equipment attached to that creature. - - R - Instant - Instant - 5 - 4R - - FIN - 3 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN - 2 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN - 2 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN - 2 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN - 2 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN - 2 - - - Lightning, Security Sergeant - Menace (This creature can't be blocked except by two or more creatures.) -Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning. - - R - Legendary Creature — Human Soldier - Creature - 3 - 2R - 2/3 - - FIN - 2 - - - Lightning, Security Sergeant - Menace (This creature can't be blocked except by two or more creatures.) -Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning. - - R - Legendary Creature — Human Soldier - Creature - 3 - 2R - 2/3 - - FIN - 2 - - - Lindblum, Industrial Regency // Mage Siege - - - Land — Town // Instant — Adventure - Land - 0 - 2R - - FIN - 0 - - - Lindblum, Industrial Regency // Mage Siege - - - Land — Town // Instant — Adventure - Land - 0 - 2R - - FIN - 0 - - - Lion Heart - When this Equipment enters, it deals 2 damage to any target. -Equipped creature gets +2/+1. -Equip {2} - - Artifact — Equipment - Artifact - 4 - 4 - - FIN - 1 - - - Locke Cole - Deathtouch, lifelink -Whenever Locke Cole deals combat damage to a player, draw a card, then discard a card. - - BU - Legendary Creature — Human Rogue - Creature - 3 - 1UB - 2/3 - - FIN - 2 - - - Locke Cole - Deathtouch, lifelink -Whenever Locke Cole deals combat damage to a player, draw a card, then discard a card. - - BU - Legendary Creature — Human Rogue - Creature - 3 - 1UB - 2/3 - - FIN - 2 - - - Loporrit Scout - Whenever another creature you control enters, this creature gets +1/+1 until end of turn. - - G - Creature — Rabbit Scout - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Louisoix's Sacrifice - As an additional cost to cast this spell, sacrifice a legendary creature or pay {2}. -Counter target activated ability, triggered ability, or noncreature spell. - - U - Instant - Instant - 1 - U - - FIN - 3 - - - Lunatic Pandora - {2}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -{6}, {T}, Sacrifice Lunatic Pandora: Destroy target nonland permanent. - - Legendary Artifact - Artifact - 1 - 1 - - FIN - 1 - - - Machinist's Arsenal - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2 for each artifact you control and is an Artificer in addition to its other types. -Machina — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) - - W - Artifact — Equipment - Artifact - 5 - 4W - - FIN - 1 - - - Magic Damper - Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. - - U - Instant - Instant - 1 - U - - FIN - 3 - - - Magic Pot - When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") -{2}, {T}: Exile target card from a graveyard. - - Artifact Creature — Goblin Construct - Creature - 3 - 3 - 1/4 - - FIN - 2 - - - Magitek Armor - When this Vehicle enters, create a 1/1 colorless Hero creature token. -Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - W - Artifact — Vehicle - Artifact - 4 - 3W - 4/4 - - FIN - 1 - - - Magitek Infantry - This creature gets +1/+0 as long as you control another artifact. -{2}{W}: Search your library for a card named Magitek Infantry, put it onto the battlefield tapped, then shuffle. - - W - Artifact Creature — Robot Soldier - Creature - 1 - W - 1/1 - - FIN - 2 - - - Magitek Scythe - A Test of Your Reflexes! — When this Equipment enters, you may attach it to target creature you control. If you do, that creature gains first strike until end of turn and must be blocked this turn if able. -Equipped creature gets +2/+1. -Equip {2} - - Artifact — Equipment - Artifact - 4 - 4 - - FIN - 1 - - - Malboro - Bad Breath — When this creature enters, each opponent discards a card, loses 2 life, and exiles the top three cards of their library. -Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.) - - B - Creature — Plant Horror - Creature - 6 - 4BB - 4/4 - - FIN - 2 - - - Matoya, Archon Elder - Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.) - - U - Legendary Creature — Human Warlock - Creature - 3 - 2U - 1/4 - - FIN - 2 - - - Matoya, Archon Elder - Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.) - - U - Legendary Creature — Human Warlock - Creature - 3 - 2U - 1/4 - - FIN - 2 - - - Memories Returning - Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand. -Flashback {7}{U}{U} - - U - Sorcery - Sorcery - 4 - 2UU - - FIN - 3 - - - Memories Returning - Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand. -Flashback {7}{U}{U} - - U - Sorcery - Sorcery - 4 - 2UU - - FIN - 3 - - - Midgar, City of Mako // Reactor Raid - - - Land — Town // Sorcery — Adventure - Land - 0 - 2B - - FIN - 0 - - - Midgar, City of Mako // Reactor Raid - - - Land — Town // Sorcery — Adventure - Land - 0 - 2B - - FIN - 0 - - - Minwu, White Mage - Vigilance, lifelink -Whenever you gain life, put a +1/+1 counter on each Cleric you control. - - W - Legendary Creature — Human Cleric - Creature - 5 - 3WW - 3/3 - - FIN - 2 - - - Minwu, White Mage - Vigilance, lifelink -Whenever you gain life, put a +1/+1 counter on each Cleric you control. - - W - Legendary Creature — Human Cleric - Creature - 5 - 3WW - 3/3 - - FIN - 2 - - - Monk's Fist - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0 and is a Monk in addition to its other types. -Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 2 - 2 - - FIN - 1 - - - Moogles' Valor - For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn. - - W - Instant - Instant - 5 - 3WW - - FIN - 3 - - - Moogles' Valor - For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn. - - W - Instant - Instant - 5 - 3WW - - FIN - 3 - - - Mountain - ({T}: Add {R}.) - - Basic Land — Mountain - Land - 0 - - FIN - 0 - - - Mountain - ({T}: Add {R}.) - - Basic Land — Mountain - Land - 0 - - FIN - 0 - - - Mountain - ({T}: Add {R}.) - - Basic Land — Mountain - Land - 0 - - FIN - 0 - - - Mountain - ({T}: Add {R}.) - - Basic Land — Mountain - Land - 0 - - FIN - 0 - - - Mysidian Elder - When this creature enters, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." - - R - Creature — Human Wizard - Creature - 3 - 2R - 1/3 - - FIN - 2 - - - Namazu Trader - When this creature enters, you lose 1 life and create a Treasure token. -Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) - - B - Creature — Fish Citizen - Creature - 4 - 3B - 3/4 - - FIN - 2 - - - Nibelheim Aflame - Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. -Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 2RR - - FIN - 3 - - - Nibelheim Aflame - Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. -Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 2RR - - FIN - 3 - - - Ninja's Blades - Job select -Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card. That player loses life equal to the discarded card's mana value." -Mutsunokami — Equip {2} - - B - Artifact — Equipment - Artifact - 3 - 2B - - FIN - 1 - - - Noctis, Prince of Lucis - Lifelink -You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. - - BUW - Legendary Creature — Human Noble - Creature - 4 - 1WUB - 4/3 - - FIN - 2 - - - Noctis, Prince of Lucis - Lifelink -You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. - - BUW - Legendary Creature — Human Noble - Creature - 4 - 1WUB - 4/3 - - FIN - 2 - - - Noctis, Prince of Lucis - Lifelink -You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. - - BUW - Legendary Creature — Human Noble - Creature - 4 - 1WUB - 4/3 - - FIN - 2 - - - Noctis, Prince of Lucis - Lifelink -You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. - - BUW - Legendary Creature — Human Noble - Creature - 4 - 1WUB - 4/3 - - FIN - 2 - - - Omega, Heartless Evolution - Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.) - - GU - Legendary Artifact Creature — Robot - Creature - 7 - 5GU - 8/8 - - FIN - 2 - - - Omega, Heartless Evolution - Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.) - - GU - Legendary Artifact Creature — Robot - Creature - 7 - 5GU - 8/8 - - FIN - 2 - - - Omega, Heartless Evolution - Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.) - - GU - Legendary Artifact Creature — Robot - Creature - 7 - 5GU - 8/8 - - FIN - 2 - - - Opera Love Song - Choose one — -• Exile the top two cards of your library. You may play those cards until your next end step. -• One or two target creatures each get +2/+0 until end of turn. - - R - Instant - Instant - 2 - 1R - - FIN - 3 - - - Overkill - Target creature gets -0/-9999 until end of turn. - - B - Instant - Instant - 3 - 2B - - FIN - 3 - - - Paladin's Arms - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+1, has ward {1}, and is a Knight in addition to its other types. -Lightbringer and Hero's Shield — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) - - W - Artifact — Equipment - Artifact - 3 - 2W - - FIN - 1 - - - Phantom Train - Trample -Sacrifice another artifact or creature: Put a +1/+1 counter on this Vehicle. It becomes a Spirit artifact creature in addition to its other types until end of turn. - - B - Artifact — Vehicle - Artifact - 4 - 3B - 4/4 - - FIN - 1 - - - Phoenix Down - {1}{W}, {T}, Exile this artifact: Choose one — -• Return target creature card with mana value 4 or less from your graveyard to the battlefield tapped. -• Exile target Skeleton, Spirit, or Zombie. - - W - Artifact - Artifact - 1 - W - - FIN - 1 - - - Phoenix Down - {1}{W}, {T}, Exile this artifact: Choose one — -• Return target creature card with mana value 4 or less from your graveyard to the battlefield tapped. -• Exile target Skeleton, Spirit, or Zombie. - - W - Artifact - Artifact - 1 - W - - FIN - 1 - - - Plains - ({T}: Add {W}.) - - Basic Land — Plains - Land - 0 - - FIN - 0 - - - Plains - ({T}: Add {W}.) - - Basic Land — Plains - Land - 0 - - FIN - 0 - - - Plains - ({T}: Add {W}.) - - Basic Land — Plains - Land - 0 - - FIN - 0 - - - Plains - ({T}: Add {W}.) - - Basic Land — Plains - Land - 0 - - FIN - 0 - - - Poison the Waters - Choose one — -• All creatures get -1/-1 until end of turn. -• Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card. - - B - Sorcery - Sorcery - 2 - 1B - - FIN - 3 - - - Prishe's Wanderings - Search your library for a basic land card or Town card, put it onto the battlefield tapped, then shuffle. When you search your library this way, put a +1/+1 counter on target creature you control. - - G - Instant - Instant - 3 - 2G - - FIN - 3 - - - Prompto Argentum - Haste -Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. - - R - Legendary Creature — Human Scout - Creature - 2 - 1R - 2/2 - - FIN - 2 - - - Prompto Argentum - Haste -Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. - - R - Legendary Creature — Human Scout - Creature - 2 - 1R - 2/2 - - FIN - 2 - - - Prompto Argentum - Haste -Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. - - R - Legendary Creature — Human Scout - Creature - 2 - 1R - 2/2 - - FIN - 2 - - - Prompto Argentum - Haste -Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. - - R - Legendary Creature — Human Scout - Creature - 2 - 1R - 2/2 - - FIN - 2 - - - PuPu UFO - Flying -{T}: You may put a land card from your hand onto the battlefield. -{3}: Until end of turn, this creature's base power becomes equal to the number of Towns you control. - - Artifact Creature — Construct Alien - Creature - 2 - 2 - 0/4 - - FIN - 2 - - - Qiqirn Merchant - {1}, {T}: Draw a card, then discard a card. -{7}, {T}, Sacrifice this creature: Draw three cards. This ability costs {1} less to activate for each Town you control. - - U - Creature — Beast Citizen - Creature - 3 - 2U - 1/4 - - FIN - 2 - - - Queen Brahne - Prowess -Whenever Queen Brahne attacks, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." - - R - Legendary Creature — Human Noble - Creature - 3 - 2R - 2/1 - - FIN - 2 - - - Queen Brahne - Prowess -Whenever Queen Brahne attacks, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." - - R - Legendary Creature — Human Noble - Creature - 3 - 2R - 2/1 - - FIN - 2 - - - Quina, Qu Gourmet - If one or more tokens would be created under your control, those tokens plus a 1/1 green Frog creature token are created instead. -{2}, Sacrifice a Frog: Put a +1/+1 counter on Quina. - - G - Legendary Creature — Qu - Creature - 3 - 2G - 2/3 - - FIN - 2 - - - Quina, Qu Gourmet - If one or more tokens would be created under your control, those tokens plus a 1/1 green Frog creature token are created instead. -{2}, Sacrifice a Frog: Put a +1/+1 counter on Quina. - - G - Legendary Creature — Qu - Creature - 3 - 2G - 2/3 - - FIN - 2 - - - Quistis Trepe - Blue Magic — When Quistis Trepe enters, you may cast target instant or sorcery card from a graveyard, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead. - - U - Legendary Creature — Human Wizard - Creature - 3 - 2U - 2/2 - - FIN - 2 - - - Quistis Trepe - Blue Magic — When Quistis Trepe enters, you may cast target instant or sorcery card from a graveyard, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead. - - U - Legendary Creature — Human Wizard - Creature - 3 - 2U - 2/2 - - FIN - 2 - - - Qutrub Forayer - When this creature enters, choose one — -• Destroy target creature that was dealt damage this turn. -• Exile up to two target cards from a single graveyard. - - B - Creature — Zombie Horror - Creature - 3 - 2B - 3/2 - - FIN - 2 - - - Rabanastre, Royal City - This land enters tapped. -{T}: Add {R} or {W}. - - Land — Town - Land - 0 - - FIN - 0 - - - Ragnarok, Divine Deliverance - Vigilance, menace, trample, reach, haste -When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. - - BG - Legendary Creature — Beast Avatar - Creature - 7 - 7/6 - - FIN - 2 - - - Ragnarok, Divine Deliverance - Vigilance, menace, trample, reach, haste -When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. - - BG - Legendary Creature — Beast Avatar - Creature - 7 - 7/6 - - FIN - 2 - - - Ragnarok, Divine Deliverance - Vigilance, menace, trample, reach, haste -When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. - - BG - Legendary Creature — Beast Avatar - Creature - 7 - 7/6 - - FIN - 2 - - - Ragnarok, Divine Deliverance - Vigilance, menace, trample, reach, haste -When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. - - BG - Legendary Creature — Beast Avatar - Creature - 7 - 7/6 - - FIN - 2 - - - Random Encounter - Shuffle your library, then mill four cards. Put each creature card milled this way onto the battlefield. They gain haste. At the beginning of the next end step, return those creatures to their owner's hand. -Flashback {6}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 6 - 4RR - - FIN - 3 - - - Raubahn, Bull of Ala Mhigo - Ward—Pay life equal to Raubahn's power. -Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. - - R - Legendary Creature — Human Warrior - Creature - 2 - 1R - 2/2 - - FIN - 2 - - - Raubahn, Bull of Ala Mhigo - Ward—Pay life equal to Raubahn's power. -Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. - - R - Legendary Creature — Human Warrior - Creature - 2 - 1R - 2/2 - - FIN - 2 - - - Raubahn, Bull of Ala Mhigo - Ward—Pay life equal to Raubahn's power. -Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. - - R - Legendary Creature — Human Warrior - Creature - 2 - 1R - 2/2 - - FIN - 2 - - - Raubahn, Bull of Ala Mhigo - Ward—Pay life equal to Raubahn's power. -Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. - - R - Legendary Creature — Human Warrior - Creature - 2 - 1R - 2/2 - - FIN - 2 - - - Reach the Horizon - Search your library for up to two basic land cards and/or Town cards with different names, put them onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 4 - 3G - - FIN - 3 - - - Red Mage's Rapier - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature has "Whenever you cast a noncreature spell, this creature gets +2/+0 until end of turn" and is a Wizard in addition to its other types. -Equip {3} - - R - Artifact — Equipment - Artifact - 2 - 1R - - FIN - 1 - - - Relentless X-ATM092 - This creature can't be blocked except by three or more creatures. -{8}: Return this card from your graveyard to the battlefield tapped with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) - - Artifact Creature — Robot Spider - Creature - 6 - 6 - 6/5 - - FIN - 2 - - - Relm's Sketching - Create a token that's a copy of target artifact, creature, or land. - - U - Sorcery - Sorcery - 4 - 2UU - - FIN - 3 - - - Reno and Rude - Menace -Whenever Reno and Rude deals combat damage to a player, exile the top card of that player's library. Then you may sacrifice another creature or artifact. If you do, you may play the exiled card this turn, and mana of any type can be spent to cast it. - - B - Legendary Creature — Human Assassin - Creature - 2 - 1B - 2/1 - - FIN - 2 - - - Reno and Rude - Menace -Whenever Reno and Rude deals combat damage to a player, exile the top card of that player's library. Then you may sacrifice another creature or artifact. If you do, you may play the exiled card this turn, and mana of any type can be spent to cast it. - - B - Legendary Creature — Human Assassin - Creature - 2 - 1B - 2/1 - - FIN - 2 - - - Resentful Revelation - Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. -Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - B - Sorcery - Sorcery - 2 - 1B - - FIN - 3 - - - Restoration Magic - Tiered (Choose one additional cost.) -• Cure — {0} — Target permanent gains hexproof and indestructible until end of turn. -• Cura — {1} — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life. -• Curaga — {3}{W} — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life. - - W - Instant - Instant - 1 - W - - FIN - 3 - - - Retrieve the Esper - Create a 3/3 blue Robot Warrior artifact creature token. Then if this spell was cast from a graveyard, put two +1/+1 counters on that token. -Flashback {5}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - U - Sorcery - Sorcery - 4 - 3U - - FIN - 3 - - - Ride the Shoopuf - Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control. -{5}{G}{G}: This enchantment becomes a 7/7 Beast creature in addition to its other types. - - G - Enchantment - Enchantment - 2 - 1G - - FIN - 1 - - - Ring of the Lucii - {T}: Add {C}{C}. -{2}, {T}, Pay 1 life: Tap target nonland permanent. - - Legendary Artifact - Artifact - 4 - 4 - - FIN - 1 - - - Rinoa Heartilly - When Rinoa Heartilly enters, create Angelo, a legendary 1/1 green and white Dog creature token. -Angelo Cannon — Whenever Rinoa Heartilly attacks, another target creature you control gets +1/+1 until end of turn for each creature you control. - - GW - Legendary Creature — Human Rebel Warlock - Creature - 5 - 3GW - 4/4 - - FIN - 2 - - - Rinoa Heartilly - When Rinoa Heartilly enters, create Angelo, a legendary 1/1 green and white Dog creature token. -Angelo Cannon — Whenever Rinoa Heartilly attacks, another target creature you control gets +1/+1 until end of turn for each creature you control. - - GW - Legendary Creature — Human Rebel Warlock - Creature - 5 - 3GW - 4/4 - - FIN - 2 - - - Rook Turret - Flying -Whenever another artifact you control enters, you may draw a card. If you do, discard a card. - - U - Artifact Creature — Construct - Creature - 4 - 3U - 3/3 - - FIN - 2 - - - Rosa, Resolute White Mage - Reach (This creature can block creatures with flying.) -At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.) - - W - Legendary Creature — Human Noble Cleric - Creature - 4 - 3W - 2/3 - - FIN - 2 - - - Rosa, Resolute White Mage - Reach (This creature can block creatures with flying.) -At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.) - - W - Legendary Creature — Human Noble Cleric - Creature - 4 - 3W - 2/3 - - FIN - 2 - - - Rufus Shinra - Whenever Rufus Shinra attacks, if you don't control a creature named Darkstar, create Darkstar, a legendary 2/2 white and black Dog creature token. - - BW - Legendary Creature — Human Noble - Creature - 3 - 1WB - 2/4 - - FIN - 2 - - - Rufus Shinra - Whenever Rufus Shinra attacks, if you don't control a creature named Darkstar, create Darkstar, a legendary 2/2 white and black Dog creature token. - - BW - Legendary Creature — Human Noble - Creature - 3 - 1WB - 2/4 - - FIN - 2 - - - Rydia's Return - Choose one — -• Creatures you control get +3/+3 until end of turn. -• Return up to two target permanent cards from your graveyard to your hand. - - G - Sorcery - Sorcery - 5 - 3GG - - FIN - 3 - - - Rydia, Summoner of Mist - Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card. -Summon — {X}, {T}: Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery. - - GR - Legendary Creature — Human Shaman - Creature - 2 - RG - 1/2 - - FIN - 2 - - - Rydia, Summoner of Mist - Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card. -Summon — {X}, {T}: Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery. - - GR - Legendary Creature — Human Shaman - Creature - 2 - RG - 1/2 - - FIN - 2 - - - Sabotender - Reach -Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent. - - R - Creature — Plant - Creature - 2 - 1R - 2/1 - - FIN - 2 - - - Sage's Nouliths - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. -Hagneia — Equip {3} - - U - Artifact — Equipment - Artifact - 2 - 1U - - FIN - 1 - - - Sage's Nouliths - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. -Hagneia — Equip {3} - - U - Artifact — Equipment - Artifact - 2 - 1U - - FIN - 1 - - - Sahagin - Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature and it can't be blocked this turn. - - U - Creature — Merfolk Warrior - Creature - 2 - 1U - 1/3 - - FIN - 2 - - - Samurai's Katana - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2, has trample and haste, and is a Samurai in addition to its other types. -Murasame — Equip {5} - - R - Artifact — Equipment - Artifact - 3 - 2R - - FIN - 1 - - - Sandworm - Haste -When this creature enters, destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. - - R - Creature — Worm - Creature - 5 - 4R - 5/4 - - FIN - 2 - - - Sazh Katzroy - When Sazh Katzroy enters, you may search your library for a Bird or basic land card, reveal it, put it into your hand, then shuffle. -Whenever Sazh Katzroy attacks, put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. - - G - Legendary Creature — Human Pilot - Creature - 4 - 3G - 3/3 - - FIN - 2 - - - Sazh Katzroy - When Sazh Katzroy enters, you may search your library for a Bird or basic land card, reveal it, put it into your hand, then shuffle. -Whenever Sazh Katzroy attacks, put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. - - G - Legendary Creature — Human Pilot - Creature - 4 - 3G - 3/3 - - FIN - 2 - - - Sazh's Chocobo - Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. - - G - Creature — Bird - Creature - 1 - G - 0/1 - - FIN - 2 - - - Scorpion Sentinel - As long as you control seven or more lands, this creature gets +3/+0. - - U - Artifact Creature — Robot Scorpion - Creature - 2 - 1U - 1/4 - - FIN - 2 - - - Seifer Almasy - Whenever a creature you control attacks alone, it gains double strike until end of turn. -Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - R - Legendary Creature — Human Knight - Creature - 4 - 3R - 3/4 - - FIN - 2 - - - Seifer Almasy - Whenever a creature you control attacks alone, it gains double strike until end of turn. -Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - R - Legendary Creature — Human Knight - Creature - 4 - 3R - 3/4 - - FIN - 2 - - - Seifer Almasy - Whenever a creature you control attacks alone, it gains double strike until end of turn. -Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - R - Legendary Creature — Human Knight - Creature - 4 - 3R - 3/4 - - FIN - 2 - - - Seifer Almasy - Whenever a creature you control attacks alone, it gains double strike until end of turn. -Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - R - Legendary Creature — Human Knight - Creature - 4 - 3R - 3/4 - - FIN - 2 - - - Self-Destruct - Target creature you control deals X damage to any other target and X damage to itself, where X is its power. - - R - Instant - Instant - 2 - 1R - - FIN - 3 - - - Sephiroth's Intervention - Destroy target creature. You gain 2 life. - - B - Instant - Instant - 4 - 3B - - FIN - 3 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN - 2 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN - 2 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN - 2 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN - 2 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN - 2 - - - Sephiroth, Planet's Heir - Vigilance (Attacking doesn't cause this creature to tap.) -When Sephiroth enters, creatures your opponents control get -2/-2 until end of turn. -Whenever a creature an opponent controls dies, put a +1/+1 counter on Sephiroth. - - BU - Legendary Creature — Human Avatar Soldier - Creature - 6 - 4UB - 4/4 - - FIN - 2 - - - Sephiroth, Planet's Heir - Vigilance (Attacking doesn't cause this creature to tap.) -When Sephiroth enters, creatures your opponents control get -2/-2 until end of turn. -Whenever a creature an opponent controls dies, put a +1/+1 counter on Sephiroth. - - BU - Legendary Creature — Human Avatar Soldier - Creature - 6 - 4UB - 4/4 - - FIN - 2 - - - Serah Farron - The first legendary creature spell you cast each turn costs {2} less to cast. -At the beginning of combat on your turn, if you control two or more other legendary creatures, you may transform Serah Farron. - - GW - Legendary Creature — Human Citizen - Creature - 3 - 1GW - 2/2 - - FIN - 2 - - - Crystallized Serah - The first legendary creature spell you cast each turn costs {2} less to cast. -Legendary creatures you control get +2/+2. - - GW - Legendary Artifact - Artifact - 3 - - FIN - 1 - - - Serah Farron - The first legendary creature spell you cast each turn costs {2} less to cast. -At the beginning of combat on your turn, if you control two or more other legendary creatures, you may transform Serah Farron. - - GW - Legendary Creature — Human Citizen - Creature - 3 - 1GW - 2/2 - - FIN - 2 - - - Crystallized Serah - The first legendary creature spell you cast each turn costs {2} less to cast. -Legendary creatures you control get +2/+2. - - GW - Legendary Artifact - Artifact - 3 - - FIN - 1 - - - Seymour Flux - At the beginning of your upkeep, you may pay 1 life. If you do, draw a card and put a +1/+1 counter on Seymour Flux. - - B - Legendary Creature — Spirit Avatar - Creature - 5 - 4B - 5/5 - - FIN - 2 - - - Seymour Flux - At the beginning of your upkeep, you may pay 1 life. If you do, draw a card and put a +1/+1 counter on Seymour Flux. - - B - Legendary Creature — Spirit Avatar - Creature - 5 - 4B - 5/5 - - FIN - 2 - - - Shambling Cie'th - This creature enters tapped. -Whenever you cast a noncreature spell, you may pay {B}. If you do, return this card from your graveyard to your hand. - - B - Creature — Mutant Horror - Creature - 3 - 2B - 3/3 - - FIN - 2 - - - Shantotto, Tactician Magician - Whenever you cast a noncreature spell, Shantotto gets +X/+0 until end of turn, where X is the amount of mana spent to cast that spell. If X is 4 or more, draw a card. - - RU - Legendary Creature — Dwarf Wizard - Creature - 3 - 1UR - 0/4 - - FIN - 2 - - - Shantotto, Tactician Magician - Whenever you cast a noncreature spell, Shantotto gets +X/+0 until end of turn, where X is the amount of mana spent to cast that spell. If X is 4 or more, draw a card. - - RU - Legendary Creature — Dwarf Wizard - Creature - 3 - 1UR - 0/4 - - FIN - 2 - - - Sharlayan, Nation of Scholars - This land enters tapped. -{T}: Add {W} or {U}. - - Land — Town - Land - 0 - - FIN - 0 - - - Shinra Reinforcements - When this creature enters, mill three cards and you gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.) - - B - Creature — Human Soldier - Creature - 3 - 2B - 2/3 - - FIN - 2 - - - Sidequest: Card Collection - When this enchantment enters, draw three cards, then discard two cards. -At the beginning of your end step, if eight or more cards are in your graveyard, transform this enchantment. - - U - Enchantment - Enchantment - 4 - 3U - - FIN - 1 - - - Magicked Card - Flying -Crew 1 (Tap any number of creatured you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - U - Artifact — Vehicle - Artifact - 4 - 4/4 - - FIN - 1 - - - Sidequest: Catch a Fish - At the beginning of your upkeep, look at the top card of your library. If it's an artifact or creature card, you may reveal it and put it into your hand. If you put a card into your hand this way, create a Food token and transform this enchantment. - - W - Enchantment - Enchantment - 3 - 2W - - FIN - 1 - - - Cooking Campsite - {T}: Add {W}. -{3}, {T}, Sacrifice an artifact: Put a +1/+1 counter on each creature you control. Activate only as a sorcery. - - Land - Land - 3 - - FIN - 0 - - - Sidequest: Hunt the Mark - When this enchantment enters, destroy up to one target creature. -At the beginning of your end step, if a creature died under an opponent's control this turn, create a Treasure token. Then if you control three or more Treasures, transform this enchantment. - - B - Enchantment - Enchantment - 5 - 3BB - - FIN - 1 - - - Yiazmat, Ultimate Mark - {1}{B}, Sacrifice another creature or artifact: Yiazmat gains indestructible until end of turn. Tap it. - - B - Legendary Creature — Dragon - Creature - 5 - 5/6 - - FIN - 2 - - - Sidequest: Hunt the Mark - When this enchantment enters, destroy up to one target creature. -At the beginning of your end step, if a creature died under an opponent's control this turn, create a Treasure token. Then if you control three or more Treasures, transform this enchantment. - - B - Enchantment - Enchantment - 5 - 3BB - - FIN - 1 - - - Yiazmat, Ultimate Mark - {1}{B}, Sacrifice another creature or artifact: Yiazmat gains indestructible until end of turn. Tap it. - - B - Legendary Creature — Dragon - Creature - 5 - 5/6 - - FIN - 2 - - - Sidequest: Play Blitzball - At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn. -At the end of combat on your turn, if a player was dealt 6 or more combat damage this turn, transform this enchantment, then attach it to a creature you control. - - R - Enchantment - Enchantment - 3 - 2R - - FIN - 1 - - - World Champion, Celestial Weapon - Double Overdrive — Equipped creature gets +2/+0 and has double strike. -Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) - - R - Legendary Artifact — Equipment - Artifact - 3 - - FIN - 1 - - - Sidequest: Raise a Chocobo - When this enchantment enters, create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -At the beginning of your first main phase, if you control four or more Birds, transform this enchantment. - - G - Enchantment - Enchantment - 2 - 1G - - FIN - 1 - - - Black Chocobo - When this permanent transforms into Black Chocobo, search your library for a land card, put it onto the battlefield tapped, then shuffle. -Landfall — Whenever a land you control enters, Birds you control get +1/+0 until end of turn. - - G - Creature — Bird - Creature - 2 - 2/2 - - FIN - 2 - - - Sin, Spira's Punishment - Flying -Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process. - - BGU - Legendary Creature — Leviathan Avatar - Creature - 7 - 4BGU - 7/7 - - FIN - 2 - - - Sin, Spira's Punishment - Flying -Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process. - - BGU - Legendary Creature — Leviathan Avatar - Creature - 7 - 4BGU - 7/7 - - FIN - 2 - - - Sin, Spira's Punishment - Flying -Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process. - - BGU - Legendary Creature — Leviathan Avatar - Creature - 7 - 4BGU - 7/7 - - FIN - 2 - - - Slash of Light - Slash of Light deals damage equal to the number of creatures you control plus the number of Equipment you control to target creature. - - W - Instant - Instant - 2 - 1W - - FIN - 3 - - - Sleep Magic - Enchant creature -When this Aura enters, tap enchanted creature. -Enchanted creature doesn't untap during its controller's untap step. -When enchanted creature is dealt damage, sacrifice this Aura. - - U - Enchantment — Aura - Enchantment - 1 - U - - FIN - 1 - - - Snow Villiers - Vigilance -Snow Villiers's power is equal to the number of creatures you control. - - W - Legendary Creature — Human Rebel Monk - Creature - 3 - 2W - */3 - - FIN - 2 - - - Snow Villiers - Vigilance -Snow Villiers's power is equal to the number of creatures you control. - - W - Legendary Creature — Human Rebel Monk - Creature - 3 - 2W - */3 - - FIN - 2 - - - Sorceress's Schemes - Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand. Add {R}. -Flashback {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 3R - - FIN - 3 - - - Squall, SeeD Mercenary - Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. -Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - BW - Legendary Creature — Human Knight Mercenary - Creature - 4 - 2WB - 3/4 - - FIN - 2 - - - Squall, SeeD Mercenary - Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. -Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - BW - Legendary Creature — Human Knight Mercenary - Creature - 4 - 2WB - 3/4 - - FIN - 2 - - - Squall, SeeD Mercenary - Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. -Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - BW - Legendary Creature — Human Knight Mercenary - Creature - 4 - 2WB - 3/4 - - FIN - 2 - - - Squall, SeeD Mercenary - Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. -Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - BW - Legendary Creature — Human Knight Mercenary - Creature - 4 - 2WB - 3/4 - - FIN - 2 - - - Starting Town - This land enters tapped unless it's your first, second, or third turn of the game. -{T}: Add {C}. -{T}, Pay 1 life: Add one mana of any color. - - Land — Town - Land - 0 - - FIN - 0 - - - Stiltzkin, Moogle Merchant - Lifelink -{2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card. - - W - Legendary Creature — Moogle - Creature - 1 - W - 1/2 - - FIN - 2 - - - Stiltzkin, Moogle Merchant - Lifelink -{2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card. - - W - Legendary Creature — Moogle - Creature - 1 - W - 1/2 - - FIN - 2 - - - Stiltzkin, Moogle Merchant - Lifelink -{2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card. - - W - Legendary Creature — Moogle - Creature - 1 - W - 1/2 - - FIN - 2 - - - Stolen Uniform - Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it. - - U - Instant - Instant - 1 - U - - FIN - 3 - - - Stolen Uniform - Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it. - - U - Instant - Instant - 1 - U - - FIN - 3 - - - Stuck in Summoner's Sanctum - Flash -Enchant artifact or creature -When this Aura enters, tap enchanted permanent. -Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated. - - U - Enchantment — Aura - Enchantment - 3 - 2U - - FIN - 1 - - - Summon: Anima - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II, III — Pain — You draw a card and you lose 1 life. -IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. -Menace - - B - Enchantment Creature — Saga Horror - Creature - 6 - 4BB - 4/4 - - FIN - 2 - - - Summon: Anima - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II, III — Pain — You draw a card and you lose 1 life. -IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. -Menace - - B - Enchantment Creature — Saga Horror - Creature - 6 - 4BB - 4/4 - - FIN - 2 - - - Summon: Bahamut - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II — Destroy up to one target nonland permanent. -III — Draw two cards. -IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent. -Flying - - Enchantment Creature — Saga Dragon - Creature - 9 - 9 - 9/9 - - FIN - 2 - - - Summon: Bahamut - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II — Destroy up to one target nonland permanent. -III — Draw two cards. -IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent. -Flying - - Enchantment Creature — Saga Dragon - Creature - 9 - 9 - 9/9 - - FIN - 2 - - - Summon: Brynhildr - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Chain — Exile the top card of your library. During any turn you put a lore counter on this Saga, you may play that card. -II, III — Gestalt Mode — When you next cast a creature spell this turn, it gains haste until end of turn. - - R - Enchantment Creature — Saga Knight - Creature - 2 - 1R - 2/1 - - FIN - 2 - - - Summon: Brynhildr - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Chain — Exile the top card of your library. During any turn you put a lore counter on this Saga, you may play that card. -II, III — Gestalt Mode — When you next cast a creature spell this turn, it gains haste until end of turn. - - R - Enchantment Creature — Saga Knight - Creature - 2 - 1R - 2/1 - - FIN - 2 - - - Summon: Choco/Mog - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II, III, IV — Stampede! — Other creatures you control get +1/+0 until end of turn. - - W - Enchantment Creature — Saga Bird Moogle - Creature - 3 - 2W - 3/3 - - FIN - 2 - - - Summon: Choco/Mog - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II, III, IV — Stampede! — Other creatures you control get +1/+0 until end of turn. - - W - Enchantment Creature — Saga Bird Moogle - Creature - 3 - 2W - 3/3 - - FIN - 2 - - - Summon: Esper Ramuh - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. -II, III — Wizards you control get +1/+0 until end of turn. - - R - Enchantment Creature — Saga Wizard - Creature - 4 - 2RR - 3/3 - - FIN - 2 - - - Summon: Esper Ramuh - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. -II, III — Wizards you control get +1/+0 until end of turn. - - R - Enchantment Creature — Saga Wizard - Creature - 4 - 2RR - 3/3 - - FIN - 2 - - - Summon: Fat Chocobo - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -II, III, IV — Kerplunk — Creatures you control gain trample until end of turn. - - G - Enchantment Creature — Saga Bird - Creature - 5 - 4G - 4/4 - - FIN - 2 - - - Summon: Fat Chocobo - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -II, III, IV — Kerplunk — Creatures you control gain trample until end of turn. - - G - Enchantment Creature — Saga Bird - Creature - 5 - 4G - 4/4 - - FIN - 2 - - - Summon: Fenrir - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. -II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. -III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power. - - G - Enchantment Creature — Saga Wolf - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Summon: Fenrir - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. -II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. -III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power. - - G - Enchantment Creature — Saga Wolf - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Summon: G.F. Cerberus - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy. -III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies. - - R - Enchantment Creature — Saga Dog - Creature - 4 - 2RR - 3/3 - - FIN - 2 - - - Summon: G.F. Cerberus - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy. -III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies. - - R - Enchantment Creature — Saga Dog - Creature - 4 - 2RR - 3/3 - - FIN - 2 - - - Summon: G.F. Ifrit - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II — You may discard a card. If you do, draw a card. -III, IV — Add {R}. - - R - Enchantment Creature — Saga Demon - Creature - 3 - 2R - 3/2 - - FIN - 2 - - - Summon: G.F. Ifrit - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II — You may discard a card. If you do, draw a card. -III, IV — Add {R}. - - R - Enchantment Creature — Saga Demon - Creature - 3 - 2R - 3/2 - - FIN - 2 - - - Summon: Knights of Round - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) -I, II, III, IV — Create three 2/2 white Knight creature tokens. -V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. -Indestructible - - W - Enchantment Creature — Saga Knight - Creature - 8 - 6WW - 3/3 - - FIN - 2 - - - Summon: Knights of Round - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) -I, II, III, IV — Create three 2/2 white Knight creature tokens. -V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. -Indestructible - - W - Enchantment Creature — Saga Knight - Creature - 8 - 6WW - 3/3 - - FIN - 2 - - - Summon: Leviathan - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. -II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. -Ward {2} - - U - Enchantment Creature — Saga Leviathan - Creature - 6 - 4UU - 6/6 - - FIN - 2 - - - Summon: Leviathan - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. -II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. -Ward {2} - - U - Enchantment Creature — Saga Leviathan - Creature - 6 - 4UU - 6/6 - - FIN - 2 - - - Summon: Primal Garuda - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. -II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. -Flying - - W - Enchantment Creature — Saga Harpy - Creature - 4 - 3W - 3/3 - - FIN - 2 - - - Summon: Primal Garuda - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. -II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. -Flying - - W - Enchantment Creature — Saga Harpy - Creature - 4 - 3W - 3/3 - - FIN - 2 - - - Summon: Primal Odin - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Gungnir — Destroy target creature an opponent controls. -II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game." -III — Hall of Sorrow — Draw two cards. Each player loses 2 life. - - B - Enchantment Creature — Saga Knight - Creature - 6 - 4BB - 5/3 - - FIN - 2 - - - Summon: Primal Odin - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Gungnir — Destroy target creature an opponent controls. -II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game." -III — Hall of Sorrow — Draw two cards. Each player loses 2 life. - - B - Enchantment Creature — Saga Knight - Creature - 6 - 4BB - 5/3 - - FIN - 2 - - - Summon: Shiva - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -III — Diamond Dust — Draw a card for each tapped creature your opponents control. - - U - Enchantment Creature — Saga Elemental - Creature - 5 - 3UU - 4/5 - - FIN - 2 - - - Summon: Shiva - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -III — Diamond Dust — Draw a card for each tapped creature your opponents control. - - U - Enchantment Creature — Saga Elemental - Creature - 5 - 3UU - 4/5 - - FIN - 2 - - - Summon: Titan - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Mill five cards. -II — Return all land cards from your graveyard to the battlefield tapped. -III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control. -Reach, trample - - G - Enchantment Creature — Saga Giant - Creature - 5 - 3GG - 7/7 - - FIN - 2 - - - Summon: Titan - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Mill five cards. -II — Return all land cards from your graveyard to the battlefield tapped. -III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control. -Reach, trample - - G - Enchantment Creature — Saga Giant - Creature - 5 - 3GG - 7/7 - - FIN - 2 - - - Summoner's Grimoire - Job select -Equipped creature is a Shaman in addition to its other types and has "Whenever this creature attacks, you may put a creature card from your hand onto the battlefield. If that card is an enchantment card, it enters tapped and attacking." -Abraxas — Equip {3} - - G - Artifact — Equipment - Artifact - 4 - 3G - - FIN - 1 - - - Suplex - Choose one — -• Suplex deals 3 damage to target creature. If that creature would die this turn, exile it instead. -• Exile target artifact. - - R - Sorcery - Sorcery - 2 - 1R - - FIN - 3 - - - Swallowed by Leviathan - Choose target spell. Surveil 2, then counter the chosen spell unless its controller pays {1} for each card in your graveyard. (To surveil 2, look at the top two cards of your library, then put any number of them into graveyard and the rest on top of your library in any order.) - - U - Instant - Instant - 3 - 2U - - FIN - 3 - - - Swamp - ({T}: Add {B}.) - - Basic Land — Swamp - Land - 0 - - FIN - 0 - - - Swamp - ({T}: Add {B}.) - - Basic Land — Swamp - Land - 0 - - FIN - 0 - - - Swamp - ({T}: Add {B}.) - - Basic Land — Swamp - Land - 0 - - FIN - 0 - - - Swamp - ({T}: Add {B}.) - - Basic Land — Swamp - Land - 0 - - FIN - 0 - - - Syncopate - Counter target spell unless its controller pays {X}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. - - U - Instant - Instant - 1 - XU - - FIN - 3 - - - Tellah, Great Sage - Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent. - - RU - Legendary Creature — Human Wizard - Creature - 5 - 3UR - 3/3 - - FIN - 2 - - - Tellah, Great Sage - Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent. - - RU - Legendary Creature — Human Wizard - Creature - 5 - 3UR - 3/3 - - FIN - 2 - - - Tellah, Great Sage - Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent. - - RU - Legendary Creature — Human Wizard - Creature - 5 - 3UR - 3/3 - - FIN - 2 - - - Terra, Magical Adept - When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. -Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - GR - Legendary Creature — Human Wizard Warrior - Creature - 3 - 1RG - 4/2 - - FIN - 2 - - - Esper Terra - (As this Saga enters and after your draw step, add a lore counter.) -I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. -IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). -Flying - - GR - Legendary Enchantment Creature — Saga Wizard - Creature - 3 - 6/6 - - FIN - 2 - - - Terra, Magical Adept - When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. -Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - GR - Legendary Creature — Human Wizard Warrior - Creature - 3 - 1RG - 4/2 - - FIN - 2 - - - Esper Terra - (As this Saga enters and after your draw step, add a lore counter.) -I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. -IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). -Flying - - GR - Legendary Enchantment Creature — Saga Wizard - Creature - 3 - 6/6 - - FIN - 2 - - - Terra, Magical Adept - When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. -Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - GR - Legendary Creature — Human Wizard Warrior - Creature - 3 - 1RG - 4/2 - - FIN - 2 - - - Esper Terra - (As this Saga enters and after your draw step, add a lore counter.) -I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. -IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). -Flying - - GR - Legendary Enchantment Creature — Saga Wizard - Creature - 3 - 6/6 - - FIN - 2 - - - The Crystal's Chosen - Create four 1/1 colorless Hero creature tokens. Then put a +1/+1 counter on each creature you control. - - W - Sorcery - Sorcery - 7 - 5WW - - FIN - 3 - - - The Darkness Crystal - Black spells you cast cost {1} less to cast. -If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life. -{4}{B}{B}, {T}: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it. - - B - Legendary Artifact - Artifact - 4 - 2BB - - FIN - 1 - - - The Darkness Crystal - Black spells you cast cost {1} less to cast. -If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life. -{4}{B}{B}, {T}: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it. - - B - Legendary Artifact - Artifact - 4 - 2BB - - FIN - 1 - - - The Earth Crystal - Green spells you cast cost {1} less to cast. -If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead. -{4}{G}{G}, {T}: Distribute two +1/+1 counters among one or two target creatures you control. - - G - Legendary Artifact - Artifact - 4 - 2GG - - FIN - 1 - - - The Earth Crystal - Green spells you cast cost {1} less to cast. -If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead. -{4}{G}{G}, {T}: Distribute two +1/+1 counters among one or two target creatures you control. - - G - Legendary Artifact - Artifact - 4 - 2GG - - FIN - 1 - - - The Emperor of Palamecia - {T}: Add {U} or {R}. Spend this mana only to cast a noncreature spell. -Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it. - - RU - Legendary Creature — Human Noble Wizard - Creature - 2 - UR - 2/2 - - FIN - 2 - - - The Lord Master of Hell - Starfall — Whenever The Lord Master of Hell attacks, it deals X damage to each opponent, where X is the number of noncreature, nonland cards in your graveyard. - - RU - Legendary Creature — Demon Noble Wizard - Creature - 2 - 3/3 - - FIN - 2 - - - The Emperor of Palamecia - {T}: Add {U} or {R}. Spend this mana only to cast a noncreature spell. -Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it. - - RU - Legendary Creature — Human Noble Wizard - Creature - 2 - UR - 2/2 - - FIN - 2 - - - The Lord Master of Hell - Starfall — Whenever The Lord Master of Hell attacks, it deals X damage to each opponent, where X is the number of noncreature, nonland cards in your graveyard. - - RU - Legendary Creature — Demon Noble Wizard - Creature - 2 - 3/3 - - FIN - 2 - - - The Final Days - Create two tapped 2/2 black Horror creature tokens. If this spell was cast from a graveyard, instead create X of those tokens, where X is the number of creature cards in your graveyard. -Flashback {4}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - B - Sorcery - Sorcery - 4 - 2BB - - FIN - 3 - - - The Fire Crystal - Red spells you cast cost {1} less to cast. -Creatures you control have haste. -{4}{R}{R}, {T}: Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step. - - R - Legendary Artifact - Artifact - 4 - 2RR - - FIN - 1 - - - The Fire Crystal - Red spells you cast cost {1} less to cast. -Creatures you control have haste. -{4}{R}{R}, {T}: Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step. - - R - Legendary Artifact - Artifact - 4 - 2RR - - FIN - 1 - - - The Gold Saucer - {T}: Add {C}. -{2}, {T}: Flip a coin. If you win the flip, create a Treasure token. -{3}, {T}, Sacrifice two artifacts: Draw a card. - - Land — Town - Land - 0 - - FIN - 0 - - - The Lunar Whale - Flying -You may look at the top card of your library any time. -As long as The Lunar Whale attacked this turn, you may play the top card of your library. -Crew 1 - - U - Legendary Artifact — Vehicle - Artifact - 4 - 3U - 3/5 - - FIN - 1 - - - The Masamune - As long as equipped creature is attacking, it has first strike and must be blocked if able. -Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time." -Equip {2} - - Legendary Artifact — Equipment - Artifact - 3 - 3 - - FIN - 1 - - - The Masamune - As long as equipped creature is attacking, it has first strike and must be blocked if able. -Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time." -Equip {2} - - Legendary Artifact — Equipment - Artifact - 3 - 3 - - FIN - 1 - - - The Prima Vista - Flying -Whenever you cast a noncreature spell, if at least four mana was spent to cast it, The Prima Vista becomes an artifact creature until end of turn. -Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) - - U - Legendary Artifact — Vehicle - Artifact - 5 - 4U - 5/3 - - FIN - 1 - - - The Regalia - Haste -Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order. -Crew 1 - - Legendary Artifact — Vehicle - Artifact - 4 - 4 - 4/4 - - FIN - 1 - - - The Wandering Minstrel - Lands you control enter untapped. -The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors. -{3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. - - GU - Legendary Creature — Human Bard - Creature - 2 - GU - 1/3 - - FIN - 2 - - - The Wandering Minstrel - Lands you control enter untapped. -The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors. -{3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. - - GU - Legendary Creature — Human Bard - Creature - 2 - GU - 1/3 - - FIN - 2 - - - The Wandering Minstrel - Lands you control enter untapped. -The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors. -{3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. - - GU - Legendary Creature — Human Bard - Creature - 2 - GU - 1/3 - - FIN - 2 - - - The Wandering Minstrel - Lands you control enter untapped. -The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors. -{3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. - - GU - Legendary Creature — Human Bard - Creature - 2 - GU - 1/3 - - FIN - 2 - - - The Water Crystal - Blue spells you cast cost {1} less to cast. -If an opponent would mill one or more cards, they mill that many cards plus four instead. -{4}{U}{U}, {T}: Each opponent mills cards equal to the number of cards in your hand. - - U - Legendary Artifact - Artifact - 4 - 2UU - - FIN - 1 - - - The Water Crystal - Blue spells you cast cost {1} less to cast. -If an opponent would mill one or more cards, they mill that many cards plus four instead. -{4}{U}{U}, {T}: Each opponent mills cards equal to the number of cards in your hand. - - U - Legendary Artifact - Artifact - 4 - 2UU - - FIN - 1 - - - The Wind Crystal - White spells you cast cost {1} less to cast. -If you would gain life, you gain twice that much life instead. -{4}{W}{W}, {T}: Creatures you control gain flying and lifelink until end of turn. - - W - Legendary Artifact - Artifact - 4 - 2WW - - FIN - 1 - - - The Wind Crystal - White spells you cast cost {1} less to cast. -If you would gain life, you gain twice that much life instead. -{4}{W}{W}, {T}: Creatures you control gain flying and lifelink until end of turn. - - W - Legendary Artifact - Artifact - 4 - 2WW - - FIN - 1 - - - Thief's Knife - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+1, has "Whenever this creature deals combat damage to a player, draw a card," and is a Rogue in addition to its other types. -Equip {4} - - U - Artifact — Equipment - Artifact - 3 - 2U - - FIN - 1 - - - Thunder Magic - Tiered (Choose one additional cost.) -• Thunder — {0} — Thunder Magic deals 2 damage to target creature. -• Thundara — {3} — Thunder Magic deals 4 damage to target creature. -• Thundaga — {5}{R} — Thunder Magic deals 8 damage to target creature. - - R - Instant - Instant - 1 - R - - FIN - 3 - - - Tidus, Blitzball Star - Whenever an artifact you control enters, put a +1/+1 counter on Tidus. -Whenever Tidus attacks, tap target creature an opponent controls. - - UW - Legendary Creature — Human Warrior - Creature - 3 - 1WU - 2/1 - - FIN - 2 - - - Tidus, Blitzball Star - Whenever an artifact you control enters, put a +1/+1 counter on Tidus. -Whenever Tidus attacks, tap target creature an opponent controls. - - UW - Legendary Creature — Human Warrior - Creature - 3 - 1WU - 2/1 - - FIN - 2 - - - Tifa Lockhart - Trample -Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. - - G - Legendary Creature — Human Monk - Creature - 2 - 1G - 1/2 - - FIN - 2 - - - Tifa Lockhart - Trample -Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. - - G - Legendary Creature — Human Monk - Creature - 2 - 1G - 1/2 - - FIN - 2 - - - Tifa Lockhart - Trample -Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. - - G - Legendary Creature — Human Monk - Creature - 2 - 1G - 1/2 - - FIN - 2 - - - Tifa Lockhart - Trample -Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. - - G - Legendary Creature — Human Monk - Creature - 2 - 1G - 1/2 - - FIN - 2 - - - Tifa's Limit Break - Tiered (Choose one additional cost.) -• Somersault — {0} — Target creature gets +2/+2 until end of turn. -• Meteor Strikes — {2} — Double target creature's power and toughness until end of turn. -• Final Heaven — {6}{G} — Triple target creature's power and toughness until end of turn. - - G - Instant - Instant - 1 - G - - FIN - 3 - - - Tonberry - This creature enters tapped with a stun counter on it. (If it would become untapped, remove a stun counter from it instead.) -Chef's Knife — During your turn, this creature has first strike and deathtouch. - - B - Creature — Salamander Horror - Creature - 1 - B - 2/1 - - FIN - 2 - - - Torgal, A Fine Hound - Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control. -{T}: Add one mana of any color. - - G - Legendary Creature — Wolf - Creature - 2 - 1G - 2/2 - - FIN - 2 - - - Torgal, A Fine Hound - Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control. -{T}: Add one mana of any color. - - G - Legendary Creature — Wolf - Creature - 2 - 1G - 2/2 - - FIN - 2 - - - Torgal, A Fine Hound - Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control. -{T}: Add one mana of any color. - - G - Legendary Creature — Wolf - Creature - 2 - 1G - 2/2 - - FIN - 2 - - - Town Greeter - When this creature enters, mill four cards. You may put a land card from among them into your hand. If you put a Town card into your hand this way, you gain 2 life. (To mill four cards, a player puts the top four cards of their library into their graveyard.) - - G - Creature — Human Citizen - Creature - 2 - 1G - 1/1 - - FIN - 2 - - - Travel the Overworld - Affinity for Towns (This spell costs {1} less to cast for each Town you control.) -Draw four cards. - - U - Sorcery - Sorcery - 7 - 5UU - - FIN - 3 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN - 2 - - - Treno, Dark City - This land enters tapped. -{T}: Add {U} or {B}. - - Land — Town - Land - 0 - - FIN - 0 - - - Triple Triad - At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs. - - R - Enchantment - Enchantment - 6 - 3RRR - - FIN - 1 - - - Triple Triad - At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs. - - R - Enchantment - Enchantment - 6 - 3RRR - - FIN - 1 - - - Ultima - Destroy all artifacts and creatures. End the turn. - - W - Sorcery - Sorcery - 5 - 3WW - - FIN - 3 - - - Ultima - Destroy all artifacts and creatures. End the turn. - - W - Sorcery - Sorcery - 5 - 3WW - - FIN - 3 - - - Ultima Weapon - Whenever equipped creature attacks, destroy target creature an opponent controls. -Equipped creature gets +7/+7. -Equip {7} - - Legendary Artifact — Equipment - Artifact - 7 - 7 - - FIN - 1 - - - Ultima, Origin of Oblivion - Flying -Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." -Whenever you tap a land for {C}, add an additional {C}. - - Legendary Creature — God - Creature - 5 - 5 - 4/4 - - FIN - 2 - - - Ultima, Origin of Oblivion - Flying -Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." -Whenever you tap a land for {C}, add an additional {C}. - - Legendary Creature — God - Creature - 5 - 5 - 4/4 - - FIN - 2 - - - Ultima, Origin of Oblivion - Flying -Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." -Whenever you tap a land for {C}, add an additional {C}. - - Legendary Creature — God - Creature - 5 - 5 - 4/4 - - FIN - 2 - - - Ultimecia, Temporal Threat - When Ultimecia enters, tap all creatures your opponents control. -Whenever a creature you control deals combat damage to a player, draw a card. - - U - Legendary Creature — Human Warlock - Creature - 6 - 4UU - 4/4 - - FIN - 2 - - - Ultimecia, Temporal Threat - When Ultimecia enters, tap all creatures your opponents control. -Whenever a creature you control deals combat damage to a player, draw a card. - - U - Legendary Creature — Human Warlock - Creature - 6 - 4UU - 4/4 - - FIN - 2 - - - Ultimecia, Time Sorceress - Whenever Ultimecia enters or attacks, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) -At the beginning of your end step, you may pay {4}{U}{U}{B}{B} and exile eight cards from your graveyard. If you do, transform Ultimecia. - - BU - Legendary Creature — Human Warlock - Creature - 5 - 3UB - 4/5 - - FIN - 2 - - - Ultimecia, Omnipotent - Menace (This creature can't be blocked except by two or more creatures.) -Time Compression — When this creature transforms into Ultimecia, Omnipotent, take an extra turn after this one. - - BU - Legendary Creature — Nightmare Warlock - Creature - 5 - 7/7 - - FIN - 2 - - - Ultimecia, Time Sorceress - Whenever Ultimecia enters or attacks, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) -At the beginning of your end step, you may pay {4}{U}{U}{B}{B} and exile eight cards from your graveyard. If you do, transform Ultimecia. - - BU - Legendary Creature — Human Warlock - Creature - 5 - 3UB - 4/5 - - FIN - 2 - - - Ultimecia, Omnipotent - Menace (This creature can't be blocked except by two or more creatures.) -Time Compression — When this creature transforms into Ultimecia, Omnipotent, take an extra turn after this one. - - BU - Legendary Creature — Nightmare Warlock - Creature - 5 - 7/7 - - FIN - 2 - - - Ultros, Obnoxious Octopus - Whenever you cast a noncreature spell, if at least four mana was spent to cast it, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -Whenever you cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros. - - U - Legendary Creature — Octopus - Creature - 2 - 1U - 2/1 - - FIN - 2 - - - Ultros, Obnoxious Octopus - Whenever you cast a noncreature spell, if at least four mana was spent to cast it, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -Whenever you cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros. - - U - Legendary Creature — Octopus - Creature - 2 - 1U - 2/1 - - FIN - 2 - - - Undercity Dire Rat - Rat Tail — When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") - - B - Creature — Rat - Creature - 2 - 1B - 2/2 - - FIN - 2 - - - Unexpected Request - Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. You may attach an Equipment you control to that creature. If you do, unattach it at the beginning of the next end step. - - R - Sorcery - Sorcery - 3 - 2R - - FIN - 3 - - - Vaan, Street Thief - Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. -Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. - - R - Legendary Creature — Human Scout - Creature - 3 - 2R - 2/2 - - FIN - 2 - - - Vaan, Street Thief - Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. -Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. - - R - Legendary Creature — Human Scout - Creature - 3 - 2R - 2/2 - - FIN - 2 - - - Vaan, Street Thief - Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. -Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. - - R - Legendary Creature — Human Scout - Creature - 3 - 2R - 2/2 - - FIN - 2 - - - Vaan, Street Thief - Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. -Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. - - R - Legendary Creature — Human Scout - Creature - 3 - 2R - 2/2 - - FIN - 2 - - - Valkyrie Aerial Unit - Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) -Flying -When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) - - U - Artifact Creature — Construct - Creature - 7 - 5UU - 5/4 - - FIN - 2 - - - Vanille, Cheerful l'Cie - When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. -At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. - - G - Legendary Creature — Human Cleric - Creature - 4 - 3G - 3/2 - - FIN - 2 - - - Vanille, Cheerful l'Cie - When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. -At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. - - G - Legendary Creature — Human Cleric - Creature - 4 - 3G - 3/2 - - FIN - 2 - - - Vanille, Cheerful l'Cie - When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. -At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. - - G - Legendary Creature — Human Cleric - Creature - 4 - 3G - 3/2 - - FIN - 2 - - - Vanille, Cheerful l'Cie - When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. -At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. - - G - Legendary Creature — Human Cleric - Creature - 4 - 3G - 3/2 - - FIN - 2 - - - Vayne's Treachery - Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) -Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -6/-6 until end of turn instead. - - B - Instant - Instant - 2 - 1B - - FIN - 3 - - - Vector, Imperial Capital - This land enters tapped. -{T}: Add {B} or {R}. - - Land — Town - Land - 0 - - FIN - 0 - - - Venat, Heart of Hydaelyn - Whenever you cast a legendary spell, draw a card. This ability triggers only once each turn. -Hero's Sundering — {7}, {T}: Exile target nonland permanent. Transform Venat. Activate only as a sorcery. - - W - Legendary Creature — Elder Wizard - Creature - 3 - 1WW - 3/3 - - FIN - 2 - - - Hydaelyn, the Mothercrystal - Indestructible -Blessing of Light — At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control. Until your next turn, it gains indestructible. If that creature is legendary, draw a card. - - W - Legendary Creature — God - Creature - 3 - 4/4 - - FIN - 2 - - - Venat, Heart of Hydaelyn - Whenever you cast a legendary spell, draw a card. This ability triggers only once each turn. -Hero's Sundering — {7}, {T}: Exile target nonland permanent. Transform Venat. Activate only as a sorcery. - - W - Legendary Creature — Elder Wizard - Creature - 3 - 1WW - 3/3 - - FIN - 2 - - - Hydaelyn, the Mothercrystal - Indestructible -Blessing of Light — At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control. Until your next turn, it gains indestructible. If that creature is legendary, draw a card. - - W - Legendary Creature — God - Creature - 3 - 4/4 - - FIN - 2 - - - Venat, Heart of Hydaelyn - Whenever you cast a legendary spell, draw a card. This ability triggers only once each turn. -Hero's Sundering — {7}, {T}: Exile target nonland permanent. Transform Venat. Activate only as a sorcery. - - W - Legendary Creature — Elder Wizard - Creature - 3 - 1WW - 3/3 - - FIN - 2 - - - Hydaelyn, the Mothercrystal - Indestructible -Blessing of Light — At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control. Until your next turn, it gains indestructible. If that creature is legendary, draw a card. - - W - Legendary Creature — God - Creature - 3 - 4/4 - - FIN - 2 - - - Vincent Valentine - Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creature's power. -Whenever Vincent Valentine attacks, you may transform it. - - B - Legendary Creature — Assassin - Creature - 4 - 2BB - 2/2 - - FIN - 2 - - - Galian Beast - Trample, lifelink -When Galian Beast dies, return it to the battlefield tapped (front face up). - - B - Legendary Creature — Werewolf Beast - Creature - 4 - 3/2 - - FIN - 2 - - - Vincent Valentine - Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creature's power. -Whenever Vincent Valentine attacks, you may transform it. - - B - Legendary Creature — Assassin - Creature - 4 - 2BB - 2/2 - - FIN - 2 - - - Galian Beast - Trample, lifelink -When Galian Beast dies, return it to the battlefield tapped (front face up). - - B - Legendary Creature — Werewolf Beast - Creature - 4 - 3/2 - - FIN - 2 - - - Vincent Valentine - Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creature's power. -Whenever Vincent Valentine attacks, you may transform it. - - B - Legendary Creature — Assassin - Creature - 4 - 2BB - 2/2 - - FIN - 2 - - - Galian Beast - Trample, lifelink -When Galian Beast dies, return it to the battlefield tapped (front face up). - - B - Legendary Creature — Werewolf Beast - Creature - 4 - 3/2 - - FIN - 2 - - - Vincent Valentine - Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creature's power. -Whenever Vincent Valentine attacks, you may transform it. - - B - Legendary Creature — Assassin - Creature - 4 - 2BB - 2/2 - - FIN - 2 - - - Galian Beast - Trample, lifelink -When Galian Beast dies, return it to the battlefield tapped (front face up). - - B - Legendary Creature — Werewolf Beast - Creature - 4 - 3/2 - - FIN - 2 - - - Vincent's Limit Break - Tiered (Choose one additional cost.) -Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control" and has the chosen base power and toughness. -• Galian Beast — {0} — 3/2. -• Death Gigas — {1} — 5/2. -• Hellmasker — {3} — 7/2. - - B - Instant - Instant - 2 - 1B - - FIN - 3 - - - Vivi Ornitier - {0}: Add X mana in any combination of {U} and/or {R}, where X is Vivi Ornitier's power. Activate only during your turn and only once each turn. -Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent. - - RU - Legendary Creature — Wizard - Creature - 3 - 1UR - 0/3 - - FIN - 2 - - - Vivi Ornitier - {0}: Add X mana in any combination of {U} and/or {R}, where X is Vivi Ornitier's power. Activate only during your turn and only once each turn. -Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent. - - RU - Legendary Creature — Wizard - Creature - 3 - 1UR - 0/3 - - FIN - 2 - - - Vivi Ornitier - {0}: Add X mana in any combination of {U} and/or {R}, where X is Vivi Ornitier's power. Activate only during your turn and only once each turn. -Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent. - - RU - Legendary Creature — Wizard - Creature - 3 - 1UR - 0/3 - - FIN - 2 - - - Warrior's Sword - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +3/+2 and is a Warrior in addition to its other types. -Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.) - - R - Artifact — Equipment - Artifact - 4 - 3R - - FIN - 1 - - - Wastes - {T}: Add {C}. - - Basic Land - Land - 0 - - FIN - 0 - - - Weapons Vendor - When this creature enters, draw a card. -At the beginning of combat on your turn, if you control an Equipment, you may pay {1}. When you do, attach target Equipment you control to target creature you control. - - W - Creature — Human Artificer - Creature - 4 - 3W - 2/2 - - FIN - 2 - - - White Auracite - When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. -{T}: Add {W}. - - W - Artifact - Artifact - 4 - 2WW - - FIN - 1 - - - White Auracite - When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. -{T}: Add {W}. - - W - Artifact - Artifact - 4 - 2WW - - FIN - 1 - - - White Mage's Staff - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+1, has "Whenever this creature attacks, you gain 1 life," and is a Cleric in addition to its other types. -Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) - - W - Artifact — Equipment - Artifact - 2 - 1W - - FIN - 1 - - - Windurst, Federation Center - This land enters tapped. -{T}: Add {G} or {W}. - - Land — Town - Land - 0 - - FIN - 0 - - - World Map - {1}, {T}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. -{3}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle. - - Artifact - Artifact - 1 - 1 - - FIN - 1 - - - Xande, Dark Mage - Menace (This creature can't be blocked except by two or more creatures.) -Xande gets +1/+1 for each noncreature, nonland card in your graveyard. - - BU - Legendary Creature — Human Wizard - Creature - 4 - 2UB - 3/3 - - FIN - 2 - - - Xande, Dark Mage - Menace (This creature can't be blocked except by two or more creatures.) -Xande gets +1/+1 for each noncreature, nonland card in your graveyard. - - BU - Legendary Creature — Human Wizard - Creature - 4 - 2UB - 3/3 - - FIN - 2 - - - Y'shtola Rhul - At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step. - - U - Legendary Creature — Cat Druid - Creature - 6 - 4UU - 3/5 - - FIN - 2 - - - Y'shtola Rhul - At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step. - - U - Legendary Creature — Cat Druid - Creature - 6 - 4UU - 3/5 - - FIN - 2 - - - Y'shtola Rhul - At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step. - - U - Legendary Creature — Cat Druid - Creature - 6 - 4UU - 3/5 - - FIN - 2 - - - You're Not Alone - Target creature gets +2/+2 until end of turn. If you control three or more creatures, it gets +4/+4 until end of turn instead. - - W - Instant - Instant - 1 - W - - FIN - 3 - - - Yuna, Hope of Spira - During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. -At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) - - GW - Legendary Creature — Human Cleric - Creature - 5 - 3GW - 3/5 - - FIN - 2 - - - Yuna, Hope of Spira - During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. -At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) - - GW - Legendary Creature — Human Cleric - Creature - 5 - 3GW - 3/5 - - FIN - 2 - - - Yuna, Hope of Spira - During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. -At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) - - GW - Legendary Creature — Human Cleric - Creature - 5 - 3GW - 3/5 - - FIN - 2 - - - Yuna, Hope of Spira - During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. -At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) - - GW - Legendary Creature — Human Cleric - Creature - 5 - 3GW - 3/5 - - FIN - 2 - - - Zack Fair - Zack Fair enters with a +1/+1 counter on it. -{1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature. - - W - Legendary Creature — Human Soldier - Creature - 1 - W - 0/1 - - FIN - 2 - - - Zack Fair - Zack Fair enters with a +1/+1 counter on it. -{1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature. - - W - Legendary Creature — Human Soldier - Creature - 1 - W - 0/1 - - FIN - 2 - - - Zack Fair - Zack Fair enters with a +1/+1 counter on it. -{1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature. - - W - Legendary Creature — Human Soldier - Creature - 1 - W - 0/1 - - FIN - 2 - - - Zanarkand, Ancient Metropolis // Lasting Fayth - - - Land — Town // Sorcery — Adventure - Land - 0 - 4GG - - FIN - 0 - - - Zanarkand, Ancient Metropolis // Lasting Fayth - - - Land — Town // Sorcery — Adventure - Land - 0 - 4GG - - FIN - 0 - - - Zell Dincht - You may play an additional land on each of your turns. -Zell Dincht gets +1/+0 for each land you control. -At the beginning of your end step, return a land you control to its owner's hand. - - R - Legendary Creature — Human Monk - Creature - 3 - 2R - 0/3 - - FIN - 2 - - - Zell Dincht - You may play an additional land on each of your turns. -Zell Dincht gets +1/+0 for each land you control. -At the beginning of your end step, return a land you control to its owner's hand. - - R - Legendary Creature — Human Monk - Creature - 3 - 2R - 0/3 - - FIN - 2 - - - Zenos yae Galvus - My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. -When the chosen creature leaves the battlefield, transform Zenos yae Galvus. - - B - Legendary Creature — Human Noble Warrior - Creature - 5 - 3BB - 4/4 - - FIN - 2 - - - Shinryu, Transcendent Rival - Flying -As this creature transforms into Shinryu, choose an opponent. -Burning Chains — When the chosen player loses the game, you win the game. - - B - Legendary Creature — Dragon - Creature - 5 - 8/8 - - FIN - 2 - - - Zenos yae Galvus - My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. -When the chosen creature leaves the battlefield, transform Zenos yae Galvus. - - B - Legendary Creature — Human Noble Warrior - Creature - 5 - 3BB - 4/4 - - FIN - 2 - - - Shinryu, Transcendent Rival - Flying -As this creature transforms into Shinryu, choose an opponent. -Burning Chains — When the chosen player loses the game, you win the game. - - B - Legendary Creature — Dragon - Creature - 5 - 8/8 - - FIN - 2 - - - Zenos yae Galvus - My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. -When the chosen creature leaves the battlefield, transform Zenos yae Galvus. - - B - Legendary Creature — Human Noble Warrior - Creature - 5 - 3BB - 4/4 - - FIN - 2 - - - Shinryu, Transcendent Rival - Flying -As this creature transforms into Shinryu, choose an opponent. -Burning Chains — When the chosen player loses the game, you win the game. - - B - Legendary Creature — Dragon - Creature - 5 - 8/8 - - FIN - 2 - - - Zenos yae Galvus - My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. -When the chosen creature leaves the battlefield, transform Zenos yae Galvus. - - B - Legendary Creature — Human Noble Warrior - Creature - 5 - 3BB - 4/4 - - FIN - 2 - - - Shinryu, Transcendent Rival - Flying -As this creature transforms into Shinryu, choose an opponent. -Burning Chains — When the chosen player loses the game, you win the game. - - B - Legendary Creature — Dragon - Creature - 5 - 8/8 - - FIN - 2 - - - Zidane, Tantalus Thief - When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. -Whenever an opponent gains control of a permanent from you, create a Treasure token. - - RW - Legendary Creature — Human Mutant Scout - Creature - 5 - 3RW - 3/3 - - FIN - 2 - - - Zidane, Tantalus Thief - When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. -Whenever an opponent gains control of a permanent from you, create a Treasure token. - - RW - Legendary Creature — Human Mutant Scout - Creature - 5 - 3RW - 3/3 - - FIN - 2 - - - Zidane, Tantalus Thief - When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. -Whenever an opponent gains control of a permanent from you, create a Treasure token. - - RW - Legendary Creature — Human Mutant Scout - Creature - 5 - 3RW - 3/3 - - FIN - 2 - - - Zidane, Tantalus Thief - When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. -Whenever an opponent gains control of a permanent from you, create a Treasure token. - - RW - Legendary Creature — Human Mutant Scout - Creature - 5 - 3RW - 3/3 - - FIN - 2 - - - Zodiark, Umbral God - Indestructible -When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down. -Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark. - - B - Legendary Creature — God - Creature - 5 - BBBBB - 5/5 - - FIN - 2 - - - Zodiark, Umbral God - Indestructible -When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down. -Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark. - - B - Legendary Creature — God - Creature - 5 - BBBBB - 5/5 - - FIN - 2 - - - Zodiark, Umbral God - Indestructible -When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down. -Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark. - - B - Legendary Creature — God - Creature - 5 - BBBBB - 5/5 - - FIN - 2 - - - diff --git a/spoiler.xml b/spoiler.xml index 6d667a2b..ae254340 100644 --- a/spoiler.xml +++ b/spoiler.xml @@ -1,13 +1,13 @@ Cockatrice/Magic-Spoiler - 2025-06-12 01:08:23 (UTC) + 2025-06-13 01:09:25 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/spoiler.xml @@ -19,20 +19,6 @@ 2025-09-26 10 - - FIC~ - Final Fantasy Commander (Spoiler) - Commander - 2025-06-13 - 20 - - - FIN~ - Final Fantasy (Spoiler) - Expansion - 2025-06-13 - 10 - @@ -120,16016 +106,5 @@ Whenever you discard a land card, create a tapped Treasure token. SPE~ 2 - - Aerith, Last Ancient - Lifelink -Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead. - - GW - Legendary Creature — Human Cleric Druid - Creature - 4 - 2GW - 3/5 - - FIC~ - 2 - - - Aerith, Last Ancient - Lifelink -Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead. - - GW - Legendary Creature — Human Cleric Druid - Creature - 4 - 2GW - 3/5 - - FIC~ - 2 - - - Alisaie Leveilleur - Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.) -First strike -Dualcast — The second spell you cast each turn costs {2} less to cast. - - W - Legendary Creature — Elf Wizard - Creature - 3 - 2W - 3/2 - - FIC~ - 2 - - - Alisaie Leveilleur - Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.) -First strike -Dualcast — The second spell you cast each turn costs {2} less to cast. - - W - Legendary Creature — Elf Wizard - Creature - 3 - 2W - 3/2 - - FIC~ - 2 - - - Alphinaud Leveilleur - Partner with Alisaie Leveilleur (When this creature enters, target player may put Alisaie Leveilleur into their hand from their library, then shuffle.) -Vigilance -Eukrasia — Whenever you cast your second spell each turn, draw a card. - - U - Legendary Creature — Elf Wizard - Creature - 4 - 3U - 2/4 - - FIC~ - 2 - - - Alphinaud Leveilleur - Partner with Alisaie Leveilleur (When this creature enters, target player may put Alisaie Leveilleur into their hand from their library, then shuffle.) -Vigilance -Eukrasia — Whenever you cast your second spell each turn, draw a card. - - U - Legendary Creature — Elf Wizard - Creature - 4 - 3U - 2/4 - - FIC~ - 2 - - - Altered Ego - This spell can't be countered. -You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it. - - GU - Creature — Shapeshifter - Creature - 4 - X2GU - 0/0 - - FIC~ - 2 - - - An Offer You Can't Refuse - Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") - - U - Instant - Instant - 1 - U - - FIC~ - 3 - - - Angel of the Ruins - Flying -When this creature enters, exile up to two target artifacts and/or enchantments. -Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) - - W - Artifact Creature — Angel - Creature - 7 - 5WW - 5/7 - - FIC~ - 2 - - - Anger - Haste -As long as this card is in your graveyard and you control a Mountain, creatures you control have haste. - - R - Creature — Incarnation - Creature - 4 - 3R - 2/2 - - FIC~ - 2 - - - Arcane Sanctum - This land enters tapped. -{T}: Add {W}, {U}, or {B}. - - Land - Land - 0 - - FIC~ - 0 - - - Arcane Signet - {T}: Add one mana of any color in your commander's color identity. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Arcane Signet - {T}: Add one mana of any color in your commander's color identity. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Arcane Signet - {T}: Add one mana of any color in your commander's color identity. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Arcane Signet - {T}: Add one mana of any color in your commander's color identity. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Archaeomancer's Map - When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. -Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield. - - W - Artifact - Artifact - 3 - 2W - - FIC~ - 1 - - - Archfiend of Depravity - Flying -At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest. - - B - Creature — Demon - Creature - 5 - 3BB - 5/4 - - FIC~ - 2 - - - Archmage Emeritus - Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card. - - U - Creature — Human Wizard - Creature - 4 - 2UU - 2/2 - - FIC~ - 2 - - - Ardbert, Warrior of Darkness - Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn. -Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn. - - BW - Legendary Creature — Spirit Warrior - Creature - 3 - 1WB - 2/2 - - FIC~ - 2 - - - Ardbert, Warrior of Darkness - Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn. -Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn. - - BW - Legendary Creature — Spirit Warrior - Creature - 3 - 1WB - 2/2 - - FIC~ - 2 - - - Armory Automaton - Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.) - - Artifact Creature — Construct - Creature - 3 - 3 - 2/2 - - FIC~ - 2 - - - Ash Barrens - {T}: Add {C}. -Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) - - Land - Land - 0 - - FIC~ - 0 - - - Auron, Venerated Guardian - Vigilance -Shooting Star — Whenever Auron attacks, put a +1/+1 counter on it. When you do, exile target creature defending player controls with power less than Auron's power until Auron leaves the battlefield. - - W - Legendary Creature — Human Spirit Samurai - Creature - 4 - 3W - 2/5 - - FIC~ - 2 - - - Auron, Venerated Guardian - Vigilance -Shooting Star — Whenever Auron attacks, put a +1/+1 counter on it. When you do, exile target creature defending player controls with power less than Auron's power until Auron leaves the battlefield. - - W - Legendary Creature — Human Spirit Samurai - Creature - 4 - 3W - 2/5 - - FIC~ - 2 - - - Austere Command - Choose two — -• Destroy all artifacts. -• Destroy all enchantments. -• Destroy all creatures with mana value 3 or less. -• Destroy all creatures with mana value 4 or greater. - - W - Sorcery - Sorcery - 6 - 4WW - - FIC~ - 3 - - - Authority of the Consuls - Creatures your opponents control enter tapped. -Whenever a creature an opponent controls enters, you gain 1 life. - - W - Enchantment - Enchantment - 1 - W - - FIC~ - 1 - - - Avalanche of Sector 7 - Menace -Avalanche of Sector 7's power is equal to the number of artifacts your opponents control. -Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player. - - R - Legendary Creature — Human Rebel - Creature - 3 - 2R - */3 - - FIC~ - 2 - - - Avalanche of Sector 7 - Menace -Avalanche of Sector 7's power is equal to the number of artifacts your opponents control. -Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player. - - R - Legendary Creature — Human Rebel - Creature - 3 - 2R - */3 - - FIC~ - 2 - - - Baleful Strix - Flying, deathtouch -When this creature enters, draw a card. - - BU - Artifact Creature — Bird - Creature - 2 - UB - 1/1 - - FIC~ - 2 - - - Bane of Progress - When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way. - - G - Creature — Elemental - Creature - 6 - 4GG - 2/2 - - FIC~ - 2 - - - Banon, the Returners' Leader - Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn. -Whenever you attack, you may pay {1} and discard a card. If you do, draw a card. - - RW - Legendary Creature — Human Cleric Rebel - Creature - 2 - RW - 1/3 - - FIC~ - 2 - - - Banon, the Returners' Leader - Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn. -Whenever you attack, you may pay {1} and discard a card. If you do, draw a card. - - RW - Legendary Creature — Human Cleric Rebel - Creature - 2 - RW - 1/3 - - FIC~ - 2 - - - Barret, Avalanche Leader - Reach -Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token. -At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control. - - GR - Legendary Creature — Human Rebel - Creature - 4 - 2RG - 4/4 - - FIC~ - 2 - - - Barret, Avalanche Leader - Reach -Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token. -At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control. - - GR - Legendary Creature — Human Rebel - Creature - 4 - 2RG - 4/4 - - FIC~ - 2 - - - Bastion Protector - Commander creatures you control get +2/+2 and have indestructible. - - W - Creature — Human Soldier - Creature - 3 - 2W - 3/3 - - FIC~ - 2 - - - Bastion of Remembrance - When this enchantment enters, create a 1/1 white Human Soldier creature token. -Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. - - B - Enchantment - Enchantment - 3 - 2B - - FIC~ - 1 - - - Battlefield Forge - {T}: Add {C}. -{T}: Add {R} or {W}. This land deals 1 damage to you. - - Land - Land - 0 - - FIC~ - 0 - - - Bedevil - Destroy target artifact, creature, or planeswalker. - - BR - Instant - Instant - 3 - BBR - - FIC~ - 3 - - - Behemoth Sledge - Equipped creature gets +2/+2 and has trample and lifelink. -Equip {3} - - GW - Artifact — Equipment - Artifact - 3 - 1GW - - FIC~ - 1 - - - Big Score - As an additional cost to cast this spell, discard a card. -Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") - - R - Instant - Instant - 4 - 3R - - FIC~ - 3 - - - Blitzball Stadium - When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.) -Go for the Goal! — {3}, {T}: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn. - - U - Artifact - Artifact - 1 - XU - - FIC~ - 1 - - - Blitzball Stadium - When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.) -Go for the Goal! — {3}, {T}: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn. - - U - Artifact - Artifact - 1 - XU - - FIC~ - 1 - - - Blue Mage's Cane - Job select -Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying {3} rather than paying its mana cost." -Spirit of the Whalaqee — Equip {2} - - U - Artifact — Equipment - Artifact - 3 - 2U - - FIC~ - 1 - - - Blue Mage's Cane - Job select -Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying {3} rather than paying its mana cost." -Spirit of the Whalaqee — Equip {2} - - U - Artifact — Equipment - Artifact - 3 - 2U - - FIC~ - 1 - - - Bonders' Enclave - {T}: Add {C}. -{3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater. - - Land - Land - 0 - - FIC~ - 0 - - - Bred for the Hunt - Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card. - - GU - Enchantment - Enchantment - 3 - 1GU - - FIC~ - 1 - - - Bronze Guardian - Double strike -Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) -Other artifacts you control have ward {2}. -Bronze Guardian's power is equal to the number of artifacts you control. - - W - Artifact Creature — Golem - Creature - 5 - 4W - */5 - - FIC~ - 2 - - - Brushland - {T}: Add {C}. -{T}: Add {G} or {W}. This land deals 1 damage to you. - - Land - Land - 0 - - FIC~ - 0 - - - Bugenhagen, Wise Elder - Reach -At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card. -{T}: Add one mana of any color. - - G - Legendary Creature — Human Shaman - Creature - 2 - 1G - 1/3 - - FIC~ - 2 - - - Bugenhagen, Wise Elder - Reach -At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card. -{T}: Add one mana of any color. - - G - Legendary Creature — Human Shaman - Creature - 2 - 1G - 1/3 - - FIC~ - 2 - - - Cait Sith, Fortune Teller - Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value. - - R - Legendary Artifact Creature — Cat Moogle - Creature - 4 - 3R - 3/3 - - FIC~ - 2 - - - Cait Sith, Fortune Teller - Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value. - - R - Legendary Artifact Creature — Cat Moogle - Creature - 4 - 3R - 3/3 - - FIC~ - 2 - - - Canopy Vista - ({T}: Add {G} or {W}.) -This land enters tapped unless you control two or more basic lands. - - Land — Forest Plains - Land - 0 - - FIC~ - 0 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC~ - 2 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC~ - 2 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC~ - 2 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC~ - 2 - - - Celes, Rune Knight - When Celes enters, discard any number of cards, then draw that many cards plus one. -Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. - - BRW - Legendary Creature — Human Wizard Knight - Creature - 4 - 1RWB - 4/4 - - FIC~ - 2 - - - Champion's Helm - Equipped creature gets +2/+2. -As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) -Equip {1} - - Artifact — Equipment - Artifact - 3 - 3 - - FIC~ - 1 - - - Champions from Beyond - When this enchantment enters, create X 1/1 colorless Hero creature tokens. -Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card. -Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn. - - W - Enchantment - Enchantment - 2 - XWW - - FIC~ - 1 - - - Champions from Beyond - When this enchantment enters, create X 1/1 colorless Hero creature tokens. -Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card. -Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn. - - W - Enchantment - Enchantment - 2 - XWW - - FIC~ - 1 - - - Chaos Warp - The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. - - R - Instant - Instant - 3 - 2R - - FIC~ - 3 - - - Chasm Skulker - Whenever you draw a card, put a +1/+1 counter on this creature. -When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.) - - U - Creature — Squid Horror - Creature - 3 - 2U - 1/1 - - FIC~ - 2 - - - Chocobo Knights - Whenever you attack, creatures you control with counters on them gain double strike until end of turn. - - W - Creature — Human Knight - Creature - 4 - 3W - 3/3 - - FIC~ - 2 - - - Chocobo Knights - Whenever you attack, creatures you control with counters on them gain double strike until end of turn. - - W - Creature — Human Knight - Creature - 4 - 3W - 3/3 - - FIC~ - 2 - - - Choked Estuary - As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped. -{T}: Add {U} or {B}. - - Land - Land - 0 - - FIC~ - 0 - - - Cid, Freeflier Pilot - Equipment and Vehicle spells you cast cost {1} less to cast. -Jump — During your turn, Cid has flying. -{2}, {T}: Return target Equipment or Vehicle card from your graveyard to your hand. - - W - Legendary Creature — Human Warrior Pilot - Creature - 2 - 1W - 2/2 - - FIC~ - 2 - - - Cid, Freeflier Pilot - Equipment and Vehicle spells you cast cost {1} less to cast. -Jump — During your turn, Cid has flying. -{2}, {T}: Return target Equipment or Vehicle card from your graveyard to your hand. - - W - Legendary Creature — Human Warrior Pilot - Creature - 2 - 1W - 2/2 - - FIC~ - 2 - - - Cinder Glade - ({T}: Add {R} or {G}.) -This land enters tapped unless you control two or more basic lands. - - Land — Mountain Forest - Land - 0 - - FIC~ - 0 - - - Cleansing Nova - Choose one — -• Destroy all creatures. -• Destroy all artifacts and enchantments. - - W - Sorcery - Sorcery - 5 - 3WW - - FIC~ - 3 - - - Clever Concealment - Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) -Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) - - W - Instant - Instant - 4 - 2WW - - FIC~ - 3 - - - Clifftop Retreat - This land enters tapped unless you control a Mountain or a Plains. -{T}: Add {R} or {W}. - - Land - Land - 0 - - FIC~ - 0 - - - Cloud's Limit Break - Tiered (Choose one additional cost.) -• Cross-Slash — {0} — Destroy target tapped creature. -• Blade Beam — {1} — Destroy any number of target tapped creatures with different controllers. -• Omnislash — {3}{W} — Destroy all tapped creatures. - - W - Instant - Instant - 2 - 1W - - FIC~ - 3 - - - Cloud's Limit Break - Tiered (Choose one additional cost.) -• Cross-Slash — {0} — Destroy target tapped creature. -• Blade Beam — {1} — Destroy any number of target tapped creatures with different controllers. -• Omnislash — {3}{W} — Destroy all tapped creatures. - - W - Instant - Instant - 2 - 1W - - FIC~ - 3 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC~ - 2 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC~ - 2 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC~ - 2 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC~ - 2 - - - Cloud, Ex-SOLDIER - Haste -When Cloud enters, attach up to one target Equipment you control to it. -Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. - - GRW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 2RGW - 4/4 - - FIC~ - 2 - - - Coin of Fate - When this artifact enters, surveil 1. -{3}{W}, {T}, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch. - - W - Artifact - Artifact - 2 - 1W - - FIC~ - 1 - - - Coin of Fate - When this artifact enters, surveil 1. -{3}{W}, {T}, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch. - - W - Artifact - Artifact - 2 - 1W - - FIC~ - 1 - - - Collective Effort - Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) -Choose one or more — -• Destroy target creature with power 4 or greater. -• Destroy target enchantment. -• Put a +1/+1 counter on each creature target player controls. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC~ - 3 - - - Colossus Hammer - Equipped creature gets +10/+10 and loses flying. -Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 1 - 1 - - FIC~ - 1 - - - Combustible Gearhulk - First strike -When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards. - - R - Artifact Creature — Construct - Creature - 6 - 4RR - 6/6 - - FIC~ - 2 - - - Command Tower - {T}: Add one mana of any color in your commander's color identity. - - Land - Land - 0 - - FIC~ - 0 - - - Command Tower - {T}: Add one mana of any color in your commander's color identity. - - Land - Land - 0 - - FIC~ - 0 - - - Command Tower - {T}: Add one mana of any color in your commander's color identity. - - Land - Land - 0 - - FIC~ - 0 - - - Command Tower - {T}: Add one mana of any color in your commander's color identity. - - Land - Land - 0 - - FIC~ - 0 - - - Commander's Sphere - {T}: Add one mana of any color in your commander's color identity. -Sacrifice this artifact: Draw a card. - - Artifact - Artifact - 3 - 3 - - FIC~ - 1 - - - Conformer Shuriken - Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference." -Equip {2} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Conformer Shuriken - Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference." -Equip {2} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Conqueror's Flail - Equipped creature gets +1/+1 for each color among permanents you control. -As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn. -Equip {2} - - Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Contaminated Aquifer - ({T}: Add {U} or {B}.) -This land enters tapped. - - Land — Island Swamp - Land - 0 - - FIC~ - 0 - - - Coveted Jewel - When this artifact enters, draw three cards. -{T}: Add three mana of any one color. -Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it. - - Artifact - Artifact - 6 - 6 - - FIC~ - 1 - - - Crackling Doom - Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls. - - BRW - Instant - Instant - 3 - RWB - - FIC~ - 3 - - - Crux of Fate - Choose one — -• Destroy all Dragon creatures. -• Destroy all non-Dragon creatures. - - B - Sorcery - Sorcery - 5 - 3BB - - FIC~ - 3 - - - Cultivate - Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. - - G - Sorcery - Sorcery - 3 - 2G - - FIC~ - 3 - - - Cut a Deal - Each opponent draws a card, then you draw a card for each opponent who drew a card this way. - - W - Sorcery - Sorcery - 3 - 2W - - FIC~ - 3 - - - Cyan, Vengeful Samurai - This spell costs {1} less to cast for each creature card in your graveyard. -Double strike -Whenever one or more creature cards leave your graveyard, put a +1/+1 counter on Cyan. - - W - Legendary Creature — Human Samurai - Creature - 7 - 6W - 3/3 - - FIC~ - 2 - - - Cyan, Vengeful Samurai - This spell costs {1} less to cast for each creature card in your graveyard. -Double strike -Whenever one or more creature cards leave your graveyard, put a +1/+1 counter on Cyan. - - W - Legendary Creature — Human Samurai - Creature - 7 - 6W - 3/3 - - FIC~ - 2 - - - Damning Verdict - Destroy all creatures with no counters on them. - - W - Sorcery - Sorcery - 5 - 3WW - - FIC~ - 3 - - - Dancer's Chakrams - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types. -Krishna — Equip {3} - - W - Artifact — Equipment - Artifact - 4 - 3W - - FIC~ - 1 - - - Dancer's Chakrams - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types. -Krishna — Equip {3} - - W - Artifact — Equipment - Artifact - 4 - 3W - - FIC~ - 1 - - - Darksteel Plate - Indestructible -Equipped creature has indestructible. -Equip {2} - - Artifact — Equipment - Artifact - 3 - 3 - - FIC~ - 1 - - - Darkwater Catacombs - {1}, {T}: Add {U}{B}. - - Land - Land - 0 - - FIC~ - 0 - - - Decimate - Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.) - - GR - Sorcery - Sorcery - 4 - 2RG - - FIC~ - 3 - - - Demolition Field - {T}: Add {C}. -{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle. - - Land - Land - 0 - - FIC~ - 0 - - - Desolate Mire - {1}, {T}: Add {W}{B}. - - Land - Land - 0 - - FIC~ - 0 - - - Destroy Evil - Choose one — -• Destroy target creature with toughness 4 or greater. -• Destroy target enchantment. - - W - Instant - Instant - 2 - 1W - - FIC~ - 3 - - - Dig Through Time - Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) -Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. - - U - Instant - Instant - 8 - 6UU - - FIC~ - 3 - - - Dispatch - Tap target creature. -Metalcraft — If you control three or more artifacts, exile that creature. - - W - Instant - Instant - 1 - W - - FIC~ - 3 - - - Dragonskull Summit - This land enters tapped unless you control a Swamp or a Mountain. -{T}: Add {B} or {R}. - - Land - Land - 0 - - FIC~ - 0 - - - Drowned Catacomb - This land enters tapped unless you control an Island or a Swamp. -{T}: Add {U} or {B}. - - Land - Land - 0 - - FIC~ - 0 - - - Duskshell Crawler - When this creature enters, put a +1/+1 counter on target creature. -Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) - - G - Creature — Insect - Creature - 2 - 1G - 0/3 - - FIC~ - 2 - - - Edgar, Master Machinist - Once during each of your turns, you may cast an artifact spell from your graveyard. If you cast a spell this way, that artifact enters tapped. -Tools — Whenever Edgar attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control. - - RW - Legendary Creature — Human Artificer Noble - Creature - 4 - 2RW - 2/4 - - FIC~ - 2 - - - Edgar, Master Machinist - Once during each of your turns, you may cast an artifact spell from your graveyard. If you cast a spell this way, that artifact enters tapped. -Tools — Whenever Edgar attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control. - - RW - Legendary Creature — Human Artificer Noble - Creature - 4 - 2RW - 2/4 - - FIC~ - 2 - - - Elena, Turk Recruit - When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.) -Whenever you cast a historic spell, put a +1/+1 counter on Elena. - - W - Legendary Creature — Human Assassin - Creature - 3 - 2W - 1/4 - - FIC~ - 2 - - - Elena, Turk Recruit - When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.) -Whenever you cast a historic spell, put a +1/+1 counter on Elena. - - W - Legendary Creature — Human Assassin - Creature - 3 - 2W - 1/4 - - FIC~ - 2 - - - Emet-Selch of the Third Seat - Spells you cast from your graveyard cost {2} less to cast. -Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn. - - BU - Legendary Creature — Elder Wizard - Creature - 4 - 2UB - 3/4 - - FIC~ - 2 - - - Emet-Selch of the Third Seat - Spells you cast from your graveyard cost {2} less to cast. -Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn. - - BU - Legendary Creature — Elder Wizard - Creature - 4 - 2UB - 3/4 - - FIC~ - 2 - - - Endless Detour - The owner of target spell, nonland permanent, or card in a graveyard puts it on their choice of the top or bottom of their library. - - GUW - Instant - Instant - 3 - GWU - - FIC~ - 3 - - - Espers to Magicite - Exile each opponent's graveyard. When you do, choose up to one target creature card exiled this way. Create a token that's a copy of that card, except it's an artifact and it loses all other card types. - - B - Instant - Instant - 4 - 3B - - FIC~ - 3 - - - Espers to Magicite - Exile each opponent's graveyard. When you do, choose up to one target creature card exiled this way. Create a token that's a copy of that card, except it's an artifact and it loses all other card types. - - B - Instant - Instant - 4 - 3B - - FIC~ - 3 - - - Estinien Varlineau - Whenever you cast a noncreature spell, put a +1/+1 counter on Estinien Varlineau. It gains flying until end of turn. -At the beginning of your second main phase, you draw X cards and lose X life, where X is the number of your opponents who were dealt combat damage by Estinien Varlineau or a Dragon this turn. - - BW - Legendary Creature — Elf Warrior - Creature - 4 - 2WB - 3/3 - - FIC~ - 2 - - - Estinien Varlineau - Whenever you cast a noncreature spell, put a +1/+1 counter on Estinien Varlineau. It gains flying until end of turn. -At the beginning of your second main phase, you draw X cards and lose X life, where X is the number of your opponents who were dealt combat damage by Estinien Varlineau or a Dragon this turn. - - BW - Legendary Creature — Elf Warrior - Creature - 4 - 2WB - 3/3 - - FIC~ - 2 - - - Everflowing Chalice - Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) -This artifact enters with a charge counter on it for each time it was kicked. -{T}: Add {C} for each charge counter on this artifact. - - Artifact - Artifact - 0 - 0 - - FIC~ - 1 - - - Evolving Wilds - {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. - - Land - Land - 0 - - FIC~ - 0 - - - Exotic Orchard - {T}: Add one mana of any color that a land an opponent controls could produce. - - Land - Land - 0 - - FIC~ - 0 - - - Explorer's Scope - Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. -Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 1 - 1 - - FIC~ - 1 - - - Exsanguinate - Each opponent loses X life. You gain life equal to the life lost this way. - - B - Sorcery - Sorcery - 2 - XBB - - FIC~ - 3 - - - Eye of Nidhogg - Enchant creature -Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.) -When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand. - - B - Legendary Enchantment — Aura - Enchantment - 3 - 2B - - FIC~ - 1 - - - Eye of Nidhogg - Enchant creature -Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.) -When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand. - - B - Legendary Enchantment — Aura - Enchantment - 3 - 2B - - FIC~ - 1 - - - Fandaniel, Telophoroi Ascian - Whenever you cast an instant or sorcery spell, surveil 1. -At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard. - - B - Legendary Creature — Elder Wizard - Creature - 5 - 4B - 4/5 - - FIC~ - 2 - - - Fandaniel, Telophoroi Ascian - Whenever you cast an instant or sorcery spell, surveil 1. -At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard. - - B - Legendary Creature — Elder Wizard - Creature - 5 - 4B - 4/5 - - FIC~ - 2 - - - Farewell - Choose one or more — -• Exile all artifacts. -• Exile all creatures. -• Exile all enchantments. -• Exile all graveyards. - - W - Sorcery - Sorcery - 6 - 4WW - - FIC~ - 3 - - - Farseek - Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 2 - 1G - - FIC~ - 3 - - - Fathom Mage - Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) -Whenever a +1/+1 counter is put on this creature, you may draw a card. - - GU - Creature — Human Wizard - Creature - 4 - 2GU - 1/1 - - FIC~ - 2 - - - Fetid Heath - {T}: Add {C}. -{W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}. - - Land - Land - 0 - - FIC~ - 0 - - - Fight Rigging - Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) -At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost. - - G - Enchantment - Enchantment - 3 - 2G - - FIC~ - 1 - - - Final Judgment - Exile all creatures. - - W - Sorcery - Sorcery - 6 - 4WW - - FIC~ - 3 - - - Fire-Lit Thicket - {T}: Add {C}. -{R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}. - - Land - Land - 0 - - FIC~ - 0 - - - Flayer of the Hatebound - Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) -Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target. - - R - Creature — Devil - Creature - 6 - 5R - 4/2 - - FIC~ - 2 - - - Flooded Grove - {T}: Add {C}. -{G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}. - - Land - Land - 0 - - FIC~ - 0 - - - Foreboding Ruins - As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. -{T}: Add {B} or {R}. - - Land - Land - 0 - - FIC~ - 0 - - - Forge of Heroes - {T}: Add {C}. -{T}: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker. - - Land - Land - 0 - - FIC~ - 0 - - - Forgotten Ancient - Whenever a player casts a spell, you may put a +1/+1 counter on this creature. -At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures. - - G - Creature — Elemental - Creature - 4 - 3G - 0/3 - - FIC~ - 2 - - - Fortified Village - As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. -{T}: Add {G} or {W}. - - Land - Land - 0 - - FIC~ - 0 - - - Furious Rise - At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment. - - R - Enchantment - Enchantment - 3 - 2R - - FIC~ - 1 - - - Furycalm Snarl - As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped. -{T}: Add {R} or {W}. - - Land - Land - 0 - - FIC~ - 0 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC~ - 2 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC~ - 2 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC~ - 2 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC~ - 2 - - - G'raha Tia, Scion Reborn - Lifelink -Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. - - BUW - Legendary Creature — Cat Wizard - Creature - 3 - WUB - 2/3 - - FIC~ - 2 - - - Game Trail - As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped. -{T}: Add {R} or {G}. - - Land - Land - 0 - - FIC~ - 0 - - - Gatta and Luzzu - Flash -When Gatta and Luzzu enters, choose target creature you control. If damage would be dealt to that creature this turn, prevent that damage and put that many +1/+1 counters on it. - - W - Legendary Creature — Human Soldier - Creature - 3 - 2W - 1/1 - - FIC~ - 2 - - - Gatta and Luzzu - Flash -When Gatta and Luzzu enters, choose target creature you control. If damage would be dealt to that creature this turn, prevent that damage and put that many +1/+1 counters on it. - - W - Legendary Creature — Human Soldier - Creature - 3 - 2W - 1/1 - - FIC~ - 2 - - - Gau, Feral Youth - Rage — Whenever Gau attacks, put a +1/+1 counter on it. -At the beginning of each end step, if a card left your graveyard this turn, Gau deals damage equal to its power to each opponent. - - R - Legendary Creature — Human Berserker - Creature - 2 - 1R - 2/2 - - FIC~ - 2 - - - Gau, Feral Youth - Rage — Whenever Gau attacks, put a +1/+1 counter on it. -At the beginning of each end step, if a card left your graveyard this turn, Gau deals damage equal to its power to each opponent. - - R - Legendary Creature — Human Berserker - Creature - 2 - 1R - 2/2 - - FIC~ - 2 - - - General Leo Cristophe - When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1 counter on General Leo Cristophe for each creature you control. - - W - Legendary Creature — Human Soldier - Creature - 5 - 4W - 2/2 - - FIC~ - 2 - - - General Leo Cristophe - When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1 counter on General Leo Cristophe for each creature you control. - - W - Legendary Creature — Human Soldier - Creature - 5 - 4W - 2/2 - - FIC~ - 2 - - - Generous Patron - When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.) -Whenever you put one or more counters on a creature you don't control, draw a card. - - G - Creature — Elf Advisor - Creature - 3 - 2G - 1/4 - - FIC~ - 2 - - - Geothermal Bog - ({T}: Add {B} or {R}.) -This land enters tapped. - - Land — Swamp Mountain - Land - 0 - - FIC~ - 0 - - - Glacial Fortress - This land enters tapped unless you control a Plains or an Island. -{T}: Add {W} or {U}. - - Land - Land - 0 - - FIC~ - 0 - - - Gogo, Mysterious Mime - At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able. - - R - Legendary Creature — Wizard - Creature - 4 - 3R - 2/2 - - FIC~ - 2 - - - Gogo, Mysterious Mime - At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able. - - R - Legendary Creature — Wizard - Creature - 4 - 3R - 2/2 - - FIC~ - 2 - - - Grateful Apparition - Flying -Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) - - W - Creature — Spirit - Creature - 2 - 1W - 1/1 - - FIC~ - 2 - - - Graven Cairns - {T}: Add {C}. -{B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}. - - Land - Land - 0 - - FIC~ - 0 - - - Gyre Sage - Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) -{T}: Add {G} for each +1/+1 counter on this creature. - - G - Creature — Elf Druid - Creature - 2 - 1G - 1/2 - - FIC~ - 2 - - - Hardened Scales - If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead. - - G - Enchantment - Enchantment - 1 - G - - FIC~ - 1 - - - Harmonize - Draw three cards. - - G - Sorcery - Sorcery - 4 - 2GG - - FIC~ - 3 - - - Heidegger, Shinra Executive - At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control. -At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you. - - W - Legendary Creature — Human Soldier - Creature - 4 - 3W - 3/3 - - FIC~ - 2 - - - Heidegger, Shinra Executive - At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control. -At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you. - - W - Legendary Creature — Human Soldier - Creature - 4 - 3W - 3/3 - - FIC~ - 2 - - - Helitrooper - Flying -Whenever this creature attacks, another target attacking creature gains flying until end of turn. -Equip abilities you activate that target this creature cost {2} less to activate. - - W - Creature — Human Soldier - Creature - 2 - 1W - 1/2 - - FIC~ - 2 - - - Helitrooper - Flying -Whenever this creature attacks, another target attacking creature gains flying until end of turn. -Equip abilities you activate that target this creature cost {2} less to activate. - - W - Creature — Human Soldier - Creature - 2 - 1W - 1/2 - - FIC~ - 2 - - - Hellkite Tyrant - Flying, trample -Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls. -At the beginning of your upkeep, if you control twenty or more artifacts, you win the game. - - R - Creature — Dragon - Creature - 6 - 4RR - 6/5 - - FIC~ - 2 - - - Herald's Horn - As this artifact enters, choose a creature type. -Creature spells you cast of the chosen type cost {1} less to cast. -At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand. - - Artifact - Artifact - 3 - 3 - - FIC~ - 1 - - - Hermes, Overseer of Elpis - Whenever you cast a noncreature spell, create a 1/1 blue Bird creature token with flying and vigilance. -Whenever you attack with one or more Birds, scry 2. - - U - Legendary Creature — Elder Wizard - Creature - 4 - 3U - 2/4 - - FIC~ - 2 - - - Hermes, Overseer of Elpis - Whenever you cast a noncreature spell, create a 1/1 blue Bird creature token with flying and vigilance. -Whenever you attack with one or more Birds, scry 2. - - U - Legendary Creature — Elder Wizard - Creature - 4 - 3U - 2/4 - - FIC~ - 2 - - - Hero's Blade - Equipped creature gets +3/+2. -Whenever a legendary creature you control enters, you may attach this Equipment to it. -Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Hero's Heirloom - Equipped creature gets +2/+1. -As long as equipped creature is legendary, it has trample and haste. -Equip {2} - - Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - High Market - {T}: Add {C}. -{T}, Sacrifice a creature: You gain 1 life. - - Land - Land - 0 - - FIC~ - 0 - - - Hildibrand Manderville // Gentleman's Rise - - - W - Legendary Creature — Human Detective // Instant — Adventure - Creature - 2 - 1W // 2B - 2/2 - - FIC~ - 3 - - - Hildibrand Manderville // Gentleman's Rise - - - W - Legendary Creature — Human Detective // Instant — Adventure - Creature - 2 - 1W // 2B - 2/2 - - FIC~ - 3 - - - Hinterland Harbor - This land enters tapped unless you control a Forest or an Island. -{T}: Add {G} or {U}. - - Land - Land - 0 - - FIC~ - 0 - - - Hraesvelgr of the First Brood - Flying, vigilance, ward {2} -Shiva's Aid — When Hraesvelgr enters and whenever you cast a noncreature spell, target creature gets +1/+0 until end of turn and can't be blocked this turn. - - U - Legendary Creature — Elder Dragon - Creature - 5 - 4U - 5/5 - - FIC~ - 2 - - - Hraesvelgr of the First Brood - Flying, vigilance, ward {2} -Shiva's Aid — When Hraesvelgr enters and whenever you cast a noncreature spell, target creature gets +1/+0 until end of turn and can't be blocked this turn. - - U - Legendary Creature — Elder Dragon - Creature - 5 - 4U - 5/5 - - FIC~ - 2 - - - Hypnotic Sprite // Mesmeric Glare - - - U - Creature — Faerie // Instant — Adventure - Creature - 2 - UU // 2U - 2/1 - - FIC~ - 3 - - - Idyllic Beachfront - ({T}: Add {W} or {U}.) -This land enters tapped. - - Land — Plains Island - Land - 0 - - FIC~ - 0 - - - Incubation Druid - {T}: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead. -{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) - - G - Creature — Elf Druid - Creature - 2 - 1G - 0/2 - - FIC~ - 2 - - - Inexorable Tide - Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) - - U - Enchantment - Enchantment - 5 - 3UU - - FIC~ - 1 - - - Inspiring Call - Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) - - G - Instant - Instant - 3 - 2G - - FIC~ - 3 - - - Inspiring Statuary - Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for {1}.) - - Artifact - Artifact - 3 - 3 - - FIC~ - 1 - - - Interceptor, Shadow's Hound - Menace -Assassins you control have menace. -Whenever you attack with one or more legendary creatures, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking. - - B - Legendary Creature — Dog - Creature - 4 - 2BB - 4/3 - - FIC~ - 2 - - - Interceptor, Shadow's Hound - Menace -Assassins you control have menace. -Whenever you attack with one or more legendary creatures, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking. - - B - Legendary Creature — Dog - Creature - 4 - 2BB - 4/3 - - FIC~ - 2 - - - Into the Story - This spell costs {3} less to cast if an opponent has seven or more cards in their graveyard. -Draw four cards. - - U - Instant - Instant - 7 - 5UU - - FIC~ - 3 - - - Isolated Chapel - This land enters tapped unless you control a Plains or a Swamp. -{T}: Add {W} or {B}. - - Land - Land - 0 - - FIC~ - 0 - - - Jungle Shrine - This land enters tapped. -{T}: Add {R}, {G}, or {W}. - - Land - Land - 0 - - FIC~ - 0 - - - Kefka, Dancing Mad - During your turn, Kefka has indestructible. -At the beginning of your end step, exile a card at random from each opponent's graveyard. You may cast any number of spells from among cards exiled this way without paying their mana costs. Then each player who owns a spell you cast this way loses life equal to its mana value. - - BR - Legendary Creature — Human Wizard - Creature - 7 - 5BR - 6/6 - - FIC~ - 2 - - - Kefka, Dancing Mad - During your turn, Kefka has indestructible. -At the beginning of your end step, exile a card at random from each opponent's graveyard. You may cast any number of spells from among cards exiled this way without paying their mana costs. Then each player who owns a spell you cast this way loses life equal to its mana value. - - BR - Legendary Creature — Human Wizard - Creature - 7 - 5BR - 6/6 - - FIC~ - 2 - - - Key to the City - {T}, Discard a card: Up to one target creature can't be blocked this turn. -Whenever this artifact becomes untapped, you may pay {2}. If you do, draw a card. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Kimahri, Valiant Guardian - Vigilance -Ronso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability. - - GU - Legendary Creature — Cat Warrior - Creature - 4 - 2GU - 3/3 - - FIC~ - 2 - - - Kimahri, Valiant Guardian - Vigilance -Ronso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability. - - GU - Legendary Creature — Cat Warrior - Creature - 4 - 2GU - 3/3 - - FIC~ - 2 - - - Krile Baldesion - Lifelink -Trace Aether — Whenever you cast a noncreature spell, you may return target creature card with mana value equal to that spell's mana value from your graveyard to your hand. Do this only once each turn. - - UW - Legendary Creature — Dwarf Wizard - Creature - 2 - WU - 2/1 - - FIC~ - 2 - - - Krile Baldesion - Lifelink -Trace Aether — Whenever you cast a noncreature spell, you may return target creature card with mana value equal to that spell's mana value from your graveyard to your hand. Do this only once each turn. - - UW - Legendary Creature — Dwarf Wizard - Creature - 2 - WU - 2/1 - - FIC~ - 2 - - - Legions to Ashes - Exile target nonland permanent an opponent controls and all tokens that player controls with the same name as that permanent. - - BW - Sorcery - Sorcery - 3 - 1WB - - FIC~ - 3 - - - Lethal Scheme - Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) -Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) - - B - Instant - Instant - 4 - 2BB - - FIC~ - 3 - - - Lifestream's Blessing - Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life. -Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - G - Instant - Instant - 6 - 4GG - - FIC~ - 3 - - - Lifestream's Blessing - Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life. -Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - G - Instant - Instant - 6 - 4GG - - FIC~ - 3 - - - Lightning Greaves - Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) -Equip {0} - - Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Lingering Souls - Create two 1/1 white Spirit creature tokens with flying. -Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - W - Sorcery - Sorcery - 3 - 2W - - FIC~ - 3 - - - Locke, Treasure Hunter - Locke can't be blocked by creatures with greater power. -Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards. - - BR - Legendary Creature — Human Rogue - Creature - 3 - 1BR - 2/3 - - FIC~ - 2 - - - Locke, Treasure Hunter - Locke can't be blocked by creatures with greater power. -Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards. - - BR - Legendary Creature — Human Rogue - Creature - 3 - 1BR - 2/3 - - FIC~ - 2 - - - Lord Jyscal Guado - Flying -At the beginning of each end step, if you put a counter on a creature this turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") - - W - Legendary Creature — Spirit Cleric - Creature - 2 - 1W - 2/1 - - FIC~ - 2 - - - Lord Jyscal Guado - Flying -At the beginning of each end step, if you put a counter on a creature this turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") - - W - Legendary Creature — Spirit Cleric - Creature - 2 - 1W - 2/1 - - FIC~ - 2 - - - Lulu, Stern Guardian - Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature. -{3}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) - - U - Legendary Creature — Human Wizard - Creature - 3 - 2U - 2/3 - - FIC~ - 2 - - - Lulu, Stern Guardian - Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature. -{3}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) - - U - Legendary Creature — Human Wizard - Creature - 3 - 2U - 2/3 - - FIC~ - 2 - - - Luminous Broodmoth - Flying -Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it. - - W - Creature — Insect - Creature - 4 - 2WW - 3/4 - - FIC~ - 2 - - - Lyse Hext - Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) -Noncreature spells you cast cost {1} less to cast. -As long as you've cast two or more noncreature spells this turn, Lyse Hext has double strike. - - UW - Legendary Creature — Human Rebel Monk - Creature - 3 - 1WU - 2/2 - - FIC~ - 2 - - - Lyse Hext - Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) -Noncreature spells you cast cost {1} less to cast. -As long as you've cast two or more noncreature spells this turn, Lyse Hext has double strike. - - UW - Legendary Creature — Human Rebel Monk - Creature - 3 - 1WU - 2/2 - - FIC~ - 2 - - - Maester Seymour - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control. -{3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) - - G - Legendary Creature — Human Elf Cleric - Creature - 3 - 2G - 1/3 - - FIC~ - 2 - - - Maester Seymour - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control. -{3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) - - G - Legendary Creature — Human Elf Cleric - Creature - 3 - 2G - 1/3 - - FIC~ - 2 - - - Mask of Memory - Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. -Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Meteor Golem - When this creature enters, destroy target nonland permanent an opponent controls. - - Artifact Creature — Golem - Creature - 7 - 7 - 3/3 - - FIC~ - 2 - - - Millikin - {T}, Mill a card: Add {C}. (To mill a card, put the top card of your library into your graveyard.) - - Artifact Creature — Construct - Creature - 2 - 2 - 0/1 - - FIC~ - 2 - - - Mind Stone - {T}: Add {C}. -{1}, {T}, Sacrifice this artifact: Draw a card. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Mog, Moogle Warrior - Lifelink -Dance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control. - - RW - Legendary Creature — Moogle Warrior - Creature - 3 - 1RW - 1/2 - - FIC~ - 2 - - - Mog, Moogle Warrior - Lifelink -Dance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control. - - RW - Legendary Creature — Moogle Warrior - Creature - 3 - 1RW - 1/2 - - FIC~ - 2 - - - Morbid Opportunist - Whenever one or more other creatures die, draw a card. This ability triggers only once each turn. - - B - Creature — Human Rogue - Creature - 3 - 2B - 1/3 - - FIC~ - 2 - - - Mortify - Destroy target creature or enchantment. - - BW - Instant - Instant - 3 - 1WB - - FIC~ - 3 - - - Mossfire Valley - {1}, {T}: Add {R}{G}. - - Land - Land - 0 - - FIC~ - 0 - - - Murderous Rider // Swift End - - - B - Creature — Zombie Knight // Instant — Adventure - Creature - 3 - 1BB // 1BB - 2/3 - - FIC~ - 3 - - - Nature's Lore - Search your library for a Forest card, put that card onto the battlefield, then shuffle. - - G - Sorcery - Sorcery - 2 - 1G - - FIC~ - 3 - - - Nesting Grounds - {T}: Add {C}. -{1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery. - - Land - Land - 0 - - FIC~ - 0 - - - Night's Whisper - You draw two cards and you lose 2 life. - - B - Sorcery - Sorcery - 2 - 1B - - FIC~ - 3 - - - Nomad Outpost - This land enters tapped. -{T}: Add {R}, {W}, or {B}. - - Land - Land - 0 - - FIC~ - 0 - - - O'aka, Traveling Merchant - {T}, Remove a counter from a nonland permanent you control: Draw a card. - - U - Legendary Creature — Human Citizen - Creature - 2 - 1U - 1/2 - - FIC~ - 2 - - - O'aka, Traveling Merchant - {T}, Remove a counter from a nonland permanent you control: Draw a card. - - U - Legendary Creature — Human Citizen - Creature - 2 - 1U - 1/2 - - FIC~ - 2 - - - Observed Stasis - Flash -Enchant creature an opponent controls -When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls. -Enchanted creature loses all abilities and can't attack or block. - - U - Enchantment — Aura - Enchantment - 4 - 3U - - FIC~ - 1 - - - Observed Stasis - Flash -Enchant creature an opponent controls -When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls. -Enchanted creature loses all abilities and can't attack or block. - - U - Enchantment — Aura - Enchantment - 4 - 3U - - FIC~ - 1 - - - Overflowing Basin - {1}, {T}: Add {G}{U}. - - Land - Land - 0 - - FIC~ - 0 - - - Palace Jailer - When this creature enters, you become the monarch. -When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch. - - W - Creature — Human Soldier - Creature - 4 - 2WW - 2/2 - - FIC~ - 2 - - - Papalymo Totolymo - Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life. -{4}, {T}, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control. - - BW - Legendary Creature — Dwarf Wizard - Creature - 2 - WB - 1/2 - - FIC~ - 2 - - - Papalymo Totolymo - Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life. -{4}, {T}, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control. - - BW - Legendary Creature — Dwarf Wizard - Creature - 2 - WB - 1/2 - - FIC~ - 2 - - - Path of Ancestry - This land enters tapped. -{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) - - Land - Land - 0 - - FIC~ - 0 - - - Path of Discovery - Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) - - G - Enchantment - Enchantment - 4 - 3G - - FIC~ - 1 - - - Path to Exile - Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. - - W - Instant - Instant - 1 - W - - FIC~ - 3 - - - Pitiless Plunderer - Whenever another creature you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") - - B - Creature — Human Pirate - Creature - 4 - 3B - 1/4 - - FIC~ - 2 - - - Port Town - As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. -{T}: Add {W} or {U}. - - Land - Land - 0 - - FIC~ - 0 - - - Prairie Stream - ({T}: Add {W} or {U}.) -This land enters tapped unless you control two or more basic lands. - - Land — Plains Island - Land - 0 - - FIC~ - 0 - - - Priest of Fell Rites - {T}, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery. -Unearth {3}{W}{B} ({3}{W}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) - - BW - Creature — Human Warlock - Creature - 2 - WB - 2/2 - - FIC~ - 2 - - - Professional Face-Breaker - Menace -Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. -Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn. - - R - Creature — Human Warrior - Creature - 3 - 2R - 2/3 - - FIC~ - 2 - - - Professor Hojo - The first activated ability you activate during your turn that targets a creature you control costs {2} less to activate. -Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn. - - G - Legendary Creature — Human Scientist - Creature - 2 - 1G - 2/2 - - FIC~ - 2 - - - Professor Hojo - The first activated ability you activate during your turn that targets a creature you control costs {2} less to activate. -Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn. - - G - Legendary Creature — Human Scientist - Creature - 2 - 1G - 2/2 - - FIC~ - 2 - - - Promise of Loyalty - Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it. - - W - Sorcery - Sorcery - 5 - 4W - - FIC~ - 3 - - - Propaganda - Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. - - U - Enchantment - Enchantment - 3 - 2U - - FIC~ - 1 - - - Protection Magic - Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.) - - W - Instant - Instant - 2 - 1W - - FIC~ - 3 - - - Protection Magic - Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.) - - W - Instant - Instant - 2 - 1W - - FIC~ - 3 - - - Pull from Tomorrow - Draw X cards, then discard a card. - - U - Instant - Instant - 2 - XUU - - FIC~ - 3 - - - Puresteel Paladin - Whenever an Equipment you control enters, you may draw a card. -Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts. - - W - Creature — Human Knight - Creature - 2 - WW - 2/2 - - FIC~ - 2 - - - Radiant Grove - ({T}: Add {G} or {W}.) -This land enters tapped. - - Land — Forest Plains - Land - 0 - - FIC~ - 0 - - - Rampant Growth - Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 2 - 1G - - FIC~ - 3 - - - Rampant Rejuvenator - This creature enters with two +1/+1 counters on it. -When this creature dies, search your library for up to X basic land cards, where X is this creature's power, put them onto the battlefield, then shuffle. - - G - Creature — Plant Hydra - Creature - 4 - 3G - 0/0 - - FIC~ - 2 - - - Reanimate - Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its mana value. - - B - Sorcery - Sorcery - 1 - B - - FIC~ - 3 - - - Reaper's Scythe - Job select -At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn. -Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types. -Death Sickle — Equip {2} - - B - Artifact — Equipment - Artifact - 3 - 2B - - FIC~ - 1 - - - Reaper's Scythe - Job select -At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn. -Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types. -Death Sickle — Equip {2} - - B - Artifact — Equipment - Artifact - 3 - 2B - - FIC~ - 1 - - - Red XIII, Proud Warrior - Vigilance, trample -Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.) -Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand. - - GR - Legendary Creature — Beast Warrior - Creature - 3 - 1RG - 3/3 - - FIC~ - 2 - - - Red XIII, Proud Warrior - Vigilance, trample -Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.) -Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand. - - GR - Legendary Creature — Beast Warrior - Creature - 3 - 1RG - 3/3 - - FIC~ - 2 - - - Rejoin the Fight - Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control. - - B - Sorcery - Sorcery - 6 - 5B - - FIC~ - 3 - - - Rejoin the Fight - Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control. - - B - Sorcery - Sorcery - 6 - 5B - - FIC~ - 3 - - - Relic of Legends - {T}: Add one mana of any color. -Tap an untapped legendary creature you control: Add one mana of any color. - - Artifact - Artifact - 3 - 3 - - FIC~ - 1 - - - Resourceful Defense - Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control. -{4}{W}: Move any number of counters from target permanent you control to another target permanent you control. - - W - Enchantment - Enchantment - 3 - 2W - - FIC~ - 1 - - - Rikku, Resourceful Guardian - Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control. -Steal — {1}, {T}: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery. - - U - Legendary Creature — Human Artificer - Creature - 3 - 2U - 2/3 - - FIC~ - 2 - - - Rikku, Resourceful Guardian - Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control. -Steal — {1}, {T}: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery. - - U - Legendary Creature — Human Artificer - Creature - 3 - 2U - 2/3 - - FIC~ - 2 - - - Rise of the Dark Realms - Put all creature cards from all graveyards onto the battlefield under your control. - - B - Sorcery - Sorcery - 9 - 7BB - - FIC~ - 3 - - - Rite of Replication - Kicker {5} (You may pay an additional {5} as you cast this spell.) -Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead. - - U - Sorcery - Sorcery - 4 - 2UU - - FIC~ - 3 - - - Rogue's Passage - {T}: Add {C}. -{4}, {T}: Target creature can't be blocked this turn. - - Land - Land - 0 - - FIC~ - 0 - - - Rootbound Crag - This land enters tapped unless you control a Mountain or a Forest. -{T}: Add {R} or {G}. - - Land - Land - 0 - - FIC~ - 0 - - - Rugged Prairie - {T}: Add {C}. -{R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W}. - - Land - Land - 0 - - FIC~ - 0 - - - Ruin Grinder - Menace -When this creature dies, each player may discard their hand and draw seven cards. -Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.) - - R - Artifact Creature — Construct - Creature - 6 - 5R - 7/4 - - FIC~ - 2 - - - Ruinous Ultimatum - Destroy all nonland permanents your opponents control. - - BRW - Sorcery - Sorcery - 7 - RRWWWBB - - FIC~ - 3 - - - SOLDIER Military Program - At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead. -• Create a 1/1 white Soldier creature token. -• Put a +1/+1 counter on each of up to two Soldiers you control. - - W - Enchantment - Enchantment - 3 - 2W - - FIC~ - 1 - - - SOLDIER Military Program - At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead. -• Create a 1/1 white Soldier creature token. -• Put a +1/+1 counter on each of up to two Soldiers you control. - - W - Enchantment - Enchantment - 3 - 2W - - FIC~ - 1 - - - Sabin, Master Monk - Double strike -Blitz—{2}{R}{R}, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) -You may cast this card from your graveyard using its blitz ability. - - R - Legendary Creature — Human Noble Monk - Creature - 5 - 4R - 4/3 - - FIC~ - 2 - - - Sabin, Master Monk - Double strike -Blitz—{2}{R}{R}, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) -You may cast this card from your graveyard using its blitz ability. - - R - Legendary Creature — Human Noble Monk - Creature - 5 - 4R - 4/3 - - FIC~ - 2 - - - Sacred Peaks - ({T}: Add {R} or {W}.) -This land enters tapped. - - Land — Mountain Plains - Land - 0 - - FIC~ - 0 - - - Scavenger Grounds - {T}: Add {C}. -{2}, {T}, Sacrifice a Desert: Exile all graveyards. - - Land — Desert - Land - 0 - - FIC~ - 0 - - - Scholar of New Horizons - This creature enters with a +1/+1 counter on it. -{T}, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle. - - W - Creature — Human Scout - Creature - 2 - 1W - 1/1 - - FIC~ - 2 - - - Seaside Citadel - This land enters tapped. -{T}: Add {G}, {W}, or {U}. - - Land - Land - 0 - - FIC~ - 0 - - - Secret Rendezvous - You and target opponent each draw three cards. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC~ - 3 - - - Secret Rendezvous - You and target opponent each draw three cards. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC~ - 3 - - - Secret Rendezvous - You and target opponent each draw three cards. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC~ - 3 - - - Secret Rendezvous - You and target opponent each draw three cards. - - W - Sorcery - Sorcery - 3 - 1WW - - FIC~ - 3 - - - Sephiroth, Fallen Hero - Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.) -The Reunion — {3}, Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped. - - RW - Legendary Creature — Human Avatar Soldier - Creature - 5 - 3RW - 7/5 - - FIC~ - 2 - - - Sephiroth, Fallen Hero - Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.) -The Reunion — {3}, Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped. - - RW - Legendary Creature — Human Avatar Soldier - Creature - 5 - 3RW - 7/5 - - FIC~ - 2 - - - Sepulchral Primordial - Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) -When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control. - - B - Creature — Avatar - Creature - 7 - 5BB - 5/4 - - FIC~ - 2 - - - Setzer, Wandering Gambler - When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2. -Whenever a Vehicle you control deals combat damage to a player, flip a coin. -Whenever you win a coin flip, create two tapped Treasure tokens. - - BR - Legendary Creature — Human Rogue Pilot - Creature - 3 - 1BR - 2/2 - - FIC~ - 2 - - - Setzer, Wandering Gambler - When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2. -Whenever a Vehicle you control deals combat damage to a player, flip a coin. -Whenever you win a coin flip, create two tapped Treasure tokens. - - BR - Legendary Creature — Human Rogue Pilot - Creature - 3 - 1BR - 2/2 - - FIC~ - 2 - - - Shadow, Mysterious Assassin - Deathtouch -Throw — Whenever Shadow deals combat damage to a player, you may sacrifice another nonland permanent. If you do, draw two cards and each opponent loses life equal to the mana value of the sacrificed permanent. - - B - Legendary Creature — Human Assassin - Creature - 3 - 2B - 3/3 - - FIC~ - 2 - - - Shadow, Mysterious Assassin - Deathtouch -Throw — Whenever Shadow deals combat damage to a player, you may sacrifice another nonland permanent. If you do, draw two cards and each opponent loses life equal to the mana value of the sacrificed permanent. - - B - Legendary Creature — Human Assassin - Creature - 3 - 2B - 3/3 - - FIC~ - 2 - - - Shadowblood Ridge - {1}, {T}: Add {B}{R}. - - Land - Land - 0 - - FIC~ - 0 - - - Shelinda, Yevon Acolyte - Lifelink -Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda. - - GW - Legendary Creature — Human Cleric - Creature - 2 - GW - 2/2 - - FIC~ - 2 - - - Shelinda, Yevon Acolyte - Lifelink -Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda. - - GW - Legendary Creature — Human Cleric - Creature - 2 - GW - 2/2 - - FIC~ - 2 - - - Shineshadow Snarl - As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped. -{T}: Add {W} or {B}. - - Land - Land - 0 - - FIC~ - 0 - - - Siegfried, Famed Swordsman - Menace -When Siegfried enters, mill three cards. Then put X +1/+1 counters on Siegfried, where X is twice the number of creature cards in your graveyard. - - B - Legendary Creature — Human Warrior Rogue - Creature - 4 - 3B - 2/2 - - FIC~ - 2 - - - Siegfried, Famed Swordsman - Menace -When Siegfried enters, mill three cards. Then put X +1/+1 counters on Siegfried, where X is twice the number of creature cards in your graveyard. - - B - Legendary Creature — Human Warrior Rogue - Creature - 4 - 3B - 2/2 - - FIC~ - 2 - - - Sin, Unending Cataclysm - Flying, trample -As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way. -When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library. - - GU - Legendary Creature — Leviathan Avatar - Creature - 7 - 5GU - 5/5 - - FIC~ - 2 - - - Sin, Unending Cataclysm - Flying, trample -As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way. -When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library. - - GU - Legendary Creature — Leviathan Avatar - Creature - 7 - 5GU - 5/5 - - FIC~ - 2 - - - Skullclamp - Equipped creature gets +1/-1. -Whenever equipped creature dies, draw two cards. -Equip {1} - - Artifact — Equipment - Artifact - 1 - 1 - - FIC~ - 1 - - - Skycloud Expanse - {1}, {T}: Add {W}{U}. - - Land - Land - 0 - - FIC~ - 0 - - - Slayers' Stronghold - {T}: Add {C}. -{R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn. - - Land - Land - 0 - - FIC~ - 0 - - - Smoldering Marsh - ({T}: Add {B} or {R}.) -This land enters tapped unless you control two or more basic lands. - - Land — Swamp Mountain - Land - 0 - - FIC~ - 0 - - - Snort - Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way. -Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 3R - - FIC~ - 3 - - - Snort - Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way. -Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 3R - - FIC~ - 3 - - - Snuff Out - If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost. -Destroy target nonblack creature. It can't be regenerated. - - B - Instant - Instant - 4 - 3B - - FIC~ - 3 - - - Sol Ring - {T}: Add {C}{C}. - - Artifact - Artifact - 1 - 1 - - FIC~ - 1 - - - Sol Ring - {T}: Add {C}{C}. - - Artifact - Artifact - 1 - 1 - - FIC~ - 1 - - - Sol Ring - {T}: Add {C}{C}. - - Artifact - Artifact - 1 - 1 - - FIC~ - 1 - - - Sol Ring - {T}: Add {C}{C}. - - Artifact - Artifact - 1 - 1 - - FIC~ - 1 - - - Solemn Simulacrum - When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. -When this creature dies, you may draw a card. - - Artifact Creature — Golem - Creature - 4 - 4 - 2/2 - - FIC~ - 2 - - - Sphere Grid - Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature. -Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample. - - G - Enchantment - Enchantment - 2 - 1G - - FIC~ - 1 - - - Sphere Grid - Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature. -Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample. - - G - Enchantment - Enchantment - 2 - 1G - - FIC~ - 1 - - - Spire of Industry - {T}: Add {C}. -{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact. - - Land - Land - 0 - - FIC~ - 0 - - - Stitch Together - Return target creature card from your graveyard to your hand. -Threshold — Return that card from your graveyard to the battlefield instead if seven or more cards are in your graveyard. - - B - Sorcery - Sorcery - 2 - BB - - FIC~ - 3 - - - Stitcher's Supplier - When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.) - - B - Creature — Zombie - Creature - 1 - B - 1/1 - - FIC~ - 2 - - - Strago and Relm - Sketch and Lore — {2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery. - - R - Legendary Creature — Human Wizard - Creature - 3 - 2R - 1/3 - - FIC~ - 2 - - - Strago and Relm - Sketch and Lore — {2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery. - - R - Legendary Creature — Human Wizard - Creature - 3 - 2R - 1/3 - - FIC~ - 2 - - - Sublime Epiphany - Choose one or more — -• Counter target spell. -• Counter target activated or triggered ability. -• Return target nonland permanent to its owner's hand. -• Create a token that's a copy of target creature you control. -• Target player draws a card. - - U - Instant - Instant - 6 - 4UU - - FIC~ - 3 - - - Sulfurous Springs - {T}: Add {C}. -{T}: Add {B} or {R}. This land deals 1 damage to you. - - Land - Land - 0 - - FIC~ - 0 - - - Summon: Esper Valigarmanda - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Exile an instant or sorcery card from each graveyard. -II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell. -Flying, haste - - R - Enchantment Creature — Saga Drake - Creature - 4 - 3R - 3/3 - - FIC~ - 2 - - - Summon: Esper Valigarmanda - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Exile an instant or sorcery card from each graveyard. -II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell. -Flying, haste - - R - Enchantment Creature — Saga Drake - Creature - 4 - 3R - 3/3 - - FIC~ - 2 - - - Summon: Good King Mog XII - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Create two 1/2 white Moogle creature tokens with lifelink. -II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control. -IV — Put two +1/+1 counters on each other Moogle you control. -Flying, lifelink - - W - Enchantment Creature — Saga Moogle - Creature - 5 - 4W - 4/4 - - FIC~ - 2 - - - Summon: Good King Mog XII - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Create two 1/2 white Moogle creature tokens with lifelink. -II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control. -IV — Put two +1/+1 counters on each other Moogle you control. -Flying, lifelink - - W - Enchantment Creature — Saga Moogle - Creature - 5 - 4W - 4/4 - - FIC~ - 2 - - - Summon: Ixion - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield. -II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life. -First strike - - W - Enchantment Creature — Saga Unicorn - Creature - 3 - 2W - 3/3 - - FIC~ - 2 - - - Summon: Ixion - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield. -II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life. -First strike - - W - Enchantment Creature — Saga Unicorn - Creature - 3 - 2W - 3/3 - - FIC~ - 2 - - - Summon: Kujata - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Lightning — This creature deals 3 damage to each of up to two target creatures. -II — Ice — Up to three target creatures can't block this turn. -III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent. -Trample, haste - - R - Enchantment Creature — Saga Ox - Creature - 6 - 5R - 7/5 - - FIC~ - 2 - - - Summon: Kujata - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Lightning — This creature deals 3 damage to each of up to two target creatures. -II — Ice — Up to three target creatures can't block this turn. -III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent. -Trample, haste - - R - Enchantment Creature — Saga Ox - Creature - 6 - 5R - 7/5 - - FIC~ - 2 - - - Summon: Magus Sisters - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II, III — Choose one at random — -• Combine Powers! — Put three +1/+1 counters on target creature. -• Defense! — Put a shield counter on target creature. You gain 3 life. -• Fight! — This creature fights up to one target creature an opponent controls. -Haste - - G - Enchantment Creature — Saga Faerie - Creature - 5 - 4G - 5/5 - - FIC~ - 2 - - - Summon: Magus Sisters - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II, III — Choose one at random — -• Combine Powers! — Put three +1/+1 counters on target creature. -• Defense! — Put a shield counter on target creature. You gain 3 life. -• Fight! — This creature fights up to one target creature an opponent controls. -Haste - - G - Enchantment Creature — Saga Faerie - Creature - 5 - 4G - 5/5 - - FIC~ - 2 - - - Summon: Valefor - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands. -II, III, IV — Tap up to one target creature and put a stun counter on it. -Flying - - U - Enchantment Creature — Saga Drake - Creature - 5 - 4U - 5/4 - - FIC~ - 2 - - - Summon: Valefor - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands. -II, III, IV — Tap up to one target creature and put a stun counter on it. -Flying - - U - Enchantment Creature — Saga Drake - Creature - 5 - 4U - 5/4 - - FIC~ - 2 - - - Summon: Yojimbo - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Exile target artifact, enchantment, or tapped creature an opponent controls. -II, III — Until your next turn, creatures can't attack you unless their controller pays {2} for each of those creatures. -IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater. -Vigilance - - W - Enchantment Creature — Saga Samurai - Creature - 4 - 3W - 5/5 - - FIC~ - 2 - - - Summon: Yojimbo - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Exile target artifact, enchantment, or tapped creature an opponent controls. -II, III — Until your next turn, creatures can't attack you unless their controller pays {2} for each of those creatures. -IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater. -Vigilance - - W - Enchantment Creature — Saga Samurai - Creature - 4 - 3W - 5/5 - - FIC~ - 2 - - - Summoner's Sending - At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater. - - W - Enchantment - Enchantment - 2 - 1W - - FIC~ - 1 - - - Summoner's Sending - At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater. - - W - Enchantment - Enchantment - 2 - 1W - - FIC~ - 1 - - - Summoning Materia - You may look at the top card of your library any time. -As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library. -Equipped creature gets +2/+2 and has vigilance and "{T}: Add {G}." -Equip {2} - - G - Artifact — Equipment - Artifact - 3 - 2G - - FIC~ - 1 - - - Summoning Materia - You may look at the top card of your library any time. -As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library. -Equipped creature gets +2/+2 and has vigilance and "{T}: Add {G}." -Equip {2} - - G - Artifact — Equipment - Artifact - 3 - 2G - - FIC~ - 1 - - - Sun Titan - Vigilance -Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - W - Creature — Giant - Creature - 6 - 4WW - 6/6 - - FIC~ - 2 - - - Sungrass Prairie - {1}, {T}: Add {G}{W}. - - Land - Land - 0 - - FIC~ - 0 - - - Sunken Hollow - ({T}: Add {U} or {B}.) -This land enters tapped unless you control two or more basic lands. - - Land — Island Swamp - Land - 0 - - FIC~ - 0 - - - Sunken Ruins - {T}: Add {C}. -{U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B}. - - Land - Land - 0 - - FIC~ - 0 - - - Sunlit Marsh - ({T}: Add {W} or {B}.) -This land enters tapped. - - Land — Plains Swamp - Land - 0 - - FIC~ - 0 - - - Sunpetal Grove - This land enters tapped unless you control a Forest or a Plains. -{T}: Add {G} or {W}. - - Land - Land - 0 - - FIC~ - 0 - - - Sunscorch Regent - Flying -Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life. - - W - Creature — Dragon - Creature - 5 - 3WW - 4/3 - - FIC~ - 2 - - - Sunscorched Divide - {1}, {T}: Add {R}{W}. - - Land - Land - 0 - - FIC~ - 0 - - - Swiftfoot Boots - Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) -Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Sword of the Animist - Equipped creature gets +1/+1. -Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. -Equip {2} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Swords to Plowshares - Exile target creature. Its controller gains life equal to its power. - - W - Instant - Instant - 1 - W - - FIC~ - 3 - - - Syphon Mind - Each other player discards a card. You draw a card for each card discarded this way. - - B - Sorcery - Sorcery - 4 - 3B - - FIC~ - 3 - - - Talisman of Conviction - {T}: Add {C}. -{T}: Add {R} or {W}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Talisman of Dominance - {T}: Add {C}. -{T}: Add {U} or {B}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Talisman of Hierarchy - {T}: Add {C}. -{T}: Add {W} or {B}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Talisman of Indulgence - {T}: Add {C}. -{T}: Add {B} or {R}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Talisman of Progress - {T}: Add {C}. -{T}: Add {W} or {U}. This artifact deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Tangled Islet - ({T}: Add {G} or {U}.) -This land enters tapped. - - Land — Forest Island - Land - 0 - - FIC~ - 0 - - - Tataru Taru - When Tataru Taru enters, you draw a card and target opponent may draw a card. -Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn. - - W - Legendary Creature — Dwarf Advisor - Creature - 2 - 1W - 0/3 - - FIC~ - 2 - - - Tataru Taru - When Tataru Taru enters, you draw a card and target opponent may draw a card. -Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn. - - W - Legendary Creature — Dwarf Advisor - Creature - 2 - 1W - 0/3 - - FIC~ - 2 - - - Temple of Enlightenment - This land enters tapped. -When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) -{T}: Add {W} or {U}. - - Land - Land - 0 - - FIC~ - 0 - - - Temple of Mystery - This land enters tapped. -When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) -{T}: Add {G} or {U}. - - Land - Land - 0 - - FIC~ - 0 - - - Temple of Plenty - This land enters tapped. -When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) -{T}: Add {G} or {W}. - - Land - Land - 0 - - FIC~ - 0 - - - Temple of the False God - {T}: Add {C}{C}. Activate only if you control five or more lands. - - Land - Land - 0 - - FIC~ - 0 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC~ - 2 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC~ - 2 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC~ - 2 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC~ - 2 - - - Terra, Herald of Hope - Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. -Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. - - BRW - Legendary Creature — Human Wizard Warrior - Creature - 3 - RWB - 3/3 - - FIC~ - 2 - - - Thancred Waters - Flash -Royal Guard — When Thancred Waters enters, another target legendary permanent you control gains indestructible for as long as you control Thancred Waters. -Whenever you cast a noncreature spell, Thancred Waters gains indestructible until end of turn. - - W - Legendary Creature — Human Warrior - Creature - 5 - 4W - 3/5 - - FIC~ - 2 - - - Thancred Waters - Flash -Royal Guard — When Thancred Waters enters, another target legendary permanent you control gains indestructible for as long as you control Thancred Waters. -Whenever you cast a noncreature spell, Thancred Waters gains indestructible until end of turn. - - W - Legendary Creature — Human Warrior - Creature - 5 - 4W - 3/5 - - FIC~ - 2 - - - The Falcon, Airship Restored - Flying -Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield. -{4}{B}: Return this card from your graveyard to the battlefield tapped. -Crew 2 - - B - Legendary Artifact — Vehicle - Artifact - 3 - 2B - 4/3 - - FIC~ - 1 - - - The Falcon, Airship Restored - Flying -Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield. -{4}{B}: Return this card from your graveyard to the battlefield tapped. -Crew 2 - - B - Legendary Artifact — Vehicle - Artifact - 3 - 2B - 4/3 - - FIC~ - 1 - - - The Warring Triad - Flying, trample, haste -As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature. -{T}, Mill a card: Target player adds one mana of any color. - - Legendary Artifact Creature — God - Creature - 3 - 3 - 5/5 - - FIC~ - 2 - - - The Warring Triad - Flying, trample, haste -As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature. -{T}, Mill a card: Target player adds one mana of any color. - - Legendary Artifact Creature — God - Creature - 3 - 3 - 5/5 - - FIC~ - 2 - - - Thought Vessel - You have no maximum hand size. -{T}: Add {C}. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Three Visits - Search your library for a Forest card, put it onto the battlefield, then shuffle. - - G - Sorcery - Sorcery - 2 - 1G - - FIC~ - 3 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC~ - 2 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC~ - 2 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC~ - 2 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC~ - 2 - - - Tidus, Yuna's Guardian - At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. -Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. - - GUW - Legendary Creature — Human Warrior - Creature - 3 - GWU - 3/3 - - FIC~ - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC~ - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC~ - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC~ - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC~ - 2 - - - Tifa, Martial Artist - Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) -Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. - - GRW - Legendary Creature — Human Monk - Creature - 4 - 1RGW - 4/4 - - FIC~ - 2 - - - Tireless Tracker - Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") -Whenever you sacrifice a Clue, put a +1/+1 counter on this creature. - - G - Creature — Human Scout - Creature - 3 - 2G - 3/2 - - FIC~ - 2 - - - Together Forever - When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.) -{1}: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand. - - W - Enchantment - Enchantment - 2 - WW - - FIC~ - 1 - - - Tome of Legends - This artifact enters with a page counter on it. -Whenever your commander enters or attacks, put a page counter on this artifact. -{1}, {T}, Remove a page counter from this artifact: Draw a card. - - Artifact - Artifact - 2 - 2 - - FIC~ - 1 - - - Torrential Gearhulk - Flash -When this creature enters, you may cast target instant card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - U - Artifact Creature — Construct - Creature - 6 - 4UU - 5/6 - - FIC~ - 2 - - - Tragic Arrogance - For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control. - - W - Sorcery - Sorcery - 5 - 3WW - - FIC~ - 3 - - - Trailblazer's Boots - Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.) -Equip {2} - - Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Transpose - Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." -Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) - - B - Instant - Instant - 3 - 2B - - FIC~ - 3 - - - Transpose - Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." -Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) - - B - Instant - Instant - 3 - 2B - - FIC~ - 3 - - - Tromell, Seymour's Butler - Each other nontoken creature you control enters with an additional +1/+1 counter on it. -{1}, {T}: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.) - - G - Legendary Creature — Elf Advisor - Creature - 3 - 2G - 2/3 - - FIC~ - 2 - - - Tromell, Seymour's Butler - Each other nontoken creature you control enters with an additional +1/+1 counter on it. -{1}, {T}: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.) - - G - Legendary Creature — Elf Advisor - Creature - 3 - 2G - 2/3 - - FIC~ - 2 - - - Ultimate Magic: Holy - Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn. -Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - W - Instant - Instant - 3 - 2W - - FIC~ - 3 - - - Ultimate Magic: Holy - Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn. -Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - W - Instant - Instant - 3 - 2W - - FIC~ - 3 - - - Ultimate Magic: Meteor - Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents. -Foretell {5}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - R - Sorcery - Sorcery - 6 - 5R - - FIC~ - 3 - - - Ultimate Magic: Meteor - Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents. -Foretell {5}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) - - R - Sorcery - Sorcery - 6 - 5R - - FIC~ - 3 - - - Umaro, Raging Yeti - Trample -At the beginning of combat on your turn, choose one at random — -• Other creatures you control get +3/+0 and gain trample until end of turn. -• Discard your hand, then draw four cards. -• Umaro deals 5 damage to any target. - - R - Legendary Creature — Yeti Berserker - Creature - 6 - 5R - 6/6 - - FIC~ - 2 - - - Umaro, Raging Yeti - Trample -At the beginning of combat on your turn, choose one at random — -• Other creatures you control get +3/+0 and gain trample until end of turn. -• Discard your hand, then draw four cards. -• Umaro deals 5 damage to any target. - - R - Legendary Creature — Yeti Berserker - Creature - 6 - 5R - 6/6 - - FIC~ - 2 - - - Underground River - {T}: Add {C}. -{T}: Add {U} or {B}. This land deals 1 damage to you. - - Land - Land - 0 - - FIC~ - 0 - - - Unfinished Business - Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.) - - W - Sorcery - Sorcery - 5 - 3WW - - FIC~ - 3 - - - Urianger Augurelt - Whenever you play a land from exile or cast a spell from exile, you gain 2 life. -Draw Arcanum — {T}: Look at the top card of your library. You may exile it face down. -Play Arcanum — {T}: Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost {2} less to cast. - - UW - Legendary Creature — Elf Advisor - Creature - 2 - WU - 1/3 - - FIC~ - 2 - - - Urianger Augurelt - Whenever you play a land from exile or cast a spell from exile, you gain 2 life. -Draw Arcanum — {T}: Look at the top card of your library. You may exile it face down. -Play Arcanum — {T}: Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost {2} less to cast. - - UW - Legendary Creature — Elf Advisor - Creature - 2 - WU - 1/3 - - FIC~ - 2 - - - Vandalblast - Destroy target artifact you don't control. -Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") - - R - Sorcery - Sorcery - 1 - R - - FIC~ - 3 - - - Vanquish the Horde - This spell costs {1} less to cast for each creature on the battlefield. -Destroy all creatures. - - W - Sorcery - Sorcery - 8 - 6WW - - FIC~ - 3 - - - Vincent, Vengeful Atoner - Menace -Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent. -Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater. - - R - Legendary Creature — Assassin - Creature - 3 - 2R - 3/3 - - FIC~ - 2 - - - Vincent, Vengeful Atoner - Menace -Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent. -Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater. - - R - Legendary Creature — Assassin - Creature - 3 - 2R - 3/3 - - FIC~ - 2 - - - Vindicate - Destroy target permanent. - - BW - Sorcery - Sorcery - 3 - 1WB - - FIC~ - 3 - - - Vineglimmer Snarl - As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped. -{T}: Add {G} or {U}. - - Land - Land - 0 - - FIC~ - 0 - - - Void Rend - This spell can't be countered. -Destroy target nonland permanent. - - BUW - Instant - Instant - 3 - WUB - - FIC~ - 3 - - - Wakka, Devoted Guardian - Reach, trample -Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka. -Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control. - - GW - Legendary Creature — Human Warrior - Creature - 4 - 2GW - 4/4 - - FIC~ - 2 - - - Wakka, Devoted Guardian - Reach, trample -Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka. -Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control. - - GW - Legendary Creature — Human Warrior - Creature - 4 - 2GW - 4/4 - - FIC~ - 2 - - - Walking Ballista - This creature enters with X +1/+1 counters on it. -{4}: Put a +1/+1 counter on this creature. -Remove a +1/+1 counter from this creature: It deals 1 damage to any target. - - Artifact Creature — Construct - Creature - 0 - XX - 0/0 - - FIC~ - 2 - - - Wayfarer's Bauble - {2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. - - Artifact - Artifact - 1 - 1 - - FIC~ - 1 - - - Wooded Ridgeline - ({T}: Add {R} or {G}.) -This land enters tapped. - - Land — Mountain Forest - Land - 0 - - FIC~ - 0 - - - Wrecking Ball Arm - Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less. -Equip legendary creature {3} -Equip {7} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Wrecking Ball Arm - Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less. -Equip legendary creature {3} -Equip {7} - - Legendary Artifact — Equipment - Artifact - 2 - 2 - - FIC~ - 1 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC~ - 2 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC~ - 2 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC~ - 2 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC~ - 2 - - - Y'shtola, Night's Blessed - Vigilance -At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. -Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. - - BUW - Legendary Creature — Cat Warlock - Creature - 4 - 1WUB - 2/4 - - FIC~ - 2 - - - Yuffie, Materia Hunter - Ninjutsu {1}{R} ({1}{R}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) -When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie. - - R - Legendary Creature — Human Ninja - Creature - 3 - 2R - 3/3 - - FIC~ - 2 - - - Yuffie, Materia Hunter - Ninjutsu {1}{R} ({1}{R}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) -When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie. - - R - Legendary Creature — Human Ninja - Creature - 3 - 2R - 3/3 - - FIC~ - 2 - - - Yuna's Decision - Choose one — -• Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield. -• Find Another Way — Return one or two target permanent cards from your graveyard to your hand. - - G - Sorcery - Sorcery - 4 - 3G - - FIC~ - 3 - - - Yuna's Decision - Choose one — -• Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield. -• Find Another Way — Return one or two target permanent cards from your graveyard to your hand. - - G - Sorcery - Sorcery - 4 - 3G - - FIC~ - 3 - - - Yuna's Whistle - Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. When you reveal a creature card this way, put X +1/+1 counters on target creature you control, where X is the mana value of that card. - - G - Instant - Instant - 3 - 1GG - - FIC~ - 3 - - - Yuna's Whistle - Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. When you reveal a creature card this way, put X +1/+1 counters on target creature you control, where X is the mana value of that card. - - G - Instant - Instant - 3 - 1GG - - FIC~ - 3 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC~ - 2 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC~ - 2 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC~ - 2 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC~ - 2 - - - Yuna, Grand Summoner - Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. -Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. - - GUW - Legendary Creature — Human Cleric - Creature - 4 - 1GWU - 1/5 - - FIC~ - 2 - - - A Realm Reborn - Other permanents you control have "{T}: Add one mana of any color." - - G - Enchantment - Enchantment - 6 - 4GG - - FIN~ - 1 - - - A Realm Reborn - Other permanents you control have "{T}: Add one mana of any color." - - G - Enchantment - Enchantment - 6 - 4GG - - FIN~ - 1 - - - Absolute Virtue - This spell can't be countered. -Flying -You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.) - - UW - Legendary Creature — Avatar Warrior - Creature - 8 - 6WU - 8/8 - - FIN~ - 2 - - - Absolute Virtue - This spell can't be countered. -Flying -You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.) - - UW - Legendary Creature — Avatar Warrior - Creature - 8 - 6WU - 8/8 - - FIN~ - 2 - - - Adelbert Steiner - Lifelink -Adelbert Steiner gets +1/+1 for each Equipment you control. - - W - Legendary Creature — Human Knight - Creature - 2 - 1W - 2/1 - - FIN~ - 2 - - - Adelbert Steiner - Lifelink -Adelbert Steiner gets +1/+1 for each Equipment you control. - - W - Legendary Creature — Human Knight - Creature - 2 - 1W - 2/1 - - FIN~ - 2 - - - Adventurer's Airship - Flying -Whenever this Vehicle attacks, draw a card, then discard a card. -Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) - - Artifact — Vehicle - Artifact - 3 - 3 - 3/2 - - FIN~ - 1 - - - Adventurer's Inn - When this land enters, you gain 2 life. -{T}: Add {C}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Aerith Gainsborough - Lifelink -Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. -When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. - - W - Legendary Creature — Human Cleric - Creature - 3 - 2W - 2/2 - - FIN~ - 2 - - - Aerith Gainsborough - Lifelink -Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. -When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. - - W - Legendary Creature — Human Cleric - Creature - 3 - 2W - 2/2 - - FIN~ - 2 - - - Aerith Gainsborough - Lifelink -Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. -When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. - - W - Legendary Creature — Human Cleric - Creature - 3 - 2W - 2/2 - - FIN~ - 2 - - - Aerith Gainsborough - Lifelink -Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. -When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. - - W - Legendary Creature — Human Cleric - Creature - 3 - 2W - 2/2 - - FIN~ - 2 - - - Aerith Rescue Mission - Choose one — -• Take the Elevator — Create three 1/1 colorless Hero creature tokens. -• Take 59 Flights of Stairs — Tap up to three target creatures. Put a stun counter on one of them. (If a permanent with a stun counter would become untapped, remove one from it instead.) - - W - Sorcery - Sorcery - 4 - 3W - - FIN~ - 3 - - - Aettir and Priwen - Equipped creature has base power and toughness X/X, where X is your life total. -Equip {5} - - Legendary Artifact — Equipment - Artifact - 6 - 6 - - FIN~ - 1 - - - Aettir and Priwen - Equipped creature has base power and toughness X/X, where X is your life total. -Equip {5} - - Legendary Artifact — Equipment - Artifact - 6 - 6 - - FIN~ - 1 - - - Ahriman - Flying, deathtouch -{3}, Sacrifice another creature or artifact: Draw a card. - - B - Creature — Eye Horror - Creature - 3 - 2B - 2/2 - - FIN~ - 2 - - - Airship Crash - Destroy target artifact, enchantment, or creature with flying. -Cycling {2} ({2}, Discard this card: Draw a card.) - - G - Instant - Instant - 3 - 2G - - FIN~ - 3 - - - Al Bhed Salvagers - Whenever this creature or another creature or artifact you control dies, target opponent loses 1 life and you gain 1 life. - - B - Creature — Human Artificer Warrior - Creature - 3 - 2B - 2/3 - - FIN~ - 2 - - - Ambrosia Whiteheart - Flash -When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. -Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn. - - W - Legendary Creature — Bird - Creature - 2 - 1W - 2/2 - - FIN~ - 2 - - - Ambrosia Whiteheart - Flash -When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. -Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn. - - W - Legendary Creature — Bird - Creature - 2 - 1W - 2/2 - - FIN~ - 2 - - - Ambrosia Whiteheart - Flash -When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. -Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn. - - W - Legendary Creature — Bird - Creature - 2 - 1W - 2/2 - - FIN~ - 2 - - - Ancient Adamantoise - Vigilance, ward {3} -Damage isn't removed from this creature during cleanup steps. -All damage that would be dealt to you and other permanents you control is dealt to this creature instead. -When this creature dies, exile it and create ten tapped Treasure tokens. - - G - Creature — Turtle - Creature - 8 - 5GGG - 8/20 - - FIN~ - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN~ - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN~ - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN~ - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN~ - 2 - - - Ardyn, the Usurper - Demons you control have menace, lifelink, and haste. -Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. - - B - Legendary Creature — Elder Human Noble - Creature - 8 - 5BBB - 4/4 - - FIN~ - 2 - - - Ashe, Princess of Dalmasca - Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. - - W - Legendary Creature — Human Rebel Noble - Creature - 3 - 2W - 3/2 - - FIN~ - 2 - - - Ashe, Princess of Dalmasca - Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. - - W - Legendary Creature — Human Rebel Noble - Creature - 3 - 2W - 3/2 - - FIN~ - 2 - - - Astrologian's Planisphere - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." -Diana — Equip {2} - - U - Artifact — Equipment - Artifact - 2 - 1U - - FIN~ - 1 - - - Astrologian's Planisphere - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." -Diana — Equip {2} - - U - Artifact — Equipment - Artifact - 2 - 1U - - FIN~ - 1 - - - Auron's Inspiration - Attacking creatures get +2/+0 until end of turn. -Flashback {2}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - W - Instant - Instant - 3 - 2W - - FIN~ - 3 - - - Balamb Garden, SeeD Academy - This land enters tapped. -{T}: Add {G} or {U}. -{5}{G}{U}, {T}: Transform this land. This ability costs {1} less to activate for each other Town you control. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Balamb Garden, Airborne - Flying -Whenever Balamb Garden attacks, draw a card. -Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - Legendary Artifact — Vehicle - Artifact - 0 - 5/4 - - FIN~ - 1 - - - Balamb Garden, SeeD Academy - This land enters tapped. -{T}: Add {G} or {U}. -{5}{G}{U}, {T}: Transform this land. This ability costs {1} less to activate for each other Town you control. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Balamb Garden, Airborne - Flying -Whenever Balamb Garden attacks, draw a card. -Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - Legendary Artifact — Vehicle - Artifact - 0 - 5/4 - - FIN~ - 1 - - - Balamb T-Rexaur - Trample -When this creature enters, you gain 3 life. -Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.) - - G - Creature — Dinosaur - Creature - 6 - 4GG - 6/6 - - FIN~ - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN~ - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN~ - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN~ - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN~ - 2 - - - Balthier and Fran - Reach -Vehicles you control get +1/+1 and have vigilance and reach. -Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. - - GR - Legendary Creature — Human Rabbit - Creature - 3 - 1RG - 4/3 - - FIN~ - 2 - - - Bard's Bow - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2, has reach, and is a Bard in addition to its other types. -Perseus's Bow — Equip {6} ({6}: Attach to target creature you control. Equip only as a sorcery.) - - G - Artifact — Equipment - Artifact - 3 - 2G - - FIN~ - 1 - - - Baron, Airship Kingdom - This land enters tapped. -{T}: Add {U} or {R}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Barret Wallace - Reach -Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player. - - R - Legendary Creature — Human Rebel - Creature - 4 - 3R - 4/4 - - FIN~ - 2 - - - Barret Wallace - Reach -Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player. - - R - Legendary Creature — Human Rebel - Creature - 4 - 3R - 4/4 - - FIN~ - 2 - - - Barret Wallace - Reach -Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player. - - R - Legendary Creature — Human Rebel - Creature - 4 - 3R - 4/4 - - FIN~ - 2 - - - Bartz and Boko - Affinity for Birds (This spell costs {1} less to cast for each Bird you control.) -When Bartz and Boko enters, each other Bird you control deals damage equal to its power to target creature an opponent controls. - - G - Legendary Creature — Human Bird - Creature - 5 - 3GG - 4/3 - - FIN~ - 2 - - - Bartz and Boko - Affinity for Birds (This spell costs {1} less to cast for each Bird you control.) -When Bartz and Boko enters, each other Bird you control deals damage equal to its power to target creature an opponent controls. - - G - Legendary Creature — Human Bird - Creature - 5 - 3GG - 4/3 - - FIN~ - 2 - - - Battle Menu - Choose one — -• Attack — Create a 2/2 white Knight creature token. -• Ability — Target creature gets +0/+4 until end of turn. -• Magic — Destroy target creature with power 4 or greater. -• Item — You gain 4 life. - - W - Instant - Instant - 2 - 1W - - FIN~ - 3 - - - Beatrix, Loyal General - Vigilance (Attacking doesn't cause this creature to tap.) -At the beginning of combat on your turn, you may attach any number of Equipment you control to target creature you control. - - W - Legendary Creature — Human Soldier - Creature - 6 - 4WW - 4/4 - - FIN~ - 2 - - - Beatrix, Loyal General - Vigilance (Attacking doesn't cause this creature to tap.) -At the beginning of combat on your turn, you may attach any number of Equipment you control to target creature you control. - - W - Legendary Creature — Human Soldier - Creature - 6 - 4WW - 4/4 - - FIN~ - 2 - - - Black Mage's Rod - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types. -Equip {3} - - B - Artifact — Equipment - Artifact - 2 - 1B - - FIN~ - 1 - - - Black Waltz No. 3 - Flying, deathtouch -Whenever you cast a noncreature spell, Black Waltz No. 3 deals 2 damage to each opponent. - - BR - Legendary Creature — Wizard - Creature - 4 - 2BR - 2/2 - - FIN~ - 2 - - - Black Waltz No. 3 - Flying, deathtouch -Whenever you cast a noncreature spell, Black Waltz No. 3 deals 2 damage to each opponent. - - BR - Legendary Creature — Wizard - Creature - 4 - 2BR - 2/2 - - FIN~ - 2 - - - Blazing Bomb - Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature. -Blow Up — {T}, Sacrifice this creature: It deals damage equal to its power to target creature. Activate only as a sorcery. - - R - Creature — Elemental - Creature - 1 - R - 1/1 - - FIN~ - 2 - - - Blitzball - {T}: Add one mana of any color. -GOOOOAAAALLL! — {T}, Sacrifice this artifact: Draw two cards. Activate only if an opponent was dealt combat damage by a legendary creature this turn. - - Artifact - Artifact - 3 - 3 - - FIN~ - 1 - - - Blitzball Shot - Target creature gets +3/+3 and gains trample until end of turn. - - G - Instant - Instant - 2 - 1G - - FIN~ - 3 - - - Buster Sword - Equipped creature gets +3/+2. -Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost. -Equip {2} - - Artifact — Equipment - Artifact - 3 - 3 - - FIN~ - 1 - - - Buster Sword - Equipped creature gets +3/+2. -Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost. -Equip {2} - - Artifact — Equipment - Artifact - 3 - 3 - - FIN~ - 1 - - - Cactuar - Trample -At the beginning of your end step, if this creature didn't enter the battlefield this turn, return it to its owner's hand. - - G - Creature — Plant - Creature - 1 - G - 3/3 - - FIN~ - 2 - - - Call the Mountain Chocobo - Search your library for a Mountain card, reveal it, put it into your hand, then shuffle. Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 3R - - FIN~ - 3 - - - Capital City - {T}: Add {C}. -{1}, {T}: Add one mana of any color. -Cycling {2} ({2}, Discard this card: Draw a card.) - - Land — Town - Land - 0 - - FIN~ - 0 - - - Cargo Ship - Flying, vigilance -{T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact source. -Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - U - Artifact — Vehicle - Artifact - 2 - 1U - 2/3 - - FIN~ - 1 - - - Cecil, Dark Knight - Deathtouch -Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. - - B - Legendary Creature — Human Knight - Creature - 1 - B - 2/3 - - FIN~ - 2 - - - Cecil, Redeemed Paladin - Lifelink -Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. - - W - Legendary Creature — Human Knight - Creature - 1 - 4/4 - - FIN~ - 2 - - - Cecil, Dark Knight - Deathtouch -Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. - - B - Legendary Creature — Human Knight - Creature - 1 - B - 2/3 - - FIN~ - 2 - - - Cecil, Redeemed Paladin - Lifelink -Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. - - W - Legendary Creature — Human Knight - Creature - 1 - 4/4 - - FIN~ - 2 - - - Cecil, Dark Knight - Deathtouch -Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. - - B - Legendary Creature — Human Knight - Creature - 1 - B - 2/3 - - FIN~ - 2 - - - Cecil, Redeemed Paladin - Lifelink -Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. - - W - Legendary Creature — Human Knight - Creature - 1 - 4/4 - - FIN~ - 2 - - - Cecil, Dark Knight - Deathtouch -Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. - - B - Legendary Creature — Human Knight - Creature - 1 - B - 2/3 - - FIN~ - 2 - - - Cecil, Redeemed Paladin - Lifelink -Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. - - W - Legendary Creature — Human Knight - Creature - 1 - 4/4 - - FIN~ - 2 - - - Choco, Seeker of Paradise - Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard. -Landfall — Whenever a land you control enters, Choco gets +1/+0 until end of turn. - - GUW - Legendary Creature — Bird - Creature - 4 - 1GWU - 3/5 - - FIN~ - 2 - - - Choco, Seeker of Paradise - Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard. -Landfall — Whenever a land you control enters, Choco gets +1/+0 until end of turn. - - GUW - Legendary Creature — Bird - Creature - 4 - 1GWU - 3/5 - - FIN~ - 2 - - - Choco-Comet - Choco-Comet deals X damage to any target. -Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." - - R - Sorcery - Sorcery - 2 - XRR - - FIN~ - 3 - - - Chocobo Kick - Kicker—Return a land you control to its owner's hand. (You may return a land you control to its owner's hand in addition to any other costs as you cast this spell.) -Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead. - - G - Sorcery - Sorcery - 2 - 1G - - FIN~ - 3 - - - Chocobo Racetrack - Landfall — Whenever a land you control enters, create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." - - G - Artifact - Artifact - 5 - 3GG - - FIN~ - 1 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Cid, Timeless Artificer - Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. -A deck can have any number of cards named Cid, Timeless Artificer. -Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) - - UW - Legendary Creature — Human Artificer - Creature - 4 - 2WU - 4/4 - - FIN~ - 2 - - - Circle of Power - You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." -Wizards you control get +1/+0 and gain lifelink until end of turn. - - B - Sorcery - Sorcery - 4 - 3B - - FIN~ - 3 - - - Circle of Power - You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." -Wizards you control get +1/+0 and gain lifelink until end of turn. - - B - Sorcery - Sorcery - 4 - 3B - - FIN~ - 3 - - - Clash of the Eikons - Choose one or more — -• Target creature you control fights target creature an opponent controls. -• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.) -• Put a lore counter on target Saga you control. - - G - Sorcery - Sorcery - 1 - G - - FIN~ - 3 - - - Clash of the Eikons - Choose one or more — -• Target creature you control fights target creature an opponent controls. -• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.) -• Put a lore counter on target Saga you control. - - G - Sorcery - Sorcery - 1 - G - - FIN~ - 3 - - - Clive's Hideaway - Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) -{T}: Add {C}. -{2}, {T}: You may play the exiled card without paying its mana cost if you control four or more legendary creatures. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN~ - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN~ - 2 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN~ - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN~ - 2 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN~ - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN~ - 2 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN~ - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN~ - 2 - - - Clive, Ifrit's Dominant - When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) -{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - R - Legendary Creature — Human Noble Warrior - Creature - 6 - 4RR - 5/5 - - FIN~ - 2 - - - Ifrit, Warden of Inferno - (As this Saga enters and after your draw step, add a lore counter.) -I — Lunge — Ifrit fights up to one other target creature. -II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up). - - R - Legendary Enchantment Creature — Saga Demon - Creature - 6 - 9/9 - - FIN~ - 2 - - - Cloud of Darkness - Flying -Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard. - - BG - Legendary Creature — Avatar - Creature - 5 - 2BGG - 3/3 - - FIN~ - 2 - - - Cloud of Darkness - Flying -Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard. - - BG - Legendary Creature — Avatar - Creature - 5 - 2BGG - 3/3 - - FIN~ - 2 - - - Cloud, Midgar Mercenary - When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. -As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. - - W - Legendary Creature — Human Soldier Mercenary - Creature - 2 - WW - 2/1 - - FIN~ - 2 - - - Cloud, Midgar Mercenary - When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. -As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. - - W - Legendary Creature — Human Soldier Mercenary - Creature - 2 - WW - 2/1 - - FIN~ - 2 - - - Cloud, Midgar Mercenary - When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. -As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. - - W - Legendary Creature — Human Soldier Mercenary - Creature - 2 - WW - 2/1 - - FIN~ - 2 - - - Cloud, Midgar Mercenary - When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. -As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. - - W - Legendary Creature — Human Soldier Mercenary - Creature - 2 - WW - 2/1 - - FIN~ - 2 - - - Cloud, Planet's Champion - During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) -Equip abilities you activate that target Cloud cost {2} less to activate. - - RW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 3RW - 4/4 - - FIN~ - 2 - - - Cloud, Planet's Champion - During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) -Equip abilities you activate that target Cloud cost {2} less to activate. - - RW - Legendary Creature — Human Soldier Mercenary - Creature - 5 - 3RW - 4/4 - - FIN~ - 2 - - - Cloudbound Moogle - Flying -When this creature enters, put a +1/+1 counter on target creature. -Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) - - W - Creature — Moogle - Creature - 5 - 3WW - 2/3 - - FIN~ - 2 - - - Coeurl - {1}{W}, {T}: Tap target nonenchantment creature. - - W - Creature — Cat Beast - Creature - 2 - 1W - 2/2 - - FIN~ - 2 - - - Coliseum Behemoth - Trample -When this creature enters, choose one — -• Destroy target artifact or enchantment. -• Draw a card. - - G - Creature — Beast - Creature - 7 - 5GG - 7/7 - - FIN~ - 2 - - - Combat Tutorial - Target player draws two cards. Put a +1/+1 counter on up to one target creature you control. - - U - Sorcery - Sorcery - 3 - 2U - - FIN~ - 3 - - - Commune with Beavers - Look at the top three cards of your library. You may reveal an artifact, creature, or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. - - G - Sorcery - Sorcery - 1 - G - - FIN~ - 3 - - - Coral Sword - Flash -When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn. -Equipped creature gets +1/+0. -Equip {1} - - R - Artifact — Equipment - Artifact - 1 - R - - FIN~ - 1 - - - Cornered by Black Mages - Target opponent sacrifices a creature of their choice. -Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." - - B - Sorcery - Sorcery - 3 - 1BB - - FIN~ - 3 - - - Crossroads Village - This land enters tapped. As it enters, choose a color. -{T}: Add one mana of the chosen color. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Crystal Fragments - Equipped creature gets +1/+1. -{5}{W}{W}: Exile this Equipment, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. -Equip {1} - - W - Artifact — Equipment - Artifact - 1 - W - - FIN~ - 1 - - - Summon: Alexander - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Prevent all damage that would be dealt to creatures you control this turn. -III — Tap all creatures your opponents control. -Flying - - W - Enchantment Creature — Saga Construct - Creature - 1 - 4/3 - - FIN~ - 2 - - - Crystal Fragments - Equipped creature gets +1/+1. -{5}{W}{W}: Exile this Equipment, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. -Equip {1} - - W - Artifact — Equipment - Artifact - 1 - W - - FIN~ - 1 - - - Summon: Alexander - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Prevent all damage that would be dealt to creatures you control this turn. -III — Tap all creatures your opponents control. -Flying - - W - Enchantment Creature — Saga Construct - Creature - 1 - 4/3 - - FIN~ - 2 - - - Dark Confidant - At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. - - B - Creature — Human Wizard - Creature - 2 - 1B - 2/1 - - FIN~ - 2 - - - Dark Confidant - At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. - - B - Creature — Human Wizard - Creature - 2 - 1B - 2/1 - - FIN~ - 2 - - - Dark Knight's Greatsword - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +3/+0 and is a Knight in addition to its other types. -Chaosbringer — Equip—Pay 3 life. Activate only once each turn. - - B - Artifact — Equipment - Artifact - 3 - 2B - - FIN~ - 1 - - - Deadly Embrace - Destroy target creature an opponent controls. Then draw a card for each creature that died this turn. - - B - Sorcery - Sorcery - 5 - 3BB - - FIN~ - 3 - - - Delivery Moogle - Flying -When this creature enters, search your library and/or graveyard for an artifact card with mana value 2 or less, reveal it, and put it into your hand. If you search your library this way, shuffle. - - W - Creature — Moogle - Creature - 4 - 3W - 3/2 - - FIN~ - 2 - - - Demon Wall - Defender -Menace (This creature can't be blocked except by two or more creatures.) -As long as this creature has a counter on it, it can attack as though it didn't have defender. -{5}{B}: Put two +1/+1 counters on this creature. - - B - Artifact Creature — Demon Wall - Creature - 2 - 1B - 3/3 - - FIN~ - 2 - - - Diamond Weapon - This spell costs {1} less to cast for each permanent card in your graveyard. -Reach -Immune — Prevent all combat damage that would be dealt to Diamond Weapon. - - G - Legendary Artifact Creature — Elemental - Creature - 9 - 7GG - 8/8 - - FIN~ - 2 - - - Diamond Weapon - This spell costs {1} less to cast for each permanent card in your graveyard. -Reach -Immune — Prevent all combat damage that would be dealt to Diamond Weapon. - - G - Legendary Artifact Creature — Elemental - Creature - 9 - 7GG - 8/8 - - FIN~ - 2 - - - Dion, Bahamut's Dominant - Dragonfire Dive — During your turn, Dion and other Knights you control have flying. -When Dion enters, create a 2/2 white Knight creature token. -{4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - W - Legendary Creature — Human Noble Knight - Creature - 4 - 3W - 3/3 - - FIN~ - 2 - - - Bahamut, Warden of Light - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. -III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). -Flying - - W - Legendary Enchantment Creature — Saga Dragon - Creature - 4 - 5/5 - - FIN~ - 2 - - - Dion, Bahamut's Dominant - Dragonfire Dive — During your turn, Dion and other Knights you control have flying. -When Dion enters, create a 2/2 white Knight creature token. -{4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - W - Legendary Creature — Human Noble Knight - Creature - 4 - 3W - 3/3 - - FIN~ - 2 - - - Bahamut, Warden of Light - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. -III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). -Flying - - W - Legendary Enchantment Creature — Saga Dragon - Creature - 4 - 5/5 - - FIN~ - 2 - - - Dion, Bahamut's Dominant - Dragonfire Dive — During your turn, Dion and other Knights you control have flying. -When Dion enters, create a 2/2 white Knight creature token. -{4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - W - Legendary Creature — Human Noble Knight - Creature - 4 - 3W - 3/3 - - FIN~ - 2 - - - Bahamut, Warden of Light - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. -III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). -Flying - - W - Legendary Enchantment Creature — Saga Dragon - Creature - 4 - 5/5 - - FIN~ - 2 - - - Dion, Bahamut's Dominant - Dragonfire Dive — During your turn, Dion and other Knights you control have flying. -When Dion enters, create a 2/2 white Knight creature token. -{4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - W - Legendary Creature — Human Noble Knight - Creature - 4 - 3W - 3/3 - - FIN~ - 2 - - - Bahamut, Warden of Light - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. -III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). -Flying - - W - Legendary Enchantment Creature — Saga Dragon - Creature - 4 - 5/5 - - FIN~ - 2 - - - Dragoon's Lance - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0 and is a Knight in addition to its other types. -During your turn, equipped creature has flying. -Gae Bolg — Equip {4} - - W - Artifact — Equipment - Artifact - 2 - 1W - - FIN~ - 1 - - - Dragoon's Wyvern - Flying -When this creature enters, create a 1/1 colorless Hero creature token. - - U - Creature — Drake - Creature - 3 - 2U - 2/1 - - FIN~ - 2 - - - Dreams of Laguna - Surveil 1, then draw a card. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) -Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - U - Instant - Instant - 2 - 1U - - FIN~ - 3 - - - Dwarven Castle Guard - When this creature dies, create a 1/1 colorless Hero creature token. - - W - Creature — Dwarf Soldier - Creature - 2 - 1W - 2/1 - - FIN~ - 2 - - - Eden, Seat of the Sanctum - {T}: Add {C}. -{5}, {T}: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Eden, Seat of the Sanctum - {T}: Add {C}. -{5}, {T}: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Edgar, King of Figaro - When Edgar enters, draw a card for each artifact you control. -Two-Headed Coin — The first time you flip one or more coins each turn, those coins come up heads and you win those flips. - - U - Legendary Creature — Human Artificer Noble - Creature - 6 - 4UU - 4/5 - - FIN~ - 2 - - - Edgar, King of Figaro - When Edgar enters, draw a card for each artifact you control. -Two-Headed Coin — The first time you flip one or more coins each turn, those coins come up heads and you win those flips. - - U - Legendary Creature — Human Artificer Noble - Creature - 6 - 4UU - 4/5 - - FIN~ - 2 - - - Eject - This spell can't be countered. -Return target nonland permanent to its owner's hand. -Draw a card. - - U - Instant - Instant - 4 - 3U - - FIN~ - 3 - - - Elixir - This artifact enters tapped. -{5}, {T}, Exile this artifact: Shuffle all nonland cards from your graveyard into your library. You gain life equal to the number of cards shuffled into your library this way. - - Artifact - Artifact - 1 - 1 - - FIN~ - 1 - - - Emet-Selch, Unsundered - Vigilance -Whenever Emet-Selch enters or attacks, draw a card, then discard a card. -At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. - - BU - Legendary Creature — Elder Wizard - Creature - 3 - 1UB - 2/4 - - FIN~ - 2 - - - Hades, Sorcerer of Eld - Vigilance -Echo of the Lost — During your turn, you may play cards from your graveyard. -If a card or token would be put into your graveyard from anywhere, exile it instead. - - BU - Legendary Creature — Avatar - Creature - 3 - 6/6 - - FIN~ - 2 - - - Emet-Selch, Unsundered - Vigilance -Whenever Emet-Selch enters or attacks, draw a card, then discard a card. -At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. - - BU - Legendary Creature — Elder Wizard - Creature - 3 - 1UB - 2/4 - - FIN~ - 2 - - - Hades, Sorcerer of Eld - Vigilance -Echo of the Lost — During your turn, you may play cards from your graveyard. -If a card or token would be put into your graveyard from anywhere, exile it instead. - - BU - Legendary Creature — Avatar - Creature - 3 - 6/6 - - FIN~ - 2 - - - Emet-Selch, Unsundered - Vigilance -Whenever Emet-Selch enters or attacks, draw a card, then discard a card. -At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. - - BU - Legendary Creature — Elder Wizard - Creature - 3 - 1UB - 2/4 - - FIN~ - 2 - - - Hades, Sorcerer of Eld - Vigilance -Echo of the Lost — During your turn, you may play cards from your graveyard. -If a card or token would be put into your graveyard from anywhere, exile it instead. - - BU - Legendary Creature — Avatar - Creature - 3 - 6/6 - - FIN~ - 2 - - - Emet-Selch, Unsundered - Vigilance -Whenever Emet-Selch enters or attacks, draw a card, then discard a card. -At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. - - BU - Legendary Creature — Elder Wizard - Creature - 3 - 1UB - 2/4 - - FIN~ - 2 - - - Hades, Sorcerer of Eld - Vigilance -Echo of the Lost — During your turn, you may play cards from your graveyard. -If a card or token would be put into your graveyard from anywhere, exile it instead. - - BU - Legendary Creature — Avatar - Creature - 3 - 6/6 - - FIN~ - 2 - - - Esper Origins - Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) -Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - G - Sorcery - Sorcery - 2 - 1G - - FIN~ - 3 - - - Summon: Esper Maduin - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Reveal the top card of your library. If it's a permanent card, put it into your hand. -II — Add {G}{G}. -III — Other creatures you control get +2/+2 and gain trample until end of turn. - - G - Enchantment Creature — Saga Elemental - Creature - 2 - 4/4 - - FIN~ - 2 - - - Esper Origins - Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) -Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - G - Sorcery - Sorcery - 2 - 1G - - FIN~ - 3 - - - Summon: Esper Maduin - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Reveal the top card of your library. If it's a permanent card, put it into your hand. -II — Add {G}{G}. -III — Other creatures you control get +2/+2 and gain trample until end of turn. - - G - Enchantment Creature — Saga Elemental - Creature - 2 - 4/4 - - FIN~ - 2 - - - Ether - {T}, Exile this artifact: Add {U}. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. - - U - Artifact - Artifact - 4 - 3U - - FIN~ - 1 - - - Evil Reawakened - Return target creature card from your graveyard to the battlefield with two additional +1/+1 counters on it. - - B - Sorcery - Sorcery - 5 - 4B - - FIN~ - 3 - - - Excalibur II - Whenever you gain life, put a charge counter on Excalibur II. -Equipped creature gets +1/+1 for each charge counter on Excalibur II. -Equip {3} - - Legendary Artifact — Equipment - Artifact - 1 - 1 - - FIN~ - 1 - - - Excalibur II - Whenever you gain life, put a charge counter on Excalibur II. -Equipped creature gets +1/+1 for each charge counter on Excalibur II. -Equip {3} - - Legendary Artifact — Equipment - Artifact - 1 - 1 - - FIN~ - 1 - - - Exdeath, Void Warlock - When Exdeath enters, you gain 3 life. -At the beginning of your end step, if there are six or more permanent cards in your graveyard, transform Exdeath. - - BG - Legendary Creature — Spirit Warlock - Creature - 3 - 1BG - 3/3 - - FIN~ - 2 - - - Neo Exdeath, Dimension's End - Trample -Neo Exdeath's power is equal to the number of permanent cards in your graveyard. - - BG - Legendary Creature — Spirit Avatar - Creature - 3 - */3 - - FIN~ - 2 - - - Exdeath, Void Warlock - When Exdeath enters, you gain 3 life. -At the beginning of your end step, if there are six or more permanent cards in your graveyard, transform Exdeath. - - BG - Legendary Creature — Spirit Warlock - Creature - 3 - 1BG - 3/3 - - FIN~ - 2 - - - Neo Exdeath, Dimension's End - Trample -Neo Exdeath's power is equal to the number of permanent cards in your graveyard. - - BG - Legendary Creature — Spirit Avatar - Creature - 3 - */3 - - FIN~ - 2 - - - Fang, Fearless l'Cie - Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. -(Melds with Vanille, Cheerful l'Cie.) - - B - Legendary Creature — Human Warrior - Creature - 3 - 2B - 2/3 - - FIN~ - 2 - - - Fang, Fearless l'Cie - Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. -(Melds with Vanille, Cheerful l'Cie.) - - B - Legendary Creature — Human Warrior - Creature - 3 - 2B - 2/3 - - FIN~ - 2 - - - Fang, Fearless l'Cie - Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. -(Melds with Vanille, Cheerful l'Cie.) - - B - Legendary Creature — Human Warrior - Creature - 3 - 2B - 2/3 - - FIN~ - 2 - - - Fang, Fearless l'Cie - Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. -(Melds with Vanille, Cheerful l'Cie.) - - B - Legendary Creature — Human Warrior - Creature - 3 - 2B - 2/3 - - FIN~ - 2 - - - Fate of the Sun-Cryst - This spell costs {2} less to cast if it targets a tapped creature. -Destroy target nonland permanent. - - W - Instant - Instant - 5 - 4W - - FIN~ - 3 - - - Fight On! - Return up to two target creature cards from your graveyard to your hand. - - B - Instant - Instant - 3 - 2B - - FIN~ - 3 - - - Fire Magic - Tiered (Choose one additional cost.) -• Fire — {0} — Fire Magic deals 1 damage to each creature. -• Fira — {2} — Fire Magic deals 2 damage to each creature. -• Firaga — {5} — Fire Magic deals 3 damage to each creature. - - R - Instant - Instant - 1 - R - - FIN~ - 3 - - - Firion, Wild Rose Warrior - Equipped creatures you control have haste. -Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. - - R - Legendary Creature — Human Rebel Warrior - Creature - 3 - 2R - 3/3 - - FIN~ - 2 - - - Firion, Wild Rose Warrior - Equipped creatures you control have haste. -Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. - - R - Legendary Creature — Human Rebel Warrior - Creature - 3 - 2R - 3/3 - - FIN~ - 2 - - - Firion, Wild Rose Warrior - Equipped creatures you control have haste. -Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. - - R - Legendary Creature — Human Rebel Warrior - Creature - 3 - 2R - 3/3 - - FIN~ - 2 - - - Firion, Wild Rose Warrior - Equipped creatures you control have haste. -Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. - - R - Legendary Creature — Human Rebel Warrior - Creature - 3 - 2R - 3/3 - - FIN~ - 2 - - - Forest - ({T}: Add {G}.) - - Basic Land — Forest - Land - 0 - - FIN~ - 0 - - - Forest - ({T}: Add {G}.) - - Basic Land — Forest - Land - 0 - - FIN~ - 0 - - - Forest - ({T}: Add {G}.) - - Basic Land — Forest - Land - 0 - - FIN~ - 0 - - - Forest - ({T}: Add {G}.) - - Basic Land — Forest - Land - 0 - - FIN~ - 0 - - - Freya Crescent - Jump — During your turn, Freya Crescent has flying. -{T}: Add {R}. Spend this mana only to cast an Equipment spell or activate an equip ability. - - R - Legendary Creature — Rat Knight - Creature - 1 - R - 1/1 - - FIN~ - 2 - - - Freya Crescent - Jump — During your turn, Freya Crescent has flying. -{T}: Add {R}. Spend this mana only to cast an Equipment spell or activate an equip ability. - - R - Legendary Creature — Rat Knight - Creature - 1 - R - 1/1 - - FIN~ - 2 - - - From Father to Son - Search your library for a Vehicle card, reveal it, and put it into your hand. If this spell was cast from a graveyard, put that card onto the battlefield instead. Then shuffle. -Flashback {4}{W}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - W - Sorcery - Sorcery - 2 - 1W - - FIN~ - 3 - - - G'raha Tia - Reach -The Allagan Eye — Whenever one or more other creatures and/or artifacts you control die, draw a card. This ability triggers only once each turn. - - W - Legendary Creature — Cat Archer - Creature - 5 - 4W - 3/5 - - FIN~ - 2 - - - G'raha Tia - Reach -The Allagan Eye — Whenever one or more other creatures and/or artifacts you control die, draw a card. This ability triggers only once each turn. - - W - Legendary Creature — Cat Archer - Creature - 5 - 4W - 3/5 - - FIN~ - 2 - - - Gaelicat - Flying, vigilance -As long as you control two or more artifacts, this creature gets +2/+0. - - W - Creature — Cat - Creature - 3 - 2W - 1/3 - - FIN~ - 2 - - - Gaius van Baelsar - When Gaius van Baelsar enters, choose one — -• Each player sacrifices a creature token of their choice. -• Each player sacrifices a nontoken creature of their choice. -• Each player sacrifices an enchantment of their choice. - - B - Legendary Creature — Human Soldier - Creature - 4 - 2BB - 3/2 - - FIN~ - 2 - - - Gaius van Baelsar - When Gaius van Baelsar enters, choose one — -• Each player sacrifices a creature token of their choice. -• Each player sacrifices a nontoken creature of their choice. -• Each player sacrifices an enchantment of their choice. - - B - Legendary Creature — Human Soldier - Creature - 4 - 2BB - 3/2 - - FIN~ - 2 - - - Galuf's Final Act - Until end of turn, target creature gets +1/+0 and gains "When this creature dies, put a number of +1/+1 counters equal to its power on up to one target creature." - - G - Instant - Instant - 2 - 1G - - FIN~ - 3 - - - Garland, Knight of Cornelia - Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -{3}{B}{B}{R}{R}: Return this card from your graveyard to the battlefield transformed. Activate only as a sorcery. - - BR - Legendary Creature — Human Knight - Creature - 2 - BR - 3/2 - - FIN~ - 2 - - - Chaos, the Endless - Flying -When Chaos dies, put it on the bottom of its owner's library. - - BR - Legendary Creature — Demon - Creature - 2 - 5/5 - - FIN~ - 2 - - - Garland, Knight of Cornelia - Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -{3}{B}{B}{R}{R}: Return this card from your graveyard to the battlefield transformed. Activate only as a sorcery. - - BR - Legendary Creature — Human Knight - Creature - 2 - BR - 3/2 - - FIN~ - 2 - - - Chaos, the Endless - Flying -When Chaos dies, put it on the bottom of its owner's library. - - BR - Legendary Creature — Demon - Creature - 2 - 5/5 - - FIN~ - 2 - - - Garnet, Princess of Alexandria - Lifelink -Whenever Garnet attacks, you may remove a lore counter from each of any number of Sagas you control. Put a +1/+1 counter on Garnet for each lore counter removed this way. - - GW - Legendary Creature — Human Noble Cleric - Creature - 2 - GW - 2/2 - - FIN~ - 2 - - - Garnet, Princess of Alexandria - Lifelink -Whenever Garnet attacks, you may remove a lore counter from each of any number of Sagas you control. Put a +1/+1 counter on Garnet for each lore counter removed this way. - - GW - Legendary Creature — Human Noble Cleric - Creature - 2 - GW - 2/2 - - FIN~ - 2 - - - Genji Glove - Equipped creature has double strike. -Whenever equipped creature attacks, if it's the first combat phase of the turn, untap it. After this phase, there is an additional combat phase. -Equip {3} - - Artifact — Equipment - Artifact - 5 - 5 - - FIN~ - 1 - - - Gigantoad - As long as you control seven or more lands, this creature gets +2/+2. - - G - Creature — Frog - Creature - 4 - 3G - 4/4 - - FIN~ - 2 - - - Gilgamesh, Master-at-Arms - Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. - - R - Legendary Creature — Human Samurai - Creature - 6 - 4RR - 6/6 - - FIN~ - 2 - - - Gilgamesh, Master-at-Arms - Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. - - R - Legendary Creature — Human Samurai - Creature - 6 - 4RR - 6/6 - - FIN~ - 2 - - - Gilgamesh, Master-at-Arms - Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. - - R - Legendary Creature — Human Samurai - Creature - 6 - 4RR - 6/6 - - FIN~ - 2 - - - Giott, King of the Dwarves - Double strike -Whenever Giott or another Dwarf you control enters and whenever an Equipment you control enters, you may discard a card. If you do, draw a card. - - RW - Legendary Creature — Dwarf Noble - Creature - 2 - RW - 1/1 - - FIN~ - 2 - - - Giott, King of the Dwarves - Double strike -Whenever Giott or another Dwarf you control enters and whenever an Equipment you control enters, you may discard a card. If you do, draw a card. - - RW - Legendary Creature — Dwarf Noble - Creature - 2 - RW - 1/1 - - FIN~ - 2 - - - Gladiolus Amicitia - When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle. -Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn. - - GR - Legendary Creature — Human Warrior - Creature - 6 - 4RG - 6/6 - - FIN~ - 2 - - - Gladiolus Amicitia - When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle. -Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn. - - GR - Legendary Creature — Human Warrior - Creature - 6 - 4RG - 6/6 - - FIN~ - 2 - - - Gogo, Master of Mimicry - {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) - - U - Legendary Creature — Wizard - Creature - 3 - 2U - 2/4 - - FIN~ - 2 - - - Gogo, Master of Mimicry - {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) - - U - Legendary Creature — Wizard - Creature - 3 - 2U - 2/4 - - FIN~ - 2 - - - Gogo, Master of Mimicry - {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) - - U - Legendary Creature — Wizard - Creature - 3 - 2U - 2/4 - - FIN~ - 2 - - - Gogo, Master of Mimicry - {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) - - U - Legendary Creature — Wizard - Creature - 3 - 2U - 2/4 - - FIN~ - 2 - - - Gohn, Town of Ruin - This land enters tapped. -{T}: Add {B} or {G}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Golbez, Crystal Collector - Whenever an artifact you control enters, surveil 1. -At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power. - - BU - Legendary Creature — Human Wizard - Creature - 2 - UB - 1/4 - - FIN~ - 2 - - - Golbez, Crystal Collector - Whenever an artifact you control enters, surveil 1. -At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power. - - BU - Legendary Creature — Human Wizard - Creature - 2 - UB - 1/4 - - FIN~ - 2 - - - Golbez, Crystal Collector - Whenever an artifact you control enters, surveil 1. -At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power. - - BU - Legendary Creature — Human Wizard - Creature - 2 - UB - 1/4 - - FIN~ - 2 - - - Golbez, Crystal Collector - Whenever an artifact you control enters, surveil 1. -At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power. - - BU - Legendary Creature — Human Wizard - Creature - 2 - UB - 1/4 - - FIN~ - 2 - - - Gongaga, Reactor Town - This land enters tapped. -{T}: Add {R} or {G}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Goobbue Gardener - {T}: Add {G}. - - G - Creature — Plant Beast - Creature - 2 - 1G - 1/3 - - FIN~ - 2 - - - Gran Pulse Ochu - Deathtouch -{8}: Until end of turn, this creature gets +1/+1 for each permanent card in your graveyard. - - G - Creature — Plant Beast - Creature - 1 - G - 1/1 - - FIN~ - 2 - - - Guadosalam, Farplane Gateway - This land enters tapped. -{T}: Add {G} or {U}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Gysahl Greens - Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -Flashback {6}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - G - Sorcery - Sorcery - 2 - 1G - - FIN~ - 3 - - - Haste Magic - Target creature gets +3/+1 and gains haste until end of turn. Exile the top card of your library. You may play it until your next end step. - - R - Instant - Instant - 2 - 1R - - FIN~ - 3 - - - Hecteyes - When this creature enters, each opponent discards a card. - - B - Creature — Ooze Horror - Creature - 2 - 1B - 1/1 - - FIN~ - 2 - - - Hill Gigas - Trample, haste -Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.) - - R - Creature — Giant - Creature - 6 - 4RR - 5/4 - - FIN~ - 2 - - - Hope Estheim - Lifelink -At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. - - UW - Legendary Creature — Human Wizard - Creature - 2 - WU - 2/2 - - FIN~ - 2 - - - Hope Estheim - Lifelink -At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. - - UW - Legendary Creature — Human Wizard - Creature - 2 - WU - 2/2 - - FIN~ - 2 - - - Hope Estheim - Lifelink -At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. - - UW - Legendary Creature — Human Wizard - Creature - 2 - WU - 2/2 - - FIN~ - 2 - - - Hope Estheim - Lifelink -At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. - - UW - Legendary Creature — Human Wizard - Creature - 2 - WU - 2/2 - - FIN~ - 2 - - - Ice Flan - When this creature enters, tap target artifact or creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.) - - U - Creature — Elemental Ooze - Creature - 6 - 4UU - 5/4 - - FIN~ - 2 - - - Ice Magic - Tiered (Choose one additional cost.) -• Blizzard — {0} — Return target creature to its owner's hand. -• Blizzara — {2} — Target creature's owner puts it on their choice of the top or bottom of their library. -• Blizzaga — {5}{U} — Target creature's owner shuffles it into their library. - - U - Instant - Instant - 2 - 1U - - FIN~ - 3 - - - Ignis Scientia - When Ignis Scientia enters, look at the top six cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. -I've Come Up with a New Recipe! — {1}{G}{U}, {T}: Exile target card from a graveyard. If a creature card was exiled this way, create a Food token. - - GU - Legendary Creature — Human Advisor - Creature - 3 - 1GU - 2/2 - - FIN~ - 2 - - - Ignis Scientia - When Ignis Scientia enters, look at the top six cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. -I've Come Up with a New Recipe! — {1}{G}{U}, {T}: Exile target card from a graveyard. If a creature card was exiled this way, create a Food token. - - GU - Legendary Creature — Human Advisor - Creature - 3 - 1GU - 2/2 - - FIN~ - 2 - - - Il Mheg Pixie - Flying -Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) - - U - Creature — Faerie - Creature - 2 - 1U - 2/1 - - FIN~ - 2 - - - Insomnia, Crown City - This land enters tapped. -{T}: Add {W} or {B}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Instant Ramen - Flash -When this artifact enters, draw a card. -{2}, {T}, Sacrifice this artifact: You gain 3 life. - - Artifact — Food - Artifact - 2 - 2 - - FIN~ - 1 - - - Iron Giant - Vigilance, reach, trample - - Artifact Creature — Demon - Creature - 7 - 7 - 6/6 - - FIN~ - 2 - - - Ishgard, the Holy See // Faith & Grief - - - Land — Town // Sorcery — Adventure - Land - 0 - 3WW - - FIN~ - 0 - - - Ishgard, the Holy See // Faith & Grief - - - Land — Town // Sorcery — Adventure - Land - 0 - 3WW - - FIN~ - 0 - - - Island - ({T}: Add {U}.) - - Basic Land — Island - Land - 0 - - FIN~ - 0 - - - Island - ({T}: Add {U}.) - - Basic Land — Island - Land - 0 - - FIN~ - 0 - - - Island - ({T}: Add {U}.) - - Basic Land — Island - Land - 0 - - FIN~ - 0 - - - Island - ({T}: Add {U}.) - - Basic Land — Island - Land - 0 - - FIN~ - 0 - - - Item Shopkeep - Whenever you attack, target attacking equipped creature gains menace until end of turn. (It can't be blocked except by two or more creatures.) - - R - Creature — Human Citizen - Creature - 2 - 1R - 2/2 - - FIN~ - 2 - - - Jecht, Reluctant Guardian - Menace -Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control. - - B - Legendary Creature — Human Warrior - Creature - 4 - 3B - 4/3 - - FIN~ - 2 - - - Braska's Final Aeon - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Jecht Beam — Each opponent discards a card and you draw a card. -III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice. -Menace - - B - Legendary Enchantment Creature — Saga Nightmare - Creature - 4 - 7/7 - - FIN~ - 2 - - - Jecht, Reluctant Guardian - Menace -Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control. - - B - Legendary Creature — Human Warrior - Creature - 4 - 3B - 4/3 - - FIN~ - 2 - - - Braska's Final Aeon - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Jecht Beam — Each opponent discards a card and you draw a card. -III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice. -Menace - - B - Legendary Enchantment Creature — Saga Nightmare - Creature - 4 - 7/7 - - FIN~ - 2 - - - Jecht, Reluctant Guardian - Menace -Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control. - - B - Legendary Creature — Human Warrior - Creature - 4 - 3B - 4/3 - - FIN~ - 2 - - - Braska's Final Aeon - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Jecht Beam — Each opponent discards a card and you draw a card. -III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice. -Menace - - B - Legendary Enchantment Creature — Saga Nightmare - Creature - 4 - 7/7 - - FIN~ - 2 - - - Jenova, Ancient Calamity - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. -Whenever a Mutant you control dies during your turn, you draw cards equal to its power. - - BG - Legendary Creature — Alien - Creature - 4 - 2BG - 1/5 - - FIN~ - 2 - - - Jenova, Ancient Calamity - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. -Whenever a Mutant you control dies during your turn, you draw cards equal to its power. - - BG - Legendary Creature — Alien - Creature - 4 - 2BG - 1/5 - - FIN~ - 2 - - - Jenova, Ancient Calamity - At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. -Whenever a Mutant you control dies during your turn, you draw cards equal to its power. - - BG - Legendary Creature — Alien - Creature - 4 - 2BG - 1/5 - - FIN~ - 2 - - - Jidoor, Aristocratic Capital // Overture - - - Land — Town // Sorcery — Adventure - Land - 0 - 4UU - - FIN~ - 0 - - - Jidoor, Aristocratic Capital // Overture - - - Land — Town // Sorcery — Adventure - Land - 0 - 4UU - - FIN~ - 0 - - - Jill, Shiva's Dominant - When Jill enters, return up to one other target nonland permanent to its owner's hand. -{3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - U - Legendary Creature — Human Noble Warrior - Creature - 3 - 2U - 2/2 - - FIN~ - 2 - - - Shiva, Warden of Ice - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Mesmerize — Target creature can't be blocked this turn. -III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). - - U - Legendary Enchantment Creature — Saga Elemental - Creature - 3 - 4/5 - - FIN~ - 2 - - - Jill, Shiva's Dominant - When Jill enters, return up to one other target nonland permanent to its owner's hand. -{3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - U - Legendary Creature — Human Noble Warrior - Creature - 3 - 2U - 2/2 - - FIN~ - 2 - - - Shiva, Warden of Ice - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Mesmerize — Target creature can't be blocked this turn. -III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). - - U - Legendary Enchantment Creature — Saga Elemental - Creature - 3 - 4/5 - - FIN~ - 2 - - - Jill, Shiva's Dominant - When Jill enters, return up to one other target nonland permanent to its owner's hand. -{3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - U - Legendary Creature — Human Noble Warrior - Creature - 3 - 2U - 2/2 - - FIN~ - 2 - - - Shiva, Warden of Ice - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Mesmerize — Target creature can't be blocked this turn. -III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). - - U - Legendary Enchantment Creature — Saga Elemental - Creature - 3 - 4/5 - - FIN~ - 2 - - - Jill, Shiva's Dominant - When Jill enters, return up to one other target nonland permanent to its owner's hand. -{3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - U - Legendary Creature — Human Noble Warrior - Creature - 3 - 2U - 2/2 - - FIN~ - 2 - - - Shiva, Warden of Ice - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Mesmerize — Target creature can't be blocked this turn. -III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). - - U - Legendary Enchantment Creature — Saga Elemental - Creature - 3 - 4/5 - - FIN~ - 2 - - - Joshua, Phoenix's Dominant - When Joshua enters, discard up to two cards, then draw that many cards. -{3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - RW - Legendary Creature — Human Noble Wizard - Creature - 3 - 1RW - 3/4 - - FIN~ - 2 - - - Phoenix, Warden of Fire - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Rising Flames — Phoenix deals 2 damage to each opponent. -III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). -Flying, lifelink - - RW - Legendary Enchantment Creature — Saga Phoenix - Creature - 3 - 4/4 - - FIN~ - 2 - - - Joshua, Phoenix's Dominant - When Joshua enters, discard up to two cards, then draw that many cards. -{3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - RW - Legendary Creature — Human Noble Wizard - Creature - 3 - 1RW - 3/4 - - FIN~ - 2 - - - Phoenix, Warden of Fire - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Rising Flames — Phoenix deals 2 damage to each opponent. -III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). -Flying, lifelink - - RW - Legendary Enchantment Creature — Saga Phoenix - Creature - 3 - 4/4 - - FIN~ - 2 - - - Joshua, Phoenix's Dominant - When Joshua enters, discard up to two cards, then draw that many cards. -{3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - RW - Legendary Creature — Human Noble Wizard - Creature - 3 - 1RW - 3/4 - - FIN~ - 2 - - - Phoenix, Warden of Fire - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Rising Flames — Phoenix deals 2 damage to each opponent. -III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). -Flying, lifelink - - RW - Legendary Enchantment Creature — Saga Phoenix - Creature - 3 - 4/4 - - FIN~ - 2 - - - Joshua, Phoenix's Dominant - When Joshua enters, discard up to two cards, then draw that many cards. -{3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - RW - Legendary Creature — Human Noble Wizard - Creature - 3 - 1RW - 3/4 - - FIN~ - 2 - - - Phoenix, Warden of Fire - (As this Saga enters and after your draw step, add a lore counter.) -I, II — Rising Flames — Phoenix deals 2 damage to each opponent. -III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). -Flying, lifelink - - RW - Legendary Enchantment Creature — Saga Phoenix - Creature - 3 - 4/4 - - FIN~ - 2 - - - Judge Magister Gabranth - Menace (This creature can't be blocked except by two or more creatures.) -Whenever another creature or artifact you control dies, put a +1/+1 counter on Judge Magister Gabranth. - - BW - Legendary Creature — Human Advisor Knight - Creature - 2 - WB - 2/2 - - FIN~ - 2 - - - Judge Magister Gabranth - Menace (This creature can't be blocked except by two or more creatures.) -Whenever another creature or artifact you control dies, put a +1/+1 counter on Judge Magister Gabranth. - - BW - Legendary Creature — Human Advisor Knight - Creature - 2 - WB - 2/2 - - FIN~ - 2 - - - Judgment Bolt - Judgment Bolt deals 5 damage to target creature and X damage to that creature's controller, where X is the number of Equipment you control. - - R - Instant - Instant - 4 - 3R - - FIN~ - 3 - - - Jumbo Cactuar - 10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn. - - G - Creature — Plant - Creature - 7 - 5GG - 1/7 - - FIN~ - 2 - - - Jumbo Cactuar - 10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn. - - G - Creature — Plant - Creature - 7 - 5GG - 1/7 - - FIN~ - 2 - - - Kain, Traitorous Dragoon - Jump — During your turn, Kain has flying. -Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. - - B - Legendary Creature — Human Knight - Creature - 3 - 2B - 2/4 - - FIN~ - 2 - - - Kain, Traitorous Dragoon - Jump — During your turn, Kain has flying. -Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. - - B - Legendary Creature — Human Knight - Creature - 3 - 2B - 2/4 - - FIN~ - 2 - - - Kain, Traitorous Dragoon - Jump — During your turn, Kain has flying. -Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. - - B - Legendary Creature — Human Knight - Creature - 3 - 2B - 2/4 - - FIN~ - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN~ - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN~ - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN~ - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN~ - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN~ - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN~ - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN~ - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN~ - 2 - - - Kefka, Court Mage - Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. -{8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. - - BRU - Legendary Creature — Human Wizard - Creature - 5 - 2UBR - 4/5 - - FIN~ - 2 - - - Kefka, Ruler of Ruin - Flying -Whenever an opponent loses life during your turn, you draw that many cards. - - BRU - Legendary Creature — Avatar Wizard - Creature - 5 - 5/7 - - FIN~ - 2 - - - Kuja, Genome Sorcerer - At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. - - BR - Legendary Creature — Human Mutant Wizard - Creature - 4 - 2BR - 3/4 - - FIN~ - 2 - - - Trance Kuja, Fate Defied - Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. - - BR - Legendary Creature — Avatar Wizard - Creature - 4 - 4/6 - - FIN~ - 2 - - - Kuja, Genome Sorcerer - At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. - - BR - Legendary Creature — Human Mutant Wizard - Creature - 4 - 2BR - 3/4 - - FIN~ - 2 - - - Trance Kuja, Fate Defied - Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. - - BR - Legendary Creature — Avatar Wizard - Creature - 4 - 4/6 - - FIN~ - 2 - - - Kuja, Genome Sorcerer - At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. - - BR - Legendary Creature — Human Mutant Wizard - Creature - 4 - 2BR - 3/4 - - FIN~ - 2 - - - Trance Kuja, Fate Defied - Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. - - BR - Legendary Creature — Avatar Wizard - Creature - 4 - 4/6 - - FIN~ - 2 - - - Kuja, Genome Sorcerer - At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. - - BR - Legendary Creature — Human Mutant Wizard - Creature - 4 - 2BR - 3/4 - - FIN~ - 2 - - - Trance Kuja, Fate Defied - Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. - - BR - Legendary Creature — Avatar Wizard - Creature - 4 - 4/6 - - FIN~ - 2 - - - Laughing Mad - As an additional cost to cast this spell, discard a card. -Draw two cards. -Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) - - R - Instant - Instant - 3 - 2R - - FIN~ - 3 - - - Laughing Mad - As an additional cost to cast this spell, discard a card. -Draw two cards. -Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) - - R - Instant - Instant - 3 - 2R - - FIN~ - 3 - - - Light of Judgment - Light of Judgment deals 6 damage to target creature. Destroy up to one Equipment attached to that creature. - - R - Instant - Instant - 5 - 4R - - FIN~ - 3 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN~ - 2 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN~ - 2 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN~ - 2 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN~ - 2 - - - Lightning, Army of One - First strike, trample, lifelink -Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. - - RW - Legendary Creature — Human Soldier - Creature - 3 - 1RW - 3/2 - - FIN~ - 2 - - - Lightning, Security Sergeant - Menace (This creature can't be blocked except by two or more creatures.) -Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning. - - R - Legendary Creature — Human Soldier - Creature - 3 - 2R - 2/3 - - FIN~ - 2 - - - Lightning, Security Sergeant - Menace (This creature can't be blocked except by two or more creatures.) -Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning. - - R - Legendary Creature — Human Soldier - Creature - 3 - 2R - 2/3 - - FIN~ - 2 - - - Lindblum, Industrial Regency // Mage Siege - - - Land — Town // Instant — Adventure - Land - 0 - 2R - - FIN~ - 0 - - - Lindblum, Industrial Regency // Mage Siege - - - Land — Town // Instant — Adventure - Land - 0 - 2R - - FIN~ - 0 - - - Lion Heart - When this Equipment enters, it deals 2 damage to any target. -Equipped creature gets +2/+1. -Equip {2} - - Artifact — Equipment - Artifact - 4 - 4 - - FIN~ - 1 - - - Locke Cole - Deathtouch, lifelink -Whenever Locke Cole deals combat damage to a player, draw a card, then discard a card. - - BU - Legendary Creature — Human Rogue - Creature - 3 - 1UB - 2/3 - - FIN~ - 2 - - - Locke Cole - Deathtouch, lifelink -Whenever Locke Cole deals combat damage to a player, draw a card, then discard a card. - - BU - Legendary Creature — Human Rogue - Creature - 3 - 1UB - 2/3 - - FIN~ - 2 - - - Loporrit Scout - Whenever another creature you control enters, this creature gets +1/+1 until end of turn. - - G - Creature — Rabbit Scout - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Louisoix's Sacrifice - As an additional cost to cast this spell, sacrifice a legendary creature or pay {2}. -Counter target activated ability, triggered ability, or noncreature spell. - - U - Instant - Instant - 1 - U - - FIN~ - 3 - - - Lunatic Pandora - {2}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -{6}, {T}, Sacrifice Lunatic Pandora: Destroy target nonland permanent. - - Legendary Artifact - Artifact - 1 - 1 - - FIN~ - 1 - - - Machinist's Arsenal - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2 for each artifact you control and is an Artificer in addition to its other types. -Machina — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) - - W - Artifact — Equipment - Artifact - 5 - 4W - - FIN~ - 1 - - - Magic Damper - Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. - - U - Instant - Instant - 1 - U - - FIN~ - 3 - - - Magic Pot - When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") -{2}, {T}: Exile target card from a graveyard. - - Artifact Creature — Goblin Construct - Creature - 3 - 3 - 1/4 - - FIN~ - 2 - - - Magitek Armor - When this Vehicle enters, create a 1/1 colorless Hero creature token. -Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - W - Artifact — Vehicle - Artifact - 4 - 3W - 4/4 - - FIN~ - 1 - - - Magitek Infantry - This creature gets +1/+0 as long as you control another artifact. -{2}{W}: Search your library for a card named Magitek Infantry, put it onto the battlefield tapped, then shuffle. - - W - Artifact Creature — Robot Soldier - Creature - 1 - W - 1/1 - - FIN~ - 2 - - - Magitek Scythe - A Test of Your Reflexes! — When this Equipment enters, you may attach it to target creature you control. If you do, that creature gains first strike until end of turn and must be blocked this turn if able. -Equipped creature gets +2/+1. -Equip {2} - - Artifact — Equipment - Artifact - 4 - 4 - - FIN~ - 1 - - - Malboro - Bad Breath — When this creature enters, each opponent discards a card, loses 2 life, and exiles the top three cards of their library. -Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.) - - B - Creature — Plant Horror - Creature - 6 - 4BB - 4/4 - - FIN~ - 2 - - - Matoya, Archon Elder - Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.) - - U - Legendary Creature — Human Warlock - Creature - 3 - 2U - 1/4 - - FIN~ - 2 - - - Matoya, Archon Elder - Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.) - - U - Legendary Creature — Human Warlock - Creature - 3 - 2U - 1/4 - - FIN~ - 2 - - - Memories Returning - Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand. -Flashback {7}{U}{U} - - U - Sorcery - Sorcery - 4 - 2UU - - FIN~ - 3 - - - Memories Returning - Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand. -Flashback {7}{U}{U} - - U - Sorcery - Sorcery - 4 - 2UU - - FIN~ - 3 - - - Midgar, City of Mako // Reactor Raid - - - Land — Town // Sorcery — Adventure - Land - 0 - 2B - - FIN~ - 0 - - - Midgar, City of Mako // Reactor Raid - - - Land — Town // Sorcery — Adventure - Land - 0 - 2B - - FIN~ - 0 - - - Minwu, White Mage - Vigilance, lifelink -Whenever you gain life, put a +1/+1 counter on each Cleric you control. - - W - Legendary Creature — Human Cleric - Creature - 5 - 3WW - 3/3 - - FIN~ - 2 - - - Minwu, White Mage - Vigilance, lifelink -Whenever you gain life, put a +1/+1 counter on each Cleric you control. - - W - Legendary Creature — Human Cleric - Creature - 5 - 3WW - 3/3 - - FIN~ - 2 - - - Monk's Fist - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0 and is a Monk in addition to its other types. -Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) - - Artifact — Equipment - Artifact - 2 - 2 - - FIN~ - 1 - - - Moogles' Valor - For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn. - - W - Instant - Instant - 5 - 3WW - - FIN~ - 3 - - - Moogles' Valor - For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn. - - W - Instant - Instant - 5 - 3WW - - FIN~ - 3 - - - Mountain - ({T}: Add {R}.) - - Basic Land — Mountain - Land - 0 - - FIN~ - 0 - - - Mountain - ({T}: Add {R}.) - - Basic Land — Mountain - Land - 0 - - FIN~ - 0 - - - Mountain - ({T}: Add {R}.) - - Basic Land — Mountain - Land - 0 - - FIN~ - 0 - - - Mountain - ({T}: Add {R}.) - - Basic Land — Mountain - Land - 0 - - FIN~ - 0 - - - Mysidian Elder - When this creature enters, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." - - R - Creature — Human Wizard - Creature - 3 - 2R - 1/3 - - FIN~ - 2 - - - Namazu Trader - When this creature enters, you lose 1 life and create a Treasure token. -Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) - - B - Creature — Fish Citizen - Creature - 4 - 3B - 3/4 - - FIN~ - 2 - - - Nibelheim Aflame - Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. -Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 2RR - - FIN~ - 3 - - - Nibelheim Aflame - Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. -Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 2RR - - FIN~ - 3 - - - Ninja's Blades - Job select -Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card. That player loses life equal to the discarded card's mana value." -Mutsunokami — Equip {2} - - B - Artifact — Equipment - Artifact - 3 - 2B - - FIN~ - 1 - - - Noctis, Prince of Lucis - Lifelink -You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. - - BUW - Legendary Creature — Human Noble - Creature - 4 - 1WUB - 4/3 - - FIN~ - 2 - - - Noctis, Prince of Lucis - Lifelink -You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. - - BUW - Legendary Creature — Human Noble - Creature - 4 - 1WUB - 4/3 - - FIN~ - 2 - - - Noctis, Prince of Lucis - Lifelink -You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. - - BUW - Legendary Creature — Human Noble - Creature - 4 - 1WUB - 4/3 - - FIN~ - 2 - - - Noctis, Prince of Lucis - Lifelink -You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. - - BUW - Legendary Creature — Human Noble - Creature - 4 - 1WUB - 4/3 - - FIN~ - 2 - - - Omega, Heartless Evolution - Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.) - - GU - Legendary Artifact Creature — Robot - Creature - 7 - 5GU - 8/8 - - FIN~ - 2 - - - Omega, Heartless Evolution - Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.) - - GU - Legendary Artifact Creature — Robot - Creature - 7 - 5GU - 8/8 - - FIN~ - 2 - - - Omega, Heartless Evolution - Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.) - - GU - Legendary Artifact Creature — Robot - Creature - 7 - 5GU - 8/8 - - FIN~ - 2 - - - Opera Love Song - Choose one — -• Exile the top two cards of your library. You may play those cards until your next end step. -• One or two target creatures each get +2/+0 until end of turn. - - R - Instant - Instant - 2 - 1R - - FIN~ - 3 - - - Overkill - Target creature gets -0/-9999 until end of turn. - - B - Instant - Instant - 3 - 2B - - FIN~ - 3 - - - Paladin's Arms - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+1, has ward {1}, and is a Knight in addition to its other types. -Lightbringer and Hero's Shield — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) - - W - Artifact — Equipment - Artifact - 3 - 2W - - FIN~ - 1 - - - Phantom Train - Trample -Sacrifice another artifact or creature: Put a +1/+1 counter on this Vehicle. It becomes a Spirit artifact creature in addition to its other types until end of turn. - - B - Artifact — Vehicle - Artifact - 4 - 3B - 4/4 - - FIN~ - 1 - - - Phoenix Down - {1}{W}, {T}, Exile this artifact: Choose one — -• Return target creature card with mana value 4 or less from your graveyard to the battlefield tapped. -• Exile target Skeleton, Spirit, or Zombie. - - W - Artifact - Artifact - 1 - W - - FIN~ - 1 - - - Phoenix Down - {1}{W}, {T}, Exile this artifact: Choose one — -• Return target creature card with mana value 4 or less from your graveyard to the battlefield tapped. -• Exile target Skeleton, Spirit, or Zombie. - - W - Artifact - Artifact - 1 - W - - FIN~ - 1 - - - Plains - ({T}: Add {W}.) - - Basic Land — Plains - Land - 0 - - FIN~ - 0 - - - Plains - ({T}: Add {W}.) - - Basic Land — Plains - Land - 0 - - FIN~ - 0 - - - Plains - ({T}: Add {W}.) - - Basic Land — Plains - Land - 0 - - FIN~ - 0 - - - Plains - ({T}: Add {W}.) - - Basic Land — Plains - Land - 0 - - FIN~ - 0 - - - Poison the Waters - Choose one — -• All creatures get -1/-1 until end of turn. -• Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card. - - B - Sorcery - Sorcery - 2 - 1B - - FIN~ - 3 - - - Prishe's Wanderings - Search your library for a basic land card or Town card, put it onto the battlefield tapped, then shuffle. When you search your library this way, put a +1/+1 counter on target creature you control. - - G - Instant - Instant - 3 - 2G - - FIN~ - 3 - - - Prompto Argentum - Haste -Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. - - R - Legendary Creature — Human Scout - Creature - 2 - 1R - 2/2 - - FIN~ - 2 - - - Prompto Argentum - Haste -Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. - - R - Legendary Creature — Human Scout - Creature - 2 - 1R - 2/2 - - FIN~ - 2 - - - Prompto Argentum - Haste -Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. - - R - Legendary Creature — Human Scout - Creature - 2 - 1R - 2/2 - - FIN~ - 2 - - - Prompto Argentum - Haste -Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. - - R - Legendary Creature — Human Scout - Creature - 2 - 1R - 2/2 - - FIN~ - 2 - - - PuPu UFO - Flying -{T}: You may put a land card from your hand onto the battlefield. -{3}: Until end of turn, this creature's base power becomes equal to the number of Towns you control. - - Artifact Creature — Construct Alien - Creature - 2 - 2 - 0/4 - - FIN~ - 2 - - - Qiqirn Merchant - {1}, {T}: Draw a card, then discard a card. -{7}, {T}, Sacrifice this creature: Draw three cards. This ability costs {1} less to activate for each Town you control. - - U - Creature — Beast Citizen - Creature - 3 - 2U - 1/4 - - FIN~ - 2 - - - Queen Brahne - Prowess -Whenever Queen Brahne attacks, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." - - R - Legendary Creature — Human Noble - Creature - 3 - 2R - 2/1 - - FIN~ - 2 - - - Queen Brahne - Prowess -Whenever Queen Brahne attacks, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." - - R - Legendary Creature — Human Noble - Creature - 3 - 2R - 2/1 - - FIN~ - 2 - - - Quina, Qu Gourmet - If one or more tokens would be created under your control, those tokens plus a 1/1 green Frog creature token are created instead. -{2}, Sacrifice a Frog: Put a +1/+1 counter on Quina. - - G - Legendary Creature — Qu - Creature - 3 - 2G - 2/3 - - FIN~ - 2 - - - Quina, Qu Gourmet - If one or more tokens would be created under your control, those tokens plus a 1/1 green Frog creature token are created instead. -{2}, Sacrifice a Frog: Put a +1/+1 counter on Quina. - - G - Legendary Creature — Qu - Creature - 3 - 2G - 2/3 - - FIN~ - 2 - - - Quistis Trepe - Blue Magic — When Quistis Trepe enters, you may cast target instant or sorcery card from a graveyard, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead. - - U - Legendary Creature — Human Wizard - Creature - 3 - 2U - 2/2 - - FIN~ - 2 - - - Quistis Trepe - Blue Magic — When Quistis Trepe enters, you may cast target instant or sorcery card from a graveyard, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead. - - U - Legendary Creature — Human Wizard - Creature - 3 - 2U - 2/2 - - FIN~ - 2 - - - Qutrub Forayer - When this creature enters, choose one — -• Destroy target creature that was dealt damage this turn. -• Exile up to two target cards from a single graveyard. - - B - Creature — Zombie Horror - Creature - 3 - 2B - 3/2 - - FIN~ - 2 - - - Rabanastre, Royal City - This land enters tapped. -{T}: Add {R} or {W}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Ragnarok, Divine Deliverance - Vigilance, menace, trample, reach, haste -When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. - - BG - Legendary Creature — Beast Avatar - Creature - 7 - 7/6 - - FIN~ - 2 - - - Ragnarok, Divine Deliverance - Vigilance, menace, trample, reach, haste -When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. - - BG - Legendary Creature — Beast Avatar - Creature - 7 - 7/6 - - FIN~ - 2 - - - Ragnarok, Divine Deliverance - Vigilance, menace, trample, reach, haste -When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. - - BG - Legendary Creature — Beast Avatar - Creature - 7 - 7/6 - - FIN~ - 2 - - - Ragnarok, Divine Deliverance - Vigilance, menace, trample, reach, haste -When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. - - BG - Legendary Creature — Beast Avatar - Creature - 7 - 7/6 - - FIN~ - 2 - - - Random Encounter - Shuffle your library, then mill four cards. Put each creature card milled this way onto the battlefield. They gain haste. At the beginning of the next end step, return those creatures to their owner's hand. -Flashback {6}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 6 - 4RR - - FIN~ - 3 - - - Raubahn, Bull of Ala Mhigo - Ward—Pay life equal to Raubahn's power. -Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. - - R - Legendary Creature — Human Warrior - Creature - 2 - 1R - 2/2 - - FIN~ - 2 - - - Raubahn, Bull of Ala Mhigo - Ward—Pay life equal to Raubahn's power. -Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. - - R - Legendary Creature — Human Warrior - Creature - 2 - 1R - 2/2 - - FIN~ - 2 - - - Raubahn, Bull of Ala Mhigo - Ward—Pay life equal to Raubahn's power. -Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. - - R - Legendary Creature — Human Warrior - Creature - 2 - 1R - 2/2 - - FIN~ - 2 - - - Raubahn, Bull of Ala Mhigo - Ward—Pay life equal to Raubahn's power. -Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. - - R - Legendary Creature — Human Warrior - Creature - 2 - 1R - 2/2 - - FIN~ - 2 - - - Reach the Horizon - Search your library for up to two basic land cards and/or Town cards with different names, put them onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 4 - 3G - - FIN~ - 3 - - - Red Mage's Rapier - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature has "Whenever you cast a noncreature spell, this creature gets +2/+0 until end of turn" and is a Wizard in addition to its other types. -Equip {3} - - R - Artifact — Equipment - Artifact - 2 - 1R - - FIN~ - 1 - - - Relentless X-ATM092 - This creature can't be blocked except by three or more creatures. -{8}: Return this card from your graveyard to the battlefield tapped with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) - - Artifact Creature — Robot Spider - Creature - 6 - 6 - 6/5 - - FIN~ - 2 - - - Relm's Sketching - Create a token that's a copy of target artifact, creature, or land. - - U - Sorcery - Sorcery - 4 - 2UU - - FIN~ - 3 - - - Reno and Rude - Menace -Whenever Reno and Rude deals combat damage to a player, exile the top card of that player's library. Then you may sacrifice another creature or artifact. If you do, you may play the exiled card this turn, and mana of any type can be spent to cast it. - - B - Legendary Creature — Human Assassin - Creature - 2 - 1B - 2/1 - - FIN~ - 2 - - - Reno and Rude - Menace -Whenever Reno and Rude deals combat damage to a player, exile the top card of that player's library. Then you may sacrifice another creature or artifact. If you do, you may play the exiled card this turn, and mana of any type can be spent to cast it. - - B - Legendary Creature — Human Assassin - Creature - 2 - 1B - 2/1 - - FIN~ - 2 - - - Resentful Revelation - Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. -Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - B - Sorcery - Sorcery - 2 - 1B - - FIN~ - 3 - - - Restoration Magic - Tiered (Choose one additional cost.) -• Cure — {0} — Target permanent gains hexproof and indestructible until end of turn. -• Cura — {1} — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life. -• Curaga — {3}{W} — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life. - - W - Instant - Instant - 1 - W - - FIN~ - 3 - - - Retrieve the Esper - Create a 3/3 blue Robot Warrior artifact creature token. Then if this spell was cast from a graveyard, put two +1/+1 counters on that token. -Flashback {5}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - U - Sorcery - Sorcery - 4 - 3U - - FIN~ - 3 - - - Ride the Shoopuf - Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control. -{5}{G}{G}: This enchantment becomes a 7/7 Beast creature in addition to its other types. - - G - Enchantment - Enchantment - 2 - 1G - - FIN~ - 1 - - - Ring of the Lucii - {T}: Add {C}{C}. -{2}, {T}, Pay 1 life: Tap target nonland permanent. - - Legendary Artifact - Artifact - 4 - 4 - - FIN~ - 1 - - - Rinoa Heartilly - When Rinoa Heartilly enters, create Angelo, a legendary 1/1 green and white Dog creature token. -Angelo Cannon — Whenever Rinoa Heartilly attacks, another target creature you control gets +1/+1 until end of turn for each creature you control. - - GW - Legendary Creature — Human Rebel Warlock - Creature - 5 - 3GW - 4/4 - - FIN~ - 2 - - - Rinoa Heartilly - When Rinoa Heartilly enters, create Angelo, a legendary 1/1 green and white Dog creature token. -Angelo Cannon — Whenever Rinoa Heartilly attacks, another target creature you control gets +1/+1 until end of turn for each creature you control. - - GW - Legendary Creature — Human Rebel Warlock - Creature - 5 - 3GW - 4/4 - - FIN~ - 2 - - - Rook Turret - Flying -Whenever another artifact you control enters, you may draw a card. If you do, discard a card. - - U - Artifact Creature — Construct - Creature - 4 - 3U - 3/3 - - FIN~ - 2 - - - Rosa, Resolute White Mage - Reach (This creature can block creatures with flying.) -At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.) - - W - Legendary Creature — Human Noble Cleric - Creature - 4 - 3W - 2/3 - - FIN~ - 2 - - - Rosa, Resolute White Mage - Reach (This creature can block creatures with flying.) -At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.) - - W - Legendary Creature — Human Noble Cleric - Creature - 4 - 3W - 2/3 - - FIN~ - 2 - - - Rufus Shinra - Whenever Rufus Shinra attacks, if you don't control a creature named Darkstar, create Darkstar, a legendary 2/2 white and black Dog creature token. - - BW - Legendary Creature — Human Noble - Creature - 3 - 1WB - 2/4 - - FIN~ - 2 - - - Rufus Shinra - Whenever Rufus Shinra attacks, if you don't control a creature named Darkstar, create Darkstar, a legendary 2/2 white and black Dog creature token. - - BW - Legendary Creature — Human Noble - Creature - 3 - 1WB - 2/4 - - FIN~ - 2 - - - Rydia's Return - Choose one — -• Creatures you control get +3/+3 until end of turn. -• Return up to two target permanent cards from your graveyard to your hand. - - G - Sorcery - Sorcery - 5 - 3GG - - FIN~ - 3 - - - Rydia, Summoner of Mist - Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card. -Summon — {X}, {T}: Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery. - - GR - Legendary Creature — Human Shaman - Creature - 2 - RG - 1/2 - - FIN~ - 2 - - - Rydia, Summoner of Mist - Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card. -Summon — {X}, {T}: Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery. - - GR - Legendary Creature — Human Shaman - Creature - 2 - RG - 1/2 - - FIN~ - 2 - - - Sabotender - Reach -Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent. - - R - Creature — Plant - Creature - 2 - 1R - 2/1 - - FIN~ - 2 - - - Sage's Nouliths - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. -Hagneia — Equip {3} - - U - Artifact — Equipment - Artifact - 2 - 1U - - FIN~ - 1 - - - Sage's Nouliths - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. -Hagneia — Equip {3} - - U - Artifact — Equipment - Artifact - 2 - 1U - - FIN~ - 1 - - - Sahagin - Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature and it can't be blocked this turn. - - U - Creature — Merfolk Warrior - Creature - 2 - 1U - 1/3 - - FIN~ - 2 - - - Samurai's Katana - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +2/+2, has trample and haste, and is a Samurai in addition to its other types. -Murasame — Equip {5} - - R - Artifact — Equipment - Artifact - 3 - 2R - - FIN~ - 1 - - - Sandworm - Haste -When this creature enters, destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. - - R - Creature — Worm - Creature - 5 - 4R - 5/4 - - FIN~ - 2 - - - Sazh Katzroy - When Sazh Katzroy enters, you may search your library for a Bird or basic land card, reveal it, put it into your hand, then shuffle. -Whenever Sazh Katzroy attacks, put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. - - G - Legendary Creature — Human Pilot - Creature - 4 - 3G - 3/3 - - FIN~ - 2 - - - Sazh Katzroy - When Sazh Katzroy enters, you may search your library for a Bird or basic land card, reveal it, put it into your hand, then shuffle. -Whenever Sazh Katzroy attacks, put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. - - G - Legendary Creature — Human Pilot - Creature - 4 - 3G - 3/3 - - FIN~ - 2 - - - Sazh's Chocobo - Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. - - G - Creature — Bird - Creature - 1 - G - 0/1 - - FIN~ - 2 - - - Scorpion Sentinel - As long as you control seven or more lands, this creature gets +3/+0. - - U - Artifact Creature — Robot Scorpion - Creature - 2 - 1U - 1/4 - - FIN~ - 2 - - - Seifer Almasy - Whenever a creature you control attacks alone, it gains double strike until end of turn. -Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - R - Legendary Creature — Human Knight - Creature - 4 - 3R - 3/4 - - FIN~ - 2 - - - Seifer Almasy - Whenever a creature you control attacks alone, it gains double strike until end of turn. -Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - R - Legendary Creature — Human Knight - Creature - 4 - 3R - 3/4 - - FIN~ - 2 - - - Seifer Almasy - Whenever a creature you control attacks alone, it gains double strike until end of turn. -Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - R - Legendary Creature — Human Knight - Creature - 4 - 3R - 3/4 - - FIN~ - 2 - - - Seifer Almasy - Whenever a creature you control attacks alone, it gains double strike until end of turn. -Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. - - R - Legendary Creature — Human Knight - Creature - 4 - 3R - 3/4 - - FIN~ - 2 - - - Self-Destruct - Target creature you control deals X damage to any other target and X damage to itself, where X is its power. - - R - Instant - Instant - 2 - 1R - - FIN~ - 3 - - - Sephiroth's Intervention - Destroy target creature. You gain 2 life. - - B - Instant - Instant - 4 - 3B - - FIN~ - 3 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN~ - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN~ - 2 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN~ - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN~ - 2 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN~ - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN~ - 2 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN~ - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN~ - 2 - - - Sephiroth, Fabled SOLDIER - Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. -Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. - - B - Legendary Creature — Human Avatar Soldier - Creature - 3 - 2B - 3/3 - - FIN~ - 2 - - - Sephiroth, One-Winged Angel - Flying -Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." -Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. - - B - Legendary Creature — Angel Nightmare Avatar - Creature - 3 - 5/5 - - FIN~ - 2 - - - Sephiroth, Planet's Heir - Vigilance (Attacking doesn't cause this creature to tap.) -When Sephiroth enters, creatures your opponents control get -2/-2 until end of turn. -Whenever a creature an opponent controls dies, put a +1/+1 counter on Sephiroth. - - BU - Legendary Creature — Human Avatar Soldier - Creature - 6 - 4UB - 4/4 - - FIN~ - 2 - - - Sephiroth, Planet's Heir - Vigilance (Attacking doesn't cause this creature to tap.) -When Sephiroth enters, creatures your opponents control get -2/-2 until end of turn. -Whenever a creature an opponent controls dies, put a +1/+1 counter on Sephiroth. - - BU - Legendary Creature — Human Avatar Soldier - Creature - 6 - 4UB - 4/4 - - FIN~ - 2 - - - Serah Farron - The first legendary creature spell you cast each turn costs {2} less to cast. -At the beginning of combat on your turn, if you control two or more other legendary creatures, you may transform Serah Farron. - - GW - Legendary Creature — Human Citizen - Creature - 3 - 1GW - 2/2 - - FIN~ - 2 - - - Crystallized Serah - The first legendary creature spell you cast each turn costs {2} less to cast. -Legendary creatures you control get +2/+2. - - GW - Legendary Artifact - Artifact - 3 - - FIN~ - 1 - - - Serah Farron - The first legendary creature spell you cast each turn costs {2} less to cast. -At the beginning of combat on your turn, if you control two or more other legendary creatures, you may transform Serah Farron. - - GW - Legendary Creature — Human Citizen - Creature - 3 - 1GW - 2/2 - - FIN~ - 2 - - - Crystallized Serah - The first legendary creature spell you cast each turn costs {2} less to cast. -Legendary creatures you control get +2/+2. - - GW - Legendary Artifact - Artifact - 3 - - FIN~ - 1 - - - Seymour Flux - At the beginning of your upkeep, you may pay 1 life. If you do, draw a card and put a +1/+1 counter on Seymour Flux. - - B - Legendary Creature — Spirit Avatar - Creature - 5 - 4B - 5/5 - - FIN~ - 2 - - - Seymour Flux - At the beginning of your upkeep, you may pay 1 life. If you do, draw a card and put a +1/+1 counter on Seymour Flux. - - B - Legendary Creature — Spirit Avatar - Creature - 5 - 4B - 5/5 - - FIN~ - 2 - - - Shambling Cie'th - This creature enters tapped. -Whenever you cast a noncreature spell, you may pay {B}. If you do, return this card from your graveyard to your hand. - - B - Creature — Mutant Horror - Creature - 3 - 2B - 3/3 - - FIN~ - 2 - - - Shantotto, Tactician Magician - Whenever you cast a noncreature spell, Shantotto gets +X/+0 until end of turn, where X is the amount of mana spent to cast that spell. If X is 4 or more, draw a card. - - RU - Legendary Creature — Dwarf Wizard - Creature - 3 - 1UR - 0/4 - - FIN~ - 2 - - - Shantotto, Tactician Magician - Whenever you cast a noncreature spell, Shantotto gets +X/+0 until end of turn, where X is the amount of mana spent to cast that spell. If X is 4 or more, draw a card. - - RU - Legendary Creature — Dwarf Wizard - Creature - 3 - 1UR - 0/4 - - FIN~ - 2 - - - Sharlayan, Nation of Scholars - This land enters tapped. -{T}: Add {W} or {U}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Shinra Reinforcements - When this creature enters, mill three cards and you gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.) - - B - Creature — Human Soldier - Creature - 3 - 2B - 2/3 - - FIN~ - 2 - - - Sidequest: Card Collection - When this enchantment enters, draw three cards, then discard two cards. -At the beginning of your end step, if eight or more cards are in your graveyard, transform this enchantment. - - U - Enchantment - Enchantment - 4 - 3U - - FIN~ - 1 - - - Magicked Card - Flying -Crew 1 (Tap any number of creatured you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) - - U - Artifact — Vehicle - Artifact - 4 - 4/4 - - FIN~ - 1 - - - Sidequest: Catch a Fish - At the beginning of your upkeep, look at the top card of your library. If it's an artifact or creature card, you may reveal it and put it into your hand. If you put a card into your hand this way, create a Food token and transform this enchantment. - - W - Enchantment - Enchantment - 3 - 2W - - FIN~ - 1 - - - Cooking Campsite - {T}: Add {W}. -{3}, {T}, Sacrifice an artifact: Put a +1/+1 counter on each creature you control. Activate only as a sorcery. - - Land - Land - 3 - - FIN~ - 0 - - - Sidequest: Hunt the Mark - When this enchantment enters, destroy up to one target creature. -At the beginning of your end step, if a creature died under an opponent's control this turn, create a Treasure token. Then if you control three or more Treasures, transform this enchantment. - - B - Enchantment - Enchantment - 5 - 3BB - - FIN~ - 1 - - - Yiazmat, Ultimate Mark - {1}{B}, Sacrifice another creature or artifact: Yiazmat gains indestructible until end of turn. Tap it. - - B - Legendary Creature — Dragon - Creature - 5 - 5/6 - - FIN~ - 2 - - - Sidequest: Hunt the Mark - When this enchantment enters, destroy up to one target creature. -At the beginning of your end step, if a creature died under an opponent's control this turn, create a Treasure token. Then if you control three or more Treasures, transform this enchantment. - - B - Enchantment - Enchantment - 5 - 3BB - - FIN~ - 1 - - - Yiazmat, Ultimate Mark - {1}{B}, Sacrifice another creature or artifact: Yiazmat gains indestructible until end of turn. Tap it. - - B - Legendary Creature — Dragon - Creature - 5 - 5/6 - - FIN~ - 2 - - - Sidequest: Play Blitzball - At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn. -At the end of combat on your turn, if a player was dealt 6 or more combat damage this turn, transform this enchantment, then attach it to a creature you control. - - R - Enchantment - Enchantment - 3 - 2R - - FIN~ - 1 - - - World Champion, Celestial Weapon - Double Overdrive — Equipped creature gets +2/+0 and has double strike. -Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) - - R - Legendary Artifact — Equipment - Artifact - 3 - - FIN~ - 1 - - - Sidequest: Raise a Chocobo - When this enchantment enters, create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -At the beginning of your first main phase, if you control four or more Birds, transform this enchantment. - - G - Enchantment - Enchantment - 2 - 1G - - FIN~ - 1 - - - Black Chocobo - When this permanent transforms into Black Chocobo, search your library for a land card, put it onto the battlefield tapped, then shuffle. -Landfall — Whenever a land you control enters, Birds you control get +1/+0 until end of turn. - - G - Creature — Bird - Creature - 2 - 2/2 - - FIN~ - 2 - - - Sin, Spira's Punishment - Flying -Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process. - - BGU - Legendary Creature — Leviathan Avatar - Creature - 7 - 4BGU - 7/7 - - FIN~ - 2 - - - Sin, Spira's Punishment - Flying -Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process. - - BGU - Legendary Creature — Leviathan Avatar - Creature - 7 - 4BGU - 7/7 - - FIN~ - 2 - - - Sin, Spira's Punishment - Flying -Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process. - - BGU - Legendary Creature — Leviathan Avatar - Creature - 7 - 4BGU - 7/7 - - FIN~ - 2 - - - Slash of Light - Slash of Light deals damage equal to the number of creatures you control plus the number of Equipment you control to target creature. - - W - Instant - Instant - 2 - 1W - - FIN~ - 3 - - - Sleep Magic - Enchant creature -When this Aura enters, tap enchanted creature. -Enchanted creature doesn't untap during its controller's untap step. -When enchanted creature is dealt damage, sacrifice this Aura. - - U - Enchantment — Aura - Enchantment - 1 - U - - FIN~ - 1 - - - Snow Villiers - Vigilance -Snow Villiers's power is equal to the number of creatures you control. - - W - Legendary Creature — Human Rebel Monk - Creature - 3 - 2W - */3 - - FIN~ - 2 - - - Snow Villiers - Vigilance -Snow Villiers's power is equal to the number of creatures you control. - - W - Legendary Creature — Human Rebel Monk - Creature - 3 - 2W - */3 - - FIN~ - 2 - - - Sorceress's Schemes - Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand. Add {R}. -Flashback {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - R - Sorcery - Sorcery - 4 - 3R - - FIN~ - 3 - - - Squall, SeeD Mercenary - Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. -Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - BW - Legendary Creature — Human Knight Mercenary - Creature - 4 - 2WB - 3/4 - - FIN~ - 2 - - - Squall, SeeD Mercenary - Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. -Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - BW - Legendary Creature — Human Knight Mercenary - Creature - 4 - 2WB - 3/4 - - FIN~ - 2 - - - Squall, SeeD Mercenary - Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. -Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - BW - Legendary Creature — Human Knight Mercenary - Creature - 4 - 2WB - 3/4 - - FIN~ - 2 - - - Squall, SeeD Mercenary - Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. -Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. - - BW - Legendary Creature — Human Knight Mercenary - Creature - 4 - 2WB - 3/4 - - FIN~ - 2 - - - Starting Town - This land enters tapped unless it's your first, second, or third turn of the game. -{T}: Add {C}. -{T}, Pay 1 life: Add one mana of any color. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Stiltzkin, Moogle Merchant - Lifelink -{2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card. - - W - Legendary Creature — Moogle - Creature - 1 - W - 1/2 - - FIN~ - 2 - - - Stiltzkin, Moogle Merchant - Lifelink -{2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card. - - W - Legendary Creature — Moogle - Creature - 1 - W - 1/2 - - FIN~ - 2 - - - Stiltzkin, Moogle Merchant - Lifelink -{2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card. - - W - Legendary Creature — Moogle - Creature - 1 - W - 1/2 - - FIN~ - 2 - - - Stolen Uniform - Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it. - - U - Instant - Instant - 1 - U - - FIN~ - 3 - - - Stolen Uniform - Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it. - - U - Instant - Instant - 1 - U - - FIN~ - 3 - - - Stuck in Summoner's Sanctum - Flash -Enchant artifact or creature -When this Aura enters, tap enchanted permanent. -Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated. - - U - Enchantment — Aura - Enchantment - 3 - 2U - - FIN~ - 1 - - - Summon: Anima - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II, III — Pain — You draw a card and you lose 1 life. -IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. -Menace - - B - Enchantment Creature — Saga Horror - Creature - 6 - 4BB - 4/4 - - FIN~ - 2 - - - Summon: Anima - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II, III — Pain — You draw a card and you lose 1 life. -IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. -Menace - - B - Enchantment Creature — Saga Horror - Creature - 6 - 4BB - 4/4 - - FIN~ - 2 - - - Summon: Bahamut - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II — Destroy up to one target nonland permanent. -III — Draw two cards. -IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent. -Flying - - Enchantment Creature — Saga Dragon - Creature - 9 - 9 - 9/9 - - FIN~ - 2 - - - Summon: Bahamut - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II — Destroy up to one target nonland permanent. -III — Draw two cards. -IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent. -Flying - - Enchantment Creature — Saga Dragon - Creature - 9 - 9 - 9/9 - - FIN~ - 2 - - - Summon: Brynhildr - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Chain — Exile the top card of your library. During any turn you put a lore counter on this Saga, you may play that card. -II, III — Gestalt Mode — When you next cast a creature spell this turn, it gains haste until end of turn. - - R - Enchantment Creature — Saga Knight - Creature - 2 - 1R - 2/1 - - FIN~ - 2 - - - Summon: Brynhildr - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Chain — Exile the top card of your library. During any turn you put a lore counter on this Saga, you may play that card. -II, III — Gestalt Mode — When you next cast a creature spell this turn, it gains haste until end of turn. - - R - Enchantment Creature — Saga Knight - Creature - 2 - 1R - 2/1 - - FIN~ - 2 - - - Summon: Choco/Mog - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II, III, IV — Stampede! — Other creatures you control get +1/+0 until end of turn. - - W - Enchantment Creature — Saga Bird Moogle - Creature - 3 - 2W - 3/3 - - FIN~ - 2 - - - Summon: Choco/Mog - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II, III, IV — Stampede! — Other creatures you control get +1/+0 until end of turn. - - W - Enchantment Creature — Saga Bird Moogle - Creature - 3 - 2W - 3/3 - - FIN~ - 2 - - - Summon: Esper Ramuh - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. -II, III — Wizards you control get +1/+0 until end of turn. - - R - Enchantment Creature — Saga Wizard - Creature - 4 - 2RR - 3/3 - - FIN~ - 2 - - - Summon: Esper Ramuh - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. -II, III — Wizards you control get +1/+0 until end of turn. - - R - Enchantment Creature — Saga Wizard - Creature - 4 - 2RR - 3/3 - - FIN~ - 2 - - - Summon: Fat Chocobo - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -II, III, IV — Kerplunk — Creatures you control gain trample until end of turn. - - G - Enchantment Creature — Saga Bird - Creature - 5 - 4G - 4/4 - - FIN~ - 2 - - - Summon: Fat Chocobo - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." -II, III, IV — Kerplunk — Creatures you control gain trample until end of turn. - - G - Enchantment Creature — Saga Bird - Creature - 5 - 4G - 4/4 - - FIN~ - 2 - - - Summon: Fenrir - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. -II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. -III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power. - - G - Enchantment Creature — Saga Wolf - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Summon: Fenrir - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. -II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. -III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power. - - G - Enchantment Creature — Saga Wolf - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Summon: G.F. Cerberus - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy. -III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies. - - R - Enchantment Creature — Saga Dog - Creature - 4 - 2RR - 3/3 - - FIN~ - 2 - - - Summon: G.F. Cerberus - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) -II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy. -III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies. - - R - Enchantment Creature — Saga Dog - Creature - 4 - 2RR - 3/3 - - FIN~ - 2 - - - Summon: G.F. Ifrit - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II — You may discard a card. If you do, draw a card. -III, IV — Add {R}. - - R - Enchantment Creature — Saga Demon - Creature - 3 - 2R - 3/2 - - FIN~ - 2 - - - Summon: G.F. Ifrit - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) -I, II — You may discard a card. If you do, draw a card. -III, IV — Add {R}. - - R - Enchantment Creature — Saga Demon - Creature - 3 - 2R - 3/2 - - FIN~ - 2 - - - Summon: Knights of Round - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) -I, II, III, IV — Create three 2/2 white Knight creature tokens. -V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. -Indestructible - - W - Enchantment Creature — Saga Knight - Creature - 8 - 6WW - 3/3 - - FIN~ - 2 - - - Summon: Knights of Round - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) -I, II, III, IV — Create three 2/2 white Knight creature tokens. -V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. -Indestructible - - W - Enchantment Creature — Saga Knight - Creature - 8 - 6WW - 3/3 - - FIN~ - 2 - - - Summon: Leviathan - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. -II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. -Ward {2} - - U - Enchantment Creature — Saga Leviathan - Creature - 6 - 4UU - 6/6 - - FIN~ - 2 - - - Summon: Leviathan - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. -II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. -Ward {2} - - U - Enchantment Creature — Saga Leviathan - Creature - 6 - 4UU - 6/6 - - FIN~ - 2 - - - Summon: Primal Garuda - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. -II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. -Flying - - W - Enchantment Creature — Saga Harpy - Creature - 4 - 3W - 3/3 - - FIN~ - 2 - - - Summon: Primal Garuda - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. -II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. -Flying - - W - Enchantment Creature — Saga Harpy - Creature - 4 - 3W - 3/3 - - FIN~ - 2 - - - Summon: Primal Odin - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Gungnir — Destroy target creature an opponent controls. -II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game." -III — Hall of Sorrow — Draw two cards. Each player loses 2 life. - - B - Enchantment Creature — Saga Knight - Creature - 6 - 4BB - 5/3 - - FIN~ - 2 - - - Summon: Primal Odin - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Gungnir — Destroy target creature an opponent controls. -II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game." -III — Hall of Sorrow — Draw two cards. Each player loses 2 life. - - B - Enchantment Creature — Saga Knight - Creature - 6 - 4BB - 5/3 - - FIN~ - 2 - - - Summon: Shiva - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -III — Diamond Dust — Draw a card for each tapped creature your opponents control. - - U - Enchantment Creature — Saga Elemental - Creature - 5 - 3UU - 4/5 - - FIN~ - 2 - - - Summon: Shiva - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -III — Diamond Dust — Draw a card for each tapped creature your opponents control. - - U - Enchantment Creature — Saga Elemental - Creature - 5 - 3UU - 4/5 - - FIN~ - 2 - - - Summon: Titan - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Mill five cards. -II — Return all land cards from your graveyard to the battlefield tapped. -III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control. -Reach, trample - - G - Enchantment Creature — Saga Giant - Creature - 5 - 3GG - 7/7 - - FIN~ - 2 - - - Summon: Titan - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Mill five cards. -II — Return all land cards from your graveyard to the battlefield tapped. -III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control. -Reach, trample - - G - Enchantment Creature — Saga Giant - Creature - 5 - 3GG - 7/7 - - FIN~ - 2 - - - Summoner's Grimoire - Job select -Equipped creature is a Shaman in addition to its other types and has "Whenever this creature attacks, you may put a creature card from your hand onto the battlefield. If that card is an enchantment card, it enters tapped and attacking." -Abraxas — Equip {3} - - G - Artifact — Equipment - Artifact - 4 - 3G - - FIN~ - 1 - - - Suplex - Choose one — -• Suplex deals 3 damage to target creature. If that creature would die this turn, exile it instead. -• Exile target artifact. - - R - Sorcery - Sorcery - 2 - 1R - - FIN~ - 3 - - - Swallowed by Leviathan - Choose target spell. Surveil 2, then counter the chosen spell unless its controller pays {1} for each card in your graveyard. (To surveil 2, look at the top two cards of your library, then put any number of them into graveyard and the rest on top of your library in any order.) - - U - Instant - Instant - 3 - 2U - - FIN~ - 3 - - - Swamp - ({T}: Add {B}.) - - Basic Land — Swamp - Land - 0 - - FIN~ - 0 - - - Swamp - ({T}: Add {B}.) - - Basic Land — Swamp - Land - 0 - - FIN~ - 0 - - - Swamp - ({T}: Add {B}.) - - Basic Land — Swamp - Land - 0 - - FIN~ - 0 - - - Swamp - ({T}: Add {B}.) - - Basic Land — Swamp - Land - 0 - - FIN~ - 0 - - - Syncopate - Counter target spell unless its controller pays {X}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. - - U - Instant - Instant - 1 - XU - - FIN~ - 3 - - - Tellah, Great Sage - Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent. - - RU - Legendary Creature — Human Wizard - Creature - 5 - 3UR - 3/3 - - FIN~ - 2 - - - Tellah, Great Sage - Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent. - - RU - Legendary Creature — Human Wizard - Creature - 5 - 3UR - 3/3 - - FIN~ - 2 - - - Tellah, Great Sage - Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent. - - RU - Legendary Creature — Human Wizard - Creature - 5 - 3UR - 3/3 - - FIN~ - 2 - - - Terra, Magical Adept - When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. -Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - GR - Legendary Creature — Human Wizard Warrior - Creature - 3 - 1RG - 4/2 - - FIN~ - 2 - - - Esper Terra - (As this Saga enters and after your draw step, add a lore counter.) -I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. -IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). -Flying - - GR - Legendary Enchantment Creature — Saga Wizard - Creature - 3 - 6/6 - - FIN~ - 2 - - - Terra, Magical Adept - When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. -Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - GR - Legendary Creature — Human Wizard Warrior - Creature - 3 - 1RG - 4/2 - - FIN~ - 2 - - - Esper Terra - (As this Saga enters and after your draw step, add a lore counter.) -I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. -IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). -Flying - - GR - Legendary Enchantment Creature — Saga Wizard - Creature - 3 - 6/6 - - FIN~ - 2 - - - Terra, Magical Adept - When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. -Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. - - GR - Legendary Creature — Human Wizard Warrior - Creature - 3 - 1RG - 4/2 - - FIN~ - 2 - - - Esper Terra - (As this Saga enters and after your draw step, add a lore counter.) -I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. -IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). -Flying - - GR - Legendary Enchantment Creature — Saga Wizard - Creature - 3 - 6/6 - - FIN~ - 2 - - - The Crystal's Chosen - Create four 1/1 colorless Hero creature tokens. Then put a +1/+1 counter on each creature you control. - - W - Sorcery - Sorcery - 7 - 5WW - - FIN~ - 3 - - - The Darkness Crystal - Black spells you cast cost {1} less to cast. -If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life. -{4}{B}{B}, {T}: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it. - - B - Legendary Artifact - Artifact - 4 - 2BB - - FIN~ - 1 - - - The Darkness Crystal - Black spells you cast cost {1} less to cast. -If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life. -{4}{B}{B}, {T}: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it. - - B - Legendary Artifact - Artifact - 4 - 2BB - - FIN~ - 1 - - - The Earth Crystal - Green spells you cast cost {1} less to cast. -If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead. -{4}{G}{G}, {T}: Distribute two +1/+1 counters among one or two target creatures you control. - - G - Legendary Artifact - Artifact - 4 - 2GG - - FIN~ - 1 - - - The Earth Crystal - Green spells you cast cost {1} less to cast. -If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead. -{4}{G}{G}, {T}: Distribute two +1/+1 counters among one or two target creatures you control. - - G - Legendary Artifact - Artifact - 4 - 2GG - - FIN~ - 1 - - - The Emperor of Palamecia - {T}: Add {U} or {R}. Spend this mana only to cast a noncreature spell. -Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it. - - RU - Legendary Creature — Human Noble Wizard - Creature - 2 - UR - 2/2 - - FIN~ - 2 - - - The Lord Master of Hell - Starfall — Whenever The Lord Master of Hell attacks, it deals X damage to each opponent, where X is the number of noncreature, nonland cards in your graveyard. - - RU - Legendary Creature — Demon Noble Wizard - Creature - 2 - 3/3 - - FIN~ - 2 - - - The Emperor of Palamecia - {T}: Add {U} or {R}. Spend this mana only to cast a noncreature spell. -Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it. - - RU - Legendary Creature — Human Noble Wizard - Creature - 2 - UR - 2/2 - - FIN~ - 2 - - - The Lord Master of Hell - Starfall — Whenever The Lord Master of Hell attacks, it deals X damage to each opponent, where X is the number of noncreature, nonland cards in your graveyard. - - RU - Legendary Creature — Demon Noble Wizard - Creature - 2 - 3/3 - - FIN~ - 2 - - - The Final Days - Create two tapped 2/2 black Horror creature tokens. If this spell was cast from a graveyard, instead create X of those tokens, where X is the number of creature cards in your graveyard. -Flashback {4}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - B - Sorcery - Sorcery - 4 - 2BB - - FIN~ - 3 - - - The Fire Crystal - Red spells you cast cost {1} less to cast. -Creatures you control have haste. -{4}{R}{R}, {T}: Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step. - - R - Legendary Artifact - Artifact - 4 - 2RR - - FIN~ - 1 - - - The Fire Crystal - Red spells you cast cost {1} less to cast. -Creatures you control have haste. -{4}{R}{R}, {T}: Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step. - - R - Legendary Artifact - Artifact - 4 - 2RR - - FIN~ - 1 - - - The Gold Saucer - {T}: Add {C}. -{2}, {T}: Flip a coin. If you win the flip, create a Treasure token. -{3}, {T}, Sacrifice two artifacts: Draw a card. - - Land — Town - Land - 0 - - FIN~ - 0 - - - The Lunar Whale - Flying -You may look at the top card of your library any time. -As long as The Lunar Whale attacked this turn, you may play the top card of your library. -Crew 1 - - U - Legendary Artifact — Vehicle - Artifact - 4 - 3U - 3/5 - - FIN~ - 1 - - - The Masamune - As long as equipped creature is attacking, it has first strike and must be blocked if able. -Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time." -Equip {2} - - Legendary Artifact — Equipment - Artifact - 3 - 3 - - FIN~ - 1 - - - The Masamune - As long as equipped creature is attacking, it has first strike and must be blocked if able. -Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time." -Equip {2} - - Legendary Artifact — Equipment - Artifact - 3 - 3 - - FIN~ - 1 - - - The Prima Vista - Flying -Whenever you cast a noncreature spell, if at least four mana was spent to cast it, The Prima Vista becomes an artifact creature until end of turn. -Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) - - U - Legendary Artifact — Vehicle - Artifact - 5 - 4U - 5/3 - - FIN~ - 1 - - - The Regalia - Haste -Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order. -Crew 1 - - Legendary Artifact — Vehicle - Artifact - 4 - 4 - 4/4 - - FIN~ - 1 - - - The Wandering Minstrel - Lands you control enter untapped. -The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors. -{3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. - - GU - Legendary Creature — Human Bard - Creature - 2 - GU - 1/3 - - FIN~ - 2 - - - The Wandering Minstrel - Lands you control enter untapped. -The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors. -{3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. - - GU - Legendary Creature — Human Bard - Creature - 2 - GU - 1/3 - - FIN~ - 2 - - - The Wandering Minstrel - Lands you control enter untapped. -The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors. -{3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. - - GU - Legendary Creature — Human Bard - Creature - 2 - GU - 1/3 - - FIN~ - 2 - - - The Wandering Minstrel - Lands you control enter untapped. -The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors. -{3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. - - GU - Legendary Creature — Human Bard - Creature - 2 - GU - 1/3 - - FIN~ - 2 - - - The Water Crystal - Blue spells you cast cost {1} less to cast. -If an opponent would mill one or more cards, they mill that many cards plus four instead. -{4}{U}{U}, {T}: Each opponent mills cards equal to the number of cards in your hand. - - U - Legendary Artifact - Artifact - 4 - 2UU - - FIN~ - 1 - - - The Water Crystal - Blue spells you cast cost {1} less to cast. -If an opponent would mill one or more cards, they mill that many cards plus four instead. -{4}{U}{U}, {T}: Each opponent mills cards equal to the number of cards in your hand. - - U - Legendary Artifact - Artifact - 4 - 2UU - - FIN~ - 1 - - - The Wind Crystal - White spells you cast cost {1} less to cast. -If you would gain life, you gain twice that much life instead. -{4}{W}{W}, {T}: Creatures you control gain flying and lifelink until end of turn. - - W - Legendary Artifact - Artifact - 4 - 2WW - - FIN~ - 1 - - - The Wind Crystal - White spells you cast cost {1} less to cast. -If you would gain life, you gain twice that much life instead. -{4}{W}{W}, {T}: Creatures you control gain flying and lifelink until end of turn. - - W - Legendary Artifact - Artifact - 4 - 2WW - - FIN~ - 1 - - - Thief's Knife - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+1, has "Whenever this creature deals combat damage to a player, draw a card," and is a Rogue in addition to its other types. -Equip {4} - - U - Artifact — Equipment - Artifact - 3 - 2U - - FIN~ - 1 - - - Thunder Magic - Tiered (Choose one additional cost.) -• Thunder — {0} — Thunder Magic deals 2 damage to target creature. -• Thundara — {3} — Thunder Magic deals 4 damage to target creature. -• Thundaga — {5}{R} — Thunder Magic deals 8 damage to target creature. - - R - Instant - Instant - 1 - R - - FIN~ - 3 - - - Tidus, Blitzball Star - Whenever an artifact you control enters, put a +1/+1 counter on Tidus. -Whenever Tidus attacks, tap target creature an opponent controls. - - UW - Legendary Creature — Human Warrior - Creature - 3 - 1WU - 2/1 - - FIN~ - 2 - - - Tidus, Blitzball Star - Whenever an artifact you control enters, put a +1/+1 counter on Tidus. -Whenever Tidus attacks, tap target creature an opponent controls. - - UW - Legendary Creature — Human Warrior - Creature - 3 - 1WU - 2/1 - - FIN~ - 2 - - - Tifa Lockhart - Trample -Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. - - G - Legendary Creature — Human Monk - Creature - 2 - 1G - 1/2 - - FIN~ - 2 - - - Tifa Lockhart - Trample -Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. - - G - Legendary Creature — Human Monk - Creature - 2 - 1G - 1/2 - - FIN~ - 2 - - - Tifa Lockhart - Trample -Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. - - G - Legendary Creature — Human Monk - Creature - 2 - 1G - 1/2 - - FIN~ - 2 - - - Tifa Lockhart - Trample -Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. - - G - Legendary Creature — Human Monk - Creature - 2 - 1G - 1/2 - - FIN~ - 2 - - - Tifa's Limit Break - Tiered (Choose one additional cost.) -• Somersault — {0} — Target creature gets +2/+2 until end of turn. -• Meteor Strikes — {2} — Double target creature's power and toughness until end of turn. -• Final Heaven — {6}{G} — Triple target creature's power and toughness until end of turn. - - G - Instant - Instant - 1 - G - - FIN~ - 3 - - - Tonberry - This creature enters tapped with a stun counter on it. (If it would become untapped, remove a stun counter from it instead.) -Chef's Knife — During your turn, this creature has first strike and deathtouch. - - B - Creature — Salamander Horror - Creature - 1 - B - 2/1 - - FIN~ - 2 - - - Torgal, A Fine Hound - Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control. -{T}: Add one mana of any color. - - G - Legendary Creature — Wolf - Creature - 2 - 1G - 2/2 - - FIN~ - 2 - - - Torgal, A Fine Hound - Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control. -{T}: Add one mana of any color. - - G - Legendary Creature — Wolf - Creature - 2 - 1G - 2/2 - - FIN~ - 2 - - - Torgal, A Fine Hound - Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control. -{T}: Add one mana of any color. - - G - Legendary Creature — Wolf - Creature - 2 - 1G - 2/2 - - FIN~ - 2 - - - Town Greeter - When this creature enters, mill four cards. You may put a land card from among them into your hand. If you put a Town card into your hand this way, you gain 2 life. (To mill four cards, a player puts the top four cards of their library into their graveyard.) - - G - Creature — Human Citizen - Creature - 2 - 1G - 1/1 - - FIN~ - 2 - - - Travel the Overworld - Affinity for Towns (This spell costs {1} less to cast for each Town you control.) -Draw four cards. - - U - Sorcery - Sorcery - 7 - 5UU - - FIN~ - 3 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Traveling Chocobo - You may look at the top card of your library any time. -You may play lands and cast Bird spells from the top of your library. -If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. - - G - Creature — Bird - Creature - 3 - 2G - 3/2 - - FIN~ - 2 - - - Treno, Dark City - This land enters tapped. -{T}: Add {U} or {B}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Triple Triad - At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs. - - R - Enchantment - Enchantment - 6 - 3RRR - - FIN~ - 1 - - - Triple Triad - At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs. - - R - Enchantment - Enchantment - 6 - 3RRR - - FIN~ - 1 - - - Ultima - Destroy all artifacts and creatures. End the turn. - - W - Sorcery - Sorcery - 5 - 3WW - - FIN~ - 3 - - - Ultima - Destroy all artifacts and creatures. End the turn. - - W - Sorcery - Sorcery - 5 - 3WW - - FIN~ - 3 - - - Ultima Weapon - Whenever equipped creature attacks, destroy target creature an opponent controls. -Equipped creature gets +7/+7. -Equip {7} - - Legendary Artifact — Equipment - Artifact - 7 - 7 - - FIN~ - 1 - - - Ultima, Origin of Oblivion - Flying -Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." -Whenever you tap a land for {C}, add an additional {C}. - - Legendary Creature — God - Creature - 5 - 5 - 4/4 - - FIN~ - 2 - - - Ultima, Origin of Oblivion - Flying -Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." -Whenever you tap a land for {C}, add an additional {C}. - - Legendary Creature — God - Creature - 5 - 5 - 4/4 - - FIN~ - 2 - - - Ultima, Origin of Oblivion - Flying -Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." -Whenever you tap a land for {C}, add an additional {C}. - - Legendary Creature — God - Creature - 5 - 5 - 4/4 - - FIN~ - 2 - - - Ultimecia, Temporal Threat - When Ultimecia enters, tap all creatures your opponents control. -Whenever a creature you control deals combat damage to a player, draw a card. - - U - Legendary Creature — Human Warlock - Creature - 6 - 4UU - 4/4 - - FIN~ - 2 - - - Ultimecia, Temporal Threat - When Ultimecia enters, tap all creatures your opponents control. -Whenever a creature you control deals combat damage to a player, draw a card. - - U - Legendary Creature — Human Warlock - Creature - 6 - 4UU - 4/4 - - FIN~ - 2 - - - Ultimecia, Time Sorceress - Whenever Ultimecia enters or attacks, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) -At the beginning of your end step, you may pay {4}{U}{U}{B}{B} and exile eight cards from your graveyard. If you do, transform Ultimecia. - - BU - Legendary Creature — Human Warlock - Creature - 5 - 3UB - 4/5 - - FIN~ - 2 - - - Ultimecia, Omnipotent - Menace (This creature can't be blocked except by two or more creatures.) -Time Compression — When this creature transforms into Ultimecia, Omnipotent, take an extra turn after this one. - - BU - Legendary Creature — Nightmare Warlock - Creature - 5 - 7/7 - - FIN~ - 2 - - - Ultimecia, Time Sorceress - Whenever Ultimecia enters or attacks, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) -At the beginning of your end step, you may pay {4}{U}{U}{B}{B} and exile eight cards from your graveyard. If you do, transform Ultimecia. - - BU - Legendary Creature — Human Warlock - Creature - 5 - 3UB - 4/5 - - FIN~ - 2 - - - Ultimecia, Omnipotent - Menace (This creature can't be blocked except by two or more creatures.) -Time Compression — When this creature transforms into Ultimecia, Omnipotent, take an extra turn after this one. - - BU - Legendary Creature — Nightmare Warlock - Creature - 5 - 7/7 - - FIN~ - 2 - - - Ultros, Obnoxious Octopus - Whenever you cast a noncreature spell, if at least four mana was spent to cast it, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -Whenever you cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros. - - U - Legendary Creature — Octopus - Creature - 2 - 1U - 2/1 - - FIN~ - 2 - - - Ultros, Obnoxious Octopus - Whenever you cast a noncreature spell, if at least four mana was spent to cast it, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) -Whenever you cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros. - - U - Legendary Creature — Octopus - Creature - 2 - 1U - 2/1 - - FIN~ - 2 - - - Undercity Dire Rat - Rat Tail — When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") - - B - Creature — Rat - Creature - 2 - 1B - 2/2 - - FIN~ - 2 - - - Unexpected Request - Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. You may attach an Equipment you control to that creature. If you do, unattach it at the beginning of the next end step. - - R - Sorcery - Sorcery - 3 - 2R - - FIN~ - 3 - - - Vaan, Street Thief - Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. -Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. - - R - Legendary Creature — Human Scout - Creature - 3 - 2R - 2/2 - - FIN~ - 2 - - - Vaan, Street Thief - Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. -Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. - - R - Legendary Creature — Human Scout - Creature - 3 - 2R - 2/2 - - FIN~ - 2 - - - Vaan, Street Thief - Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. -Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. - - R - Legendary Creature — Human Scout - Creature - 3 - 2R - 2/2 - - FIN~ - 2 - - - Vaan, Street Thief - Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. -Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. - - R - Legendary Creature — Human Scout - Creature - 3 - 2R - 2/2 - - FIN~ - 2 - - - Valkyrie Aerial Unit - Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) -Flying -When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) - - U - Artifact Creature — Construct - Creature - 7 - 5UU - 5/4 - - FIN~ - 2 - - - Vanille, Cheerful l'Cie - When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. -At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. - - G - Legendary Creature — Human Cleric - Creature - 4 - 3G - 3/2 - - FIN~ - 2 - - - Vanille, Cheerful l'Cie - When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. -At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. - - G - Legendary Creature — Human Cleric - Creature - 4 - 3G - 3/2 - - FIN~ - 2 - - - Vanille, Cheerful l'Cie - When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. -At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. - - G - Legendary Creature — Human Cleric - Creature - 4 - 3G - 3/2 - - FIN~ - 2 - - - Vanille, Cheerful l'Cie - When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. -At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. - - G - Legendary Creature — Human Cleric - Creature - 4 - 3G - 3/2 - - FIN~ - 2 - - - Vayne's Treachery - Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) -Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -6/-6 until end of turn instead. - - B - Instant - Instant - 2 - 1B - - FIN~ - 3 - - - Vector, Imperial Capital - This land enters tapped. -{T}: Add {B} or {R}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - Venat, Heart of Hydaelyn - Whenever you cast a legendary spell, draw a card. This ability triggers only once each turn. -Hero's Sundering — {7}, {T}: Exile target nonland permanent. Transform Venat. Activate only as a sorcery. - - W - Legendary Creature — Elder Wizard - Creature - 3 - 1WW - 3/3 - - FIN~ - 2 - - - Hydaelyn, the Mothercrystal - Indestructible -Blessing of Light — At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control. Until your next turn, it gains indestructible. If that creature is legendary, draw a card. - - W - Legendary Creature — God - Creature - 3 - 4/4 - - FIN~ - 2 - - - Venat, Heart of Hydaelyn - Whenever you cast a legendary spell, draw a card. This ability triggers only once each turn. -Hero's Sundering — {7}, {T}: Exile target nonland permanent. Transform Venat. Activate only as a sorcery. - - W - Legendary Creature — Elder Wizard - Creature - 3 - 1WW - 3/3 - - FIN~ - 2 - - - Hydaelyn, the Mothercrystal - Indestructible -Blessing of Light — At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control. Until your next turn, it gains indestructible. If that creature is legendary, draw a card. - - W - Legendary Creature — God - Creature - 3 - 4/4 - - FIN~ - 2 - - - Venat, Heart of Hydaelyn - Whenever you cast a legendary spell, draw a card. This ability triggers only once each turn. -Hero's Sundering — {7}, {T}: Exile target nonland permanent. Transform Venat. Activate only as a sorcery. - - W - Legendary Creature — Elder Wizard - Creature - 3 - 1WW - 3/3 - - FIN~ - 2 - - - Hydaelyn, the Mothercrystal - Indestructible -Blessing of Light — At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control. Until your next turn, it gains indestructible. If that creature is legendary, draw a card. - - W - Legendary Creature — God - Creature - 3 - 4/4 - - FIN~ - 2 - - - Vincent Valentine - Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creature's power. -Whenever Vincent Valentine attacks, you may transform it. - - B - Legendary Creature — Assassin - Creature - 4 - 2BB - 2/2 - - FIN~ - 2 - - - Galian Beast - Trample, lifelink -When Galian Beast dies, return it to the battlefield tapped (front face up). - - B - Legendary Creature — Werewolf Beast - Creature - 4 - 3/2 - - FIN~ - 2 - - - Vincent Valentine - Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creature's power. -Whenever Vincent Valentine attacks, you may transform it. - - B - Legendary Creature — Assassin - Creature - 4 - 2BB - 2/2 - - FIN~ - 2 - - - Galian Beast - Trample, lifelink -When Galian Beast dies, return it to the battlefield tapped (front face up). - - B - Legendary Creature — Werewolf Beast - Creature - 4 - 3/2 - - FIN~ - 2 - - - Vincent Valentine - Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creature's power. -Whenever Vincent Valentine attacks, you may transform it. - - B - Legendary Creature — Assassin - Creature - 4 - 2BB - 2/2 - - FIN~ - 2 - - - Galian Beast - Trample, lifelink -When Galian Beast dies, return it to the battlefield tapped (front face up). - - B - Legendary Creature — Werewolf Beast - Creature - 4 - 3/2 - - FIN~ - 2 - - - Vincent Valentine - Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creature's power. -Whenever Vincent Valentine attacks, you may transform it. - - B - Legendary Creature — Assassin - Creature - 4 - 2BB - 2/2 - - FIN~ - 2 - - - Galian Beast - Trample, lifelink -When Galian Beast dies, return it to the battlefield tapped (front face up). - - B - Legendary Creature — Werewolf Beast - Creature - 4 - 3/2 - - FIN~ - 2 - - - Vincent's Limit Break - Tiered (Choose one additional cost.) -Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control" and has the chosen base power and toughness. -• Galian Beast — {0} — 3/2. -• Death Gigas — {1} — 5/2. -• Hellmasker — {3} — 7/2. - - B - Instant - Instant - 2 - 1B - - FIN~ - 3 - - - Vivi Ornitier - {0}: Add X mana in any combination of {U} and/or {R}, where X is Vivi Ornitier's power. Activate only during your turn and only once each turn. -Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent. - - RU - Legendary Creature — Wizard - Creature - 3 - 1UR - 0/3 - - FIN~ - 2 - - - Vivi Ornitier - {0}: Add X mana in any combination of {U} and/or {R}, where X is Vivi Ornitier's power. Activate only during your turn and only once each turn. -Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent. - - RU - Legendary Creature — Wizard - Creature - 3 - 1UR - 0/3 - - FIN~ - 2 - - - Vivi Ornitier - {0}: Add X mana in any combination of {U} and/or {R}, where X is Vivi Ornitier's power. Activate only during your turn and only once each turn. -Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent. - - RU - Legendary Creature — Wizard - Creature - 3 - 1UR - 0/3 - - FIN~ - 2 - - - Warrior's Sword - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +3/+2 and is a Warrior in addition to its other types. -Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.) - - R - Artifact — Equipment - Artifact - 4 - 3R - - FIN~ - 1 - - - Wastes - {T}: Add {C}. - - Basic Land - Land - 0 - - FIN~ - 0 - - - Weapons Vendor - When this creature enters, draw a card. -At the beginning of combat on your turn, if you control an Equipment, you may pay {1}. When you do, attach target Equipment you control to target creature you control. - - W - Creature — Human Artificer - Creature - 4 - 3W - 2/2 - - FIN~ - 2 - - - White Auracite - When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. -{T}: Add {W}. - - W - Artifact - Artifact - 4 - 2WW - - FIN~ - 1 - - - White Auracite - When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. -{T}: Add {W}. - - W - Artifact - Artifact - 4 - 2WW - - FIN~ - 1 - - - White Mage's Staff - Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) -Equipped creature gets +1/+1, has "Whenever this creature attacks, you gain 1 life," and is a Cleric in addition to its other types. -Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) - - W - Artifact — Equipment - Artifact - 2 - 1W - - FIN~ - 1 - - - Windurst, Federation Center - This land enters tapped. -{T}: Add {G} or {W}. - - Land — Town - Land - 0 - - FIN~ - 0 - - - World Map - {1}, {T}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. -{3}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle. - - Artifact - Artifact - 1 - 1 - - FIN~ - 1 - - - Xande, Dark Mage - Menace (This creature can't be blocked except by two or more creatures.) -Xande gets +1/+1 for each noncreature, nonland card in your graveyard. - - BU - Legendary Creature — Human Wizard - Creature - 4 - 2UB - 3/3 - - FIN~ - 2 - - - Xande, Dark Mage - Menace (This creature can't be blocked except by two or more creatures.) -Xande gets +1/+1 for each noncreature, nonland card in your graveyard. - - BU - Legendary Creature — Human Wizard - Creature - 4 - 2UB - 3/3 - - FIN~ - 2 - - - Y'shtola Rhul - At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step. - - U - Legendary Creature — Cat Druid - Creature - 6 - 4UU - 3/5 - - FIN~ - 2 - - - Y'shtola Rhul - At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step. - - U - Legendary Creature — Cat Druid - Creature - 6 - 4UU - 3/5 - - FIN~ - 2 - - - Y'shtola Rhul - At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step. - - U - Legendary Creature — Cat Druid - Creature - 6 - 4UU - 3/5 - - FIN~ - 2 - - - You're Not Alone - Target creature gets +2/+2 until end of turn. If you control three or more creatures, it gets +4/+4 until end of turn instead. - - W - Instant - Instant - 1 - W - - FIN~ - 3 - - - Yuna, Hope of Spira - During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. -At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) - - GW - Legendary Creature — Human Cleric - Creature - 5 - 3GW - 3/5 - - FIN~ - 2 - - - Yuna, Hope of Spira - During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. -At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) - - GW - Legendary Creature — Human Cleric - Creature - 5 - 3GW - 3/5 - - FIN~ - 2 - - - Yuna, Hope of Spira - During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. -At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) - - GW - Legendary Creature — Human Cleric - Creature - 5 - 3GW - 3/5 - - FIN~ - 2 - - - Yuna, Hope of Spira - During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. -At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) - - GW - Legendary Creature — Human Cleric - Creature - 5 - 3GW - 3/5 - - FIN~ - 2 - - - Zack Fair - Zack Fair enters with a +1/+1 counter on it. -{1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature. - - W - Legendary Creature — Human Soldier - Creature - 1 - W - 0/1 - - FIN~ - 2 - - - Zack Fair - Zack Fair enters with a +1/+1 counter on it. -{1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature. - - W - Legendary Creature — Human Soldier - Creature - 1 - W - 0/1 - - FIN~ - 2 - - - Zack Fair - Zack Fair enters with a +1/+1 counter on it. -{1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature. - - W - Legendary Creature — Human Soldier - Creature - 1 - W - 0/1 - - FIN~ - 2 - - - Zanarkand, Ancient Metropolis // Lasting Fayth - - - Land — Town // Sorcery — Adventure - Land - 0 - 4GG - - FIN~ - 0 - - - Zanarkand, Ancient Metropolis // Lasting Fayth - - - Land — Town // Sorcery — Adventure - Land - 0 - 4GG - - FIN~ - 0 - - - Zell Dincht - You may play an additional land on each of your turns. -Zell Dincht gets +1/+0 for each land you control. -At the beginning of your end step, return a land you control to its owner's hand. - - R - Legendary Creature — Human Monk - Creature - 3 - 2R - 0/3 - - FIN~ - 2 - - - Zell Dincht - You may play an additional land on each of your turns. -Zell Dincht gets +1/+0 for each land you control. -At the beginning of your end step, return a land you control to its owner's hand. - - R - Legendary Creature — Human Monk - Creature - 3 - 2R - 0/3 - - FIN~ - 2 - - - Zenos yae Galvus - My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. -When the chosen creature leaves the battlefield, transform Zenos yae Galvus. - - B - Legendary Creature — Human Noble Warrior - Creature - 5 - 3BB - 4/4 - - FIN~ - 2 - - - Shinryu, Transcendent Rival - Flying -As this creature transforms into Shinryu, choose an opponent. -Burning Chains — When the chosen player loses the game, you win the game. - - B - Legendary Creature — Dragon - Creature - 5 - 8/8 - - FIN~ - 2 - - - Zenos yae Galvus - My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. -When the chosen creature leaves the battlefield, transform Zenos yae Galvus. - - B - Legendary Creature — Human Noble Warrior - Creature - 5 - 3BB - 4/4 - - FIN~ - 2 - - - Shinryu, Transcendent Rival - Flying -As this creature transforms into Shinryu, choose an opponent. -Burning Chains — When the chosen player loses the game, you win the game. - - B - Legendary Creature — Dragon - Creature - 5 - 8/8 - - FIN~ - 2 - - - Zenos yae Galvus - My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. -When the chosen creature leaves the battlefield, transform Zenos yae Galvus. - - B - Legendary Creature — Human Noble Warrior - Creature - 5 - 3BB - 4/4 - - FIN~ - 2 - - - Shinryu, Transcendent Rival - Flying -As this creature transforms into Shinryu, choose an opponent. -Burning Chains — When the chosen player loses the game, you win the game. - - B - Legendary Creature — Dragon - Creature - 5 - 8/8 - - FIN~ - 2 - - - Zenos yae Galvus - My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. -When the chosen creature leaves the battlefield, transform Zenos yae Galvus. - - B - Legendary Creature — Human Noble Warrior - Creature - 5 - 3BB - 4/4 - - FIN~ - 2 - - - Shinryu, Transcendent Rival - Flying -As this creature transforms into Shinryu, choose an opponent. -Burning Chains — When the chosen player loses the game, you win the game. - - B - Legendary Creature — Dragon - Creature - 5 - 8/8 - - FIN~ - 2 - - - Zidane, Tantalus Thief - When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. -Whenever an opponent gains control of a permanent from you, create a Treasure token. - - RW - Legendary Creature — Human Mutant Scout - Creature - 5 - 3RW - 3/3 - - FIN~ - 2 - - - Zidane, Tantalus Thief - When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. -Whenever an opponent gains control of a permanent from you, create a Treasure token. - - RW - Legendary Creature — Human Mutant Scout - Creature - 5 - 3RW - 3/3 - - FIN~ - 2 - - - Zidane, Tantalus Thief - When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. -Whenever an opponent gains control of a permanent from you, create a Treasure token. - - RW - Legendary Creature — Human Mutant Scout - Creature - 5 - 3RW - 3/3 - - FIN~ - 2 - - - Zidane, Tantalus Thief - When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. -Whenever an opponent gains control of a permanent from you, create a Treasure token. - - RW - Legendary Creature — Human Mutant Scout - Creature - 5 - 3RW - 3/3 - - FIN~ - 2 - - - Zodiark, Umbral God - Indestructible -When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down. -Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark. - - B - Legendary Creature — God - Creature - 5 - BBBBB - 5/5 - - FIN~ - 2 - - - Zodiark, Umbral God - Indestructible -When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down. -Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark. - - B - Legendary Creature — God - Creature - 5 - BBBBB - 5/5 - - FIN~ - 2 - - - Zodiark, Umbral God - Indestructible -When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down. -Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark. - - B - Legendary Creature — God - Creature - 5 - BBBBB - 5/5 - - FIN~ - 2 -