Cockatrice/Magic-Spoiler
2025-05-17 16:15:06 (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
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
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
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
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
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
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
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
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
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
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
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
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, 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
3
2G
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
3
2G
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
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
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: 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
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
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
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: 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: 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: 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
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
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
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
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
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 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 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
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
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
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
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
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 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
Undercity Dire Rat
Rat Tail — When this creature dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
B
Creature — Rat
Creature
2
1B
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
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
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
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
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
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
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 that creature. It gains lifelink and haste until end of turn.
Whenever an opponent gains control of a permanent you control, 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 that creature. It gains lifelink and haste until end of turn.
Whenever an opponent gains control of a permanent you control, 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 that creature. It gains lifelink and haste until end of turn.
Whenever an opponent gains control of a permanent you control, 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 that creature. It gains lifelink and haste until end of turn.
Whenever an opponent gains control of a permanent you control, 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