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