Cockatrice/Magic-Spoiler 2025-05-29 01:07:50 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/FIN.xml FIN Final Fantasy (Spoiler) Expansion 2025-06-13 10 "Wandering Minstrel" Lands you control enter the battlefield untapped. The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a WUBRG 2/2 Elemental creature token. {3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. GU Legendary Creature — Human Bard Creature 2 GU 1/3 FIN 2 "Wandering Minstrel" Lands you control enter the battlefield untapped. The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a WUBRG 2/2 Elemental creature token. {3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control. GU Legendary Creature — Human Bard Creature 2 GU 1/3 FIN 2 A Realm Reborn Other permanents you control have "{T}: Add one mana of any color." G Enchantment Enchantment 6 4GG FIN 1 A Realm Reborn Other permanents you control have "{T}: Add one mana of any color." G Enchantment Enchantment 6 4GG FIN 1 Absolute Virtue This spell can't be countered. Flying You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.) UW Legendary Creature — Avatar Warrior Creature 8 6WU 8/8 FIN 2 Absolute Virtue This spell can't be countered. Flying You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.) UW Legendary Creature — Avatar Warrior Creature 8 6WU 8/8 FIN 2 Adelbert Steiner Lifelink Adelbert Steiner gets +1/+1 for each Equipment you control. W Legendary Creature — Human Knight Creature 2 1W 2/1 FIN 2 Adelbert Steiner Lifelink Adelbert Steiner gets +1/+1 for each Equipment you control. W Legendary Creature — Human Knight Creature 2 1W 2/1 FIN 2 Adventurer's Airship Flying When this Vehicle attacks, draw a card then discard a card. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) Artifact — Vehicle Artifact 3 3 3/2 FIN 1 Adventurer's Inn When this land enters, you gain 2 life. {T}: Add {C}. Land — Town Land 0 FIN 0 Aerith Gainsborough Lifelink Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. W Legendary Creature — Human Cleric Creature 3 2W 2/2 FIN 2 Aerith Gainsborough Lifelink Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. W Legendary Creature — Human Cleric Creature 3 2W 2/2 FIN 2 Aerith Gainsborough Lifelink Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. W Legendary Creature — Human Cleric Creature 3 2W 2/2 FIN 2 Aerith Gainsborough Lifelink Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough. When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough. W Legendary Creature — Human Cleric Creature 3 2W 2/2 FIN 2 Aerith Rescue Mission Choose one — • Take the Elevator — Create three 1/1 colorless Hero creature tokens. • Take 59 Flights of Stairs — Tap up to three target creatures. Put a stun counter on one of them. (If a permanent with a stun counter would become untapped, remove one from it instead.) W Sorcery Sorcery 4 3W FIN 3 Aettir and Priwen Equipped creature has base power and toughness X/X, where X is your life total. Equip {5} Legendary Artifact — Equipment Artifact 6 6 FIN 1 Aettir and Priwen Equipped creature has base power and toughness X/X, where X is your life total. Equip {5} Legendary Artifact — Equipment Artifact 6 6 FIN 1 Ahriman Flying, deathtouch {3}, Sacrifice another creature or artifact: Draw a card. B Creature — Eye Horror Creature 3 2B 2/2 FIN 2 Airship Crash Destroy target artifact, enchantment, or creature with flying. Cycling {2} ({2}, Discard this card: Draw a card.) G Instant Instant 3 2G FIN 3 Al Bhed Salvagers Whenever this creature or another creature or artifact you control dies, target opponent loses 1 life and you gain 1 life. B Creature — Human Artificer Warrior Creature 3 2B 2/3 FIN 2 Ambrosia Whiteheart Flash When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn. W Legendary Creature — Bird Creature 2 1W 2/2 FIN 2 Ambrosia Whiteheart Flash When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn. W Legendary Creature — Bird Creature 2 1W 2/2 FIN 2 Ambrosia Whiteheart Flash When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn. W Legendary Creature — Bird Creature 2 1W 2/2 FIN 2 Ancient Adamantoise Vigilance, ward {3} Damage isn't removed from this creature during cleanup steps. All damage that would be dealt to you and other permanents you control is dealt to this creature instead. When this creature dies, exile it and create ten tapped Treasure tokens. G Creature — Turtle Creature 8 5GGG 8/20 FIN 2 Ardyn, the Usurper Demons you control have menace, lifelink, and haste. Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. B Legendary Creature — Elder Human Noble Creature 8 5BBB 4/4 FIN 2 Ardyn, the Usurper Demons you control have menace, lifelink, and haste. Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. B Legendary Creature — Elder Human Noble Creature 8 5BBB 4/4 FIN 2 Ardyn, the Usurper Demons you control have menace, lifelink, and haste. Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. B Legendary Creature — Elder Human Noble Creature 8 5BBB 4/4 FIN 2 Ardyn, the Usurper Demons you control have menace, lifelink, and haste. Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. B Legendary Creature — Elder Human Noble Creature 8 5BBB 4/4 FIN 2 Ardyn, the Usurper Demons you control have menace, lifelink, and haste. Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon. B Legendary Creature — Elder Human Noble Creature 8 5BBB 4/4 FIN 2 Ashe, Princess of Dalmasca Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. W Legendary Creature — Human Rebel Noble Creature 3 2W 3/2 FIN 2 Ashe, Princess of Dalmasca Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. W Legendary Creature — Human Rebel Noble Creature 3 2W 3/2 FIN 2 Astrologian's Planisphere Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." Diana — Equip {2} U Artifact — Equipment Artifact 2 1U FIN 1 Astrologian's Planisphere Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." Diana — Equip {2} U Artifact — Equipment Artifact 2 1U FIN 1 Auron's Inspiration Attacking creatures get +2/+0 until end of turn. Flashback {2}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) W Instant Instant 3 2W FIN 3 Balamb Garden, SeeD Academy This land enters tapped. Add {G} or {U}. {5}{G}{U}, {T}: Transform this land. This ability costs {1} less to activate for each other Town you control. Land — Town Land 0 FIN 0 Balamb Garden, Airborne Flying Whenever Balamb Garden attacks, draw a card. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) Legendary Artifact — Vehicle Artifact 0 5/4 FIN 1 Balamb Garden, SeeD Academy This land enters tapped. Add {G} or {U}. {5}{G}{U}, {T}: Transform this land. This ability costs {1} less to activate for each other Town you control. Land — Town Land 0 FIN 0 Balamb Garden, Airborne Flying Whenever Balamb Garden attacks, draw a card. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) Legendary Artifact — Vehicle Artifact 0 5/4 FIN 1 Balamb T-Rexaur Trample When this creature enters, you gain 3 life. Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.) G Creature — Dinosaur Creature 6 4GG 6/6 FIN 2 Balthier and Fran Reach Vehicles you control get +1/+1 and have vigilance and reach. Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. GR Legendary Creature — Human Rabbit Creature 3 1RG 4/3 FIN 2 Balthier and Fran Reach Vehicles you control get +1/+1 and have vigilance and reach. Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. GR Legendary Creature — Human Rabbit Creature 3 1RG 4/3 FIN 2 Balthier and Fran Reach Vehicles you control get +1/+1 and have vigilance and reach. Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. GR Legendary Creature — Human Rabbit Creature 3 1RG 4/3 FIN 2 Balthier and Fran Reach Vehicles you control get +1/+1 and have vigilance and reach. Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. GR Legendary Creature — Human Rabbit Creature 3 1RG 4/3 FIN 2 Balthier and Fran Reach Vehicles you control get +1/+1 and have vigilance and reach. Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay {1}{R}{G}. If you do, after this phase, there is an additional combat phase. GR Legendary Creature — Human Rabbit Creature 3 1RG 4/3 FIN 2 Bard's Bow Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2, has reach, and is a Bard in addition to its other types. Perseus's Bow — Equip {6} ({6}: Attach to target creature you control. Equip only as a sorcery.) G Artifact — Equipment Artifact 3 2G FIN 1 Baron, Airship Kingdom This land enters tapped. {T}: Add {U} or {R}. Land — Town Land 0 FIN 0 Barret Wallace Reach Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player. R Legendary Creature — Human Rebel Creature 4 3R 4/4 FIN 2 Barret Wallace Reach Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player. R Legendary Creature — Human Rebel Creature 4 3R 4/4 FIN 2 Bartz and Boko Affinity for Birds (This spell costs {1} less to cast for each Bird you control.) When Bartz and Boko enters, each other Bird you control deals damage equal to its power to target creature an opponent controls. G Legendary Creature — Human Bird Creature 5 3GG 4/3 FIN 2 Bartz and Boko Affinity for Birds (This spell costs {1} less to cast for each Bird you control.) When Bartz and Boko enters, each other Bird you control deals damage equal to its power to target creature an opponent controls. G Legendary Creature — Human Bird Creature 5 3GG 4/3 FIN 2 Battle Menu Choose one — • Attack — Create a 2/2 white Knight creature token. • Ability — Target creature gets +0/+4 until end of turn. • Magic — Destroy target creature with power 4 or greater. • Item — You gain 4 life. W Instant Instant 2 1W FIN 3 Beatrix, Loyal General Vigilance (Attacking doesn't cause this creature to tap.) At the beginning of combat on your turn, you may attach any number of Equipment you control to target creature you control. W Legendary Creature — Human Soldier Creature 6 4WW 4/4 FIN 2 Beatrix, Loyal General Vigilance (Attacking doesn't cause this creature to tap.) At the beginning of combat on your turn, you may attach any number of Equipment you control to target creature you control. W Legendary Creature — Human Soldier Creature 6 4WW 4/4 FIN 2 Black Mage's Rod Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types. Equip {3} B Artifact — Equipment Artifact 2 1B FIN 1 Black Waltz No. 3 Flying, deathtouch Whenever you cast a noncreature spell, Black Waltz No. 3 deals 2 damage to each opponent. BR Legendary Creature — Wizard Creature 4 2BR 2/2 FIN 2 Black Waltz No. 3 Flying, deathtouch Whenever you cast a noncreature spell, Black Waltz No. 3 deals 2 damage to each opponent. BR Legendary Creature — Wizard Creature 4 2BR 2/2 FIN 2 Blazing Bomb Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature. Blow Up — {T}, Sacrifice this creature: It deals damage equal to its power to target creature. Activate only as a sorcery. R Creature — Elemental Creature 1 R 1/1 FIN 2 Blitzball Shot Target creature gets +3/+3 and gains trample until end of turn. G Instant Instant 2 1G FIN 3 Buster Sword Equipped creature gets +3/+2. Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost. Equip {2} Artifact — Equipment Artifact 3 3 FIN 1 Buster Sword Equipped creature gets +3/+2. Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost. Equip {2} Artifact — Equipment Artifact 3 3 FIN 1 Cactuar Trample At the beginning of your end step, if this creature didn't enter the battlefield this turn, return it to its owner's hand. G Creature — Plant Creature 1 G 3/3 FIN 2 Call the Mountain Chocobo Search your library for a Mountain card, reveal it, put it into your hand, then shuffle. Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 3R FIN 3 Capital City {T}: Add {C}. {1}, {T}: Add one mana of any color. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Town Land 0 FIN 0 Cargo Ship Flying, vigilance {T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact source. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) U Artifact — Vehicle Artifact 2 1U 2/3 FIN 1 Cecil, Dark Knight Deathtouch Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. B Legendary Creature — Human Knight Creature 1 B 2/3 FIN 2 Cecil, Redeemed Paladin Lifelink Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. W Legendary Creature — Human Knight Creature 1 4/4 FIN 2 Cecil, Dark Knight Deathtouch Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. B Legendary Creature — Human Knight Creature 1 B 2/3 FIN 2 Cecil, Redeemed Paladin Lifelink Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. W Legendary Creature — Human Knight Creature 1 4/4 FIN 2 Cecil, Dark Knight Deathtouch Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. B Legendary Creature — Human Knight Creature 1 B 2/3 FIN 2 Cecil, Redeemed Paladin Lifelink Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. W Legendary Creature — Human Knight Creature 1 4/4 FIN 2 Cecil, Dark Knight Deathtouch Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. B Legendary Creature — Human Knight Creature 1 B 2/3 FIN 2 Cecil, Redeemed Paladin Lifelink Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. W Legendary Creature — Human Knight Creature 1 4/4 FIN 2 Choco, Seeker of Paradise Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard. Landfall — Whenever a land you control enters, Choco gets +1/+0 until end of turn. GUW Legendary Creature — Bird Creature 4 1GWU 3/5 FIN 2 Choco, Seeker of Paradise Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard. Landfall — Whenever a land you control enters, Choco gets +1/+0 until end of turn. GUW Legendary Creature — Bird Creature 4 1GWU 3/5 FIN 2 Choco-Comet Choco-Comet deals X damage to any target. Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." R Sorcery Sorcery 2 XRR FIN 3 Chocobo Kick Kicker—Return a land you control to its owner's hand. (You may return a land you control to its owner's hand in addition to any other costs as you cast this spell.) Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead. G Sorcery Sorcery 2 1G FIN 3 Chocobo Racetrack Landfall — Whenever a land you control enters, create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." G Artifact Artifact 5 3GG FIN 1 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN 2 Circle of Power You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Wizards you control get +1/+0 and gain lifelink until end of turn. B Sorcery Sorcery 4 3B FIN 3 Circle of Power You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Wizards you control get +1/+0 and gain lifelink until end of turn. B Sorcery Sorcery 4 3B FIN 3 Clash of the Eikons Choose one or more — • Target creature you control fights target creature an opponent controls. • Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.) • Put a lore counter on target Saga you control. G Sorcery Sorcery 1 G FIN 3 Clash of the Eikons Choose one or more — • Target creature you control fights target creature an opponent controls. • Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.) • Put a lore counter on target Saga you control. G Sorcery Sorcery 1 G FIN 3 Clive's Hideaway Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) {T}: Add {C}. {2}, {T}: You may play the exiled card without paying its mana cost if you control four or more legendary creatures. Land — Town Land 0 FIN 0 Clive, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN 2 Clive, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN 2 Clive, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN 2 Clive, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN 2 Clive, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN 2 Cloud of Darkness Flying Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard. BG Legendary Creature — Avatar Creature 5 2BGG 3/3 FIN 2 Cloud of Darkness Flying Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard. BG Legendary Creature — Avatar Creature 5 2BGG 3/3 FIN 2 Cloud, Midgar Mercenary When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. W Legendary Creature — Human Soldier Mercenary Creature 2 WW 2/1 FIN 2 Cloud, Midgar Mercenary When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. W Legendary Creature — Human Soldier Mercenary Creature 2 WW 2/1 FIN 2 Cloud, Midgar Mercenary When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. W Legendary Creature — Human Soldier Mercenary Creature 2 WW 2/1 FIN 2 Cloud, Midgar Mercenary When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. W Legendary Creature — Human Soldier Mercenary Creature 2 WW 2/1 FIN 2 Cloud, Planet's Champion During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) Equip abilities you activate that target Cloud cost {2} less to activate. RW Legendary Creature — Human Soldier Mercenary Creature 5 3RW 4/4 FIN 2 Cloud, Planet's Champion During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) Equip abilities you activate that target Cloud cost {2} less to activate. RW Legendary Creature — Human Soldier Mercenary Creature 5 3RW 4/4 FIN 2 Cloudbound Moogle Flying When this creature enters, put a +1/+1 counter on target creature. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) W Creature — Moogle Creature 5 3WW 2/3 FIN 2 Coeurl {1}{W}, {T}: Tap target nonenchantment creature. W Creature — Cat Beast Creature 2 1W 2/2 FIN 2 Coliseum Behemoth Trample When this creature enters, choose one — • Destroy target artifact or enchantment. • Draw a card. G Creature — Beast Creature 7 5GG 7/7 FIN 2 Combat Tutorial Target player draws two cards. Put a +1/+1 counter on up to one target creature you control. U Sorcery Sorcery 3 2U FIN 3 Commune with Beavers Look at the top three cards of your library. You may reveal an artifact, creature, or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. G Sorcery Sorcery 1 G FIN 3 Coral Sword Flash When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn. Equipped creature gets +1/+0. Equip {1} R Artifact — Equipment Artifact 1 R FIN 1 Cornered by Black Mages Target opponent sacrifices a creature of their choice. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." B Sorcery Sorcery 3 1BB FIN 3 Crossroads Village This land enters tapped. As it enters, choose a color. {T}: Add one mana of the chosen color. Land — Town Land 0 FIN 0 Crystal Fragments Equipped creature gets +1/+1. {5}{W}{W}: Exile this Equipment, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. Equip {1} W Artifact — Equipment Artifact 1 W FIN 1 Summon: Alexander (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Prevent all damage that would be dealt to creatures you control this turn. III — Tap all creatures your opponents control. Flying W Enchantment Creature — Saga Construct Creature 1 4/3 FIN 2 Crystal Fragments Equipped creature gets +1/+1. {5}{W}{W}: Exile this Equipment, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. Equip {1} W Artifact — Equipment Artifact 1 W FIN 1 Summon: Alexander (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Prevent all damage that would be dealt to creatures you control this turn. III — Tap all creatures your opponents control. Flying W Enchantment Creature — Saga Construct Creature 1 4/3 FIN 2 Dark Confidant At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. B Creature — Human Wizard Creature 2 1B 2/1 FIN 2 Dark Confidant At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. B Creature — Human Wizard Creature 2 1B 2/1 FIN 2 Dark Knight's Greatsword Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +3/+0 and is a Knight in addition to its other types. Chaosbringer — Equip—Pay 3 life. Activate only once each turn. B Artifact — Equipment Artifact 3 2B FIN 1 Deadly Embrace Destroy target creature an opponent controls. Then draw a card for each creature that died this turn. B Sorcery Sorcery 5 3BB FIN 3 Delivery Moogle Flying When this creature enters, search your library and/or graveyard for an artifact card with mana value 2 or less, reveal it, and put it into your hand. If you search your library this way, shuffle. W Creature — Moogle Creature 4 3W 3/2 FIN 2 Demon Wall Defender Menace (This creature can't be blocked except by two or more creatures.) As long as this creature has a counter on it, it can attack as though it didn't have defender. {5}{B}: Put two +1/+1 counters on this creature. B Artifact Creature — Demon Wall Creature 2 1B 3/3 FIN 2 Diamond Weapon This spell costs {1} less to cast for each permanent card in your graveyard. Reach Immune — Prevent all combat damage that would be dealt to Diamond Weapon. G Legendary Artifact Creature — Elemental Creature 9 7GG 8/8 FIN 2 Diamond Weapon This spell costs {1} less to cast for each permanent card in your graveyard. Reach Immune — Prevent all combat damage that would be dealt to Diamond Weapon. G Legendary Artifact Creature — Elemental Creature 9 7GG 8/8 FIN 2 Dion, Bahamut's Dominant Dragonfire Dive — During your turn, Dion and other Knights you control have flying. When Dion enters, create a 2/2 white Knight creature token. {4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. W Legendary Creature — Human Noble Knight Creature 4 3W 3/3 FIN 2 Bahamut, Warden of Light (As this Saga enters and after your draw step, add a lore counter.) I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). Flying W Legendary Enchantment Creature — Saga Dragon Creature 4 5/5 FIN 2 Dion, Bahamut's Dominant Dragonfire Dive — During your turn, Dion and other Knights you control have flying. When Dion enters, create a 2/2 white Knight creature token. {4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. W Legendary Creature — Human Noble Knight Creature 4 3W 3/3 FIN 2 Bahamut, Warden of Light (As this Saga enters and after your draw step, add a lore counter.) I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). Flying W Legendary Enchantment Creature — Saga Dragon Creature 4 5/5 FIN 2 Dion, Bahamut's Dominant Dragonfire Dive — During your turn, Dion and other Knights you control have flying. When Dion enters, create a 2/2 white Knight creature token. {4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. W Legendary Creature — Human Noble Knight Creature 4 3W 3/3 FIN 2 Bahamut, Warden of Light (As this Saga enters and after your draw step, add a lore counter.) I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). Flying W Legendary Enchantment Creature — Saga Dragon Creature 4 5/5 FIN 2 Dion, Bahamut's Dominant Dragonfire Dive — During your turn, Dion and other Knights you control have flying. When Dion enters, create a 2/2 white Knight creature token. {4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. W Legendary Creature — Human Noble Knight Creature 4 3W 3/3 FIN 2 Bahamut, Warden of Light (As this Saga enters and after your draw step, add a lore counter.) I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). Flying W Legendary Enchantment Creature — Saga Dragon Creature 4 5/5 FIN 2 Dragoon's Lance Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0 and is a Knight in addition to its other types. During your turn, equipped creature has flying. Gae Bolg — Equip {4} W Artifact — Equipment Artifact 2 1W FIN 1 Dragoon's Wyvern Flying When this creature enters, create a 1/1 colorless Hero creature token. U Creature — Drake Creature 3 2U 2/1 FIN 2 Dreams of Laguna Surveil 1, then draw a card. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Instant Instant 2 1U FIN 3 Dwarven Castle Guard When this creature dies, create a 1/1 colorless Hero creature token. W Creature — Dwarf Soldier Creature 2 1W 2/1 FIN 2 Eden, Seat of the Sanctum {T}: Add {C}. {5}, {T}: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand. Land — Town Land 0 FIN 0 Eden, Seat of the Sanctum {T}: Add {C}. {5}, {T}: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand. Land — Town Land 0 FIN 0 Edgar, King of Figaro When Edgar enters, draw a card for each artifact you control. Two-Headed Coin — The first time you flip one or more coins each turn, those coins come up heads and you win those flips. U Legendary Creature — Human Artificer Noble Creature 6 4UU 4/5 FIN 2 Edgar, King of Figaro When Edgar enters, draw a card for each artifact you control. Two-Headed Coin — The first time you flip one or more coins each turn, those coins come up heads and you win those flips. U Legendary Creature — Human Artificer Noble Creature 6 4UU 4/5 FIN 2 Eject This spell can't be countered. Return target nonland permanent to its owner's hand. Draw a card. U Instant Instant 4 3U FIN 3 Elixir This artifact enters tapped. {5}, {T}, Exile this artifact: Shuffle all nonland cards from your graveyard into your library. You gain life equal to the number of cards shuffled into your library this way. Artifact Artifact 1 1 FIN 1 Emet-Selch, Unsundered Vigilance Whenever Emet-Selch enters or attacks, draw a card, then discard a card. At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. BU Legendary Creature — Elder Wizard Creature 3 1UB 2/4 FIN 2 Hades, Sorcerer of Eld Vigilance Echo of the Lost — During your turn, you may play cards from your graveyard. If a card or token would be put into your graveyard from anywhere, exile it instead. BU Legendary Creature — Avatar Creature 3 6/6 FIN 2 Emet-Selch, Unsundered Vigilance Whenever Emet-Selch enters or attacks, draw a card, then discard a card. At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. BU Legendary Creature — Elder Wizard Creature 3 1UB 2/4 FIN 2 Hades, Sorcerer of Eld Vigilance Echo of the Lost — During your turn, you may play cards from your graveyard. If a card or token would be put into your graveyard from anywhere, exile it instead. BU Legendary Creature — Avatar Creature 3 6/6 FIN 2 Emet-Selch, Unsundered Vigilance Whenever Emet-Selch enters or attacks, draw a card, then discard a card. At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. BU Legendary Creature — Elder Wizard Creature 3 1UB 2/4 FIN 2 Hades, Sorcerer of Eld Vigilance Echo of the Lost — During your turn, you may play cards from your graveyard. If a card or token would be put into your graveyard from anywhere, exile it instead. BU Legendary Creature — Avatar Creature 3 6/6 FIN 2 Emet-Selch, Unsundered Vigilance Whenever Emet-Selch enters or attacks, draw a card, then discard a card. At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch. BU Legendary Creature — Elder Wizard Creature 3 1UB 2/4 FIN 2 Hades, Sorcerer of Eld Vigilance Echo of the Lost — During your turn, you may play cards from your graveyard. If a card or token would be put into your graveyard from anywhere, exile it instead. BU Legendary Creature — Avatar Creature 3 6/6 FIN 2 Esper Origins Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) G Sorcery Sorcery 2 1G FIN 3 Summon: Esper Maduin (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Reveal the top card of your library. If it's a permanent card, put it into your hand. II — Add {G}{G}. III — Other creatures you control get +2/+2 and gain trample until end of turn. G Enchantment Creature — Saga Elemental Creature 2 4/4 FIN 2 Esper Origins Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) G Sorcery Sorcery 2 1G FIN 3 Summon: Esper Maduin (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Reveal the top card of your library. If it's a permanent card, put it into your hand. II — Add {G}{G}. III — Other creatures you control get +2/+2 and gain trample until end of turn. G Enchantment Creature — Saga Elemental Creature 2 4/4 FIN 2 Ether {T}, Exile this artifact: Add {U}. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. U Artifact Artifact 4 3U FIN 1 Evil Reawakened Return target creature card from your graveyard to the battlefield with two additional +1/+1 counters on it. B Sorcery Sorcery 5 4B FIN 3 Fang, Fearless l'Cie Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. (Melds with Vanille, Cheerful l'Cie.) B Legendary Creature — Human Warrior Creature 3 2B 2/3 FIN 2 Fang, Fearless l'Cie Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. (Melds with Vanille, Cheerful l'Cie.) B Legendary Creature — Human Warrior Creature 3 2B 2/3 FIN 2 Fang, Fearless l'Cie Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. (Melds with Vanille, Cheerful l'Cie.) B Legendary Creature — Human Warrior Creature 3 2B 2/3 FIN 2 Fang, Fearless l'Cie Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. (Melds with Vanille, Cheerful l'Cie.) B Legendary Creature — Human Warrior Creature 3 2B 2/3 FIN 2 Fate of the Sun-Cryst This spell costs {2} less to cast if it targets a tapped creature. Destroy target nonland permanent. W Instant Instant 5 4W FIN 3 Fight On! Return up to two target creature cards from your graveyard to your hand. B Instant Instant 3 2B FIN 3 Fire Magic Tiered (Choose one additional cost.) • Fire — {0} — Fire Magic deals 1 damage to each creature. • Fira — {2} — Fire Magic deals 2 damage to each creature. • Firaga — {5} — Fire Magic deals 3 damage to each creature. R Instant Instant 1 R FIN 3 Firion, Wild Rose Warrior Equipped creatures you control have haste. Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. R Legendary Creature — Human Rebel Warrior Creature 3 2R 3/3 FIN 2 Firion, Wild Rose Warrior Equipped creatures you control have haste. Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. R Legendary Creature — Human Rebel Warrior Creature 3 2R 3/3 FIN 2 Firion, Wild Rose Warrior Equipped creatures you control have haste. Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. R Legendary Creature — Human Rebel Warrior Creature 3 2R 3/3 FIN 2 Firion, Wild Rose Warrior Equipped creatures you control have haste. Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost {2} less to activate." Sacrifice that token at the beginning of the next upkeep. R Legendary Creature — Human Rebel Warrior Creature 3 2R 3/3 FIN 2 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 FIN 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 FIN 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 FIN 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 FIN 0 Freya Crescent Jump — During your turn, Freya Crescent has flying. {T}: Add {R}. Spend this mana only to cast an Equipment spell or activate an equip ability. R Legendary Creature — Rat Knight Creature 1 R 1/1 FIN 2 Freya Crescent Jump — During your turn, Freya Crescent has flying. {T}: Add {R}. Spend this mana only to cast an Equipment spell or activate an equip ability. R Legendary Creature — Rat Knight Creature 1 R 1/1 FIN 2 From Father to Son Search your library for a Vehicle card, reveal it, and put it into your hand. If this spell was cast from a graveyard, put that card onto the battlefield instead. Then shuffle. Flashback {4}{W}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) W Sorcery Sorcery 2 1W FIN 3 G'raha Tia Reach The Allagan Eye — Whenever one or more other creatures and/or artifacts you control die, draw a card. This ability triggers only once each turn. W Legendary Creature — Cat Archer Creature 5 4W 3/5 FIN 2 G'raha Tia Reach The Allagan Eye — Whenever one or more other creatures and/or artifacts you control die, draw a card. This ability triggers only once each turn. W Legendary Creature — Cat Archer Creature 5 4W 3/5 FIN 2 Gaelicat Flying, vigilance As long as you control two or more artifacts, this creature gets +2/+0. W Creature — Cat Creature 3 2W 1/3 FIN 2 Gaius van Baelsar When Gaius van Baelsar enters, choose one — • Each player sacrifices a creature token of their choice. • Each player sacrifices a nontoken creature of their choice. • Each player sacrifices an enchantment of their choice. B Legendary Creature — Human Soldier Creature 4 2BB 3/2 FIN 2 Gaius van Baelsar When Gaius van Baelsar enters, choose one — • Each player sacrifices a creature token of their choice. • Each player sacrifices a nontoken creature of their choice. • Each player sacrifices an enchantment of their choice. B Legendary Creature — Human Soldier Creature 4 2BB 3/2 FIN 2 Galuf's Final Act Until end of turn, target creature gets +1/+0 and gains "When this creature dies, put a number of +1/+1 counters equal to its power on up to one target creature." G Instant Instant 2 1G FIN 3 Garland, Knight of Cornelia Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {3}{B}{B}{R}{R}: Return this card from your graveyard to the battlefield transformed. Activate only as a sorcery. BR Legendary Creature — Human Knight Creature 2 BR 3/2 FIN 2 Chaos, the Endless Flying When Chaos dies, put it on the bottom of its owner's library. BR Legendary Creature — Demon Creature 2 5/5 FIN 2 Garland, Knight of Cornelia Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {3}{B}{B}{R}{R}: Return this card from your graveyard to the battlefield transformed. Activate only as a sorcery. BR Legendary Creature — Human Knight Creature 2 BR 3/2 FIN 2 Chaos, the Endless Flying When Chaos dies, put it on the bottom of its owner's library. BR Legendary Creature — Demon Creature 2 5/5 FIN 2 Garnet, Princess of Alexandria Lifelink Whenever Garnet attacks, you may remove a lore counter from each of any number of Sagas you control. Put a +1/+1 counter on Garnet for each lore counter removed this way. GW Legendary Creature — Human Noble Cleric Creature 2 GW 2/2 FIN 2 Garnet, Princess of Alexandria Lifelink Whenever Garnet attacks, you may remove a lore counter from each of any number of Sagas you control. Put a +1/+1 counter on Garnet for each lore counter removed this way. GW Legendary Creature — Human Noble Cleric Creature 2 GW 2/2 FIN 2 Gigantoad As long as you control seven or more lands, this creature gets +2/+2. G Creature — Frog Creature 4 3G 4/4 FIN 2 Gilgamesh, Master-at-Arms Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. R Legendary Creature — Human Samurai Creature 6 4RR 6/6 FIN 2 Gilgamesh, Master-at-Arms Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. R Legendary Creature — Human Samurai Creature 6 4RR 6/6 FIN 2 Gilgamesh, Master-at-Arms Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. R Legendary Creature — Human Samurai Creature 6 4RR 6/6 FIN 2 Giott, King of the Dwarves Double strike Whenever Giott or another Dwarf you control enters and whenever an Equipment you control enters, you may discard a card. If you do, draw a card. RW Legendary Creature — Dwarf Noble Creature 2 RW 1/1 FIN 2 Giott, King of the Dwarves Double strike Whenever Giott or another Dwarf you control enters and whenever an Equipment you control enters, you may discard a card. If you do, draw a card. RW Legendary Creature — Dwarf Noble Creature 2 RW 1/1 FIN 2 Gladiolus Amicitia When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle. Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn. GR Legendary Creature — Human Warrior Creature 6 4RG 6/6 FIN 2 Gladiolus Amicitia When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle. Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn. GR Legendary Creature — Human Warrior Creature 6 4RG 6/6 FIN 2 Gogo, Master of Mimicry {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) U Legendary Creature — Wizard Creature 3 2U 2/4 FIN 2 Gogo, Master of Mimicry {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) U Legendary Creature — Wizard Creature 3 2U 2/4 FIN 2 Gogo, Master of Mimicry {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) U Legendary Creature — Wizard Creature 3 2U 2/4 FIN 2 Gogo, Master of Mimicry {X}{X}, {T}: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.) U Legendary Creature — Wizard Creature 3 2U 2/4 FIN 2 Gohn, Town of Ruin This land enters tapped. {T}: Add {B} or {G}. Land — Town Land 0 FIN 0 Golbez, Crystal Collector Whenever an artifact you control enters, surveil 1. At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power. BU Legendary Creature — Human Wizard Creature 2 UB 1/4 FIN 2 Gongaga, Reactor Town This land enters tapped. {T}: Add {R} or {G}. Land — Town Land 0 FIN 0 Goobbue Gardener {T}: Add {G}. G Creature — Plant Beast Creature 2 1G 1/3 FIN 2 Gran Pulse Ochu Deathtouch {8}: Until end of turn, this creature gets +1/+1 for each permanent card in your graveyard. G Creature — Plant Beast Creature 1 G 1/1 FIN 2 Guadosalam, Farplane Gateway This land enters tapped. {T}: Add {G} or {U}. Land — Town Land 0 FIN 0 Gysahl Greens Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." Flashback {6}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) G Sorcery Sorcery 2 1G FIN 3 Haste Magic Target creature gets +3/+1 and gains haste until end of turn. Exile the top card of your library. You may play it until your next end step. R Instant Instant 2 1R FIN 3 Hecteyes When this creature enters, each opponent discards a card. B Creature — Ooze Horror Creature 2 1B 1/1 FIN 2 Hill Gigas Trample, haste Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.) R Creature — Giant Creature 6 4RR 5/4 FIN 2 Hope Estheim Lifelink At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. UW Legendary Creature — Human Wizard Creature 2 WU 2/2 FIN 2 Hope Estheim Lifelink At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. UW Legendary Creature — Human Wizard Creature 2 WU 2/2 FIN 2 Hope Estheim Lifelink At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. UW Legendary Creature — Human Wizard Creature 2 WU 2/2 FIN 2 Hope Estheim Lifelink At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn. UW Legendary Creature — Human Wizard Creature 2 WU 2/2 FIN 2 Ice Flan When this creature enters, tap target artifact or creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.) U Creature — Elemental Ooze Creature 6 4UU 5/4 FIN 2 Ice Magic Tiered (Choose one additional cost.) • Blizzard — {0} — Return target creature to its owner's hand. • Blizzara — {2} — Target creature's owner puts it on their choice of the top or bottom of their library. • Blizzaga — {5}{U} — Target creature's owner shuffles it into their library. U Instant Instant 2 1U FIN 3 Ignis Scientia When Ignis Scientia enters, look at the top six cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. I've Come Up with a New Recipe! — {1}{G}{U}, {T}: Exile target card from a graveyard. If a creature card was exiled this way, create a Food token. GU Legendary Creature — Human Advisor Creature 3 1GU 2/2 FIN 2 Ignis Scientia When Ignis Scientia enters, look at the top six cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. I've Come Up with a New Recipe! — {1}{G}{U}, {T}: Exile target card from a graveyard. If a creature card was exiled this way, create a Food token. GU Legendary Creature — Human Advisor Creature 3 1GU 2/2 FIN 2 Il Mheg Pixie Flying Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) U Creature — Faerie Creature 2 1U 2/1 FIN 2 Insomnia, Crown City This land enters tapped. {T}: Add {W} or {B}. Land — Town Land 0 FIN 0 Instant Ramen Flash When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: You gain 3 life. Artifact — Food Artifact 2 2 FIN 1 Iron Giant Vigilance, reach, trample Artifact Creature — Demon Creature 7 7 6/6 FIN 2 Ishgard, the Holy See // Faith & Grief Land — Town // Sorcery — Adventure Land 0 3WW FIN 0 Ishgard, the Holy See // Faith & Grief Land — Town // Sorcery — Adventure Land 0 3WW FIN 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 FIN 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 FIN 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 FIN 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 FIN 0 Item Shopkeep Whenever you attack, target attacking equipped creature gains menace until end of turn. (It can't be blocked except by two or more creatures.) R Creature — Human Citizen Creature 2 1R 2/2 FIN 2 Jecht, Reluctant Guardian Menace Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control. B Legendary Creature — Human Warrior Creature 4 3B 4/3 FIN 2 Braska's Final Aeon (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Jecht Beam — Each opponent discards a card and you draw a card. III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice. Menace B Legendary Enchantment Creature — Saga Nightmare Creature 4 7/7 FIN 2 Jecht, Reluctant Guardian Menace Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control. B Legendary Creature — Human Warrior Creature 4 3B 4/3 FIN 2 Braska's Final Aeon (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Jecht Beam — Each opponent discards a card and you draw a card. III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice. Menace B Legendary Enchantment Creature — Saga Nightmare Creature 4 7/7 FIN 2 Jecht, Reluctant Guardian Menace Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control. B Legendary Creature — Human Warrior Creature 4 3B 4/3 FIN 2 Braska's Final Aeon (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Jecht Beam — Each opponent discards a card and you draw a card. III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice. Menace B Legendary Enchantment Creature — Saga Nightmare Creature 4 7/7 FIN 2 Jenova, Ancient Calamity At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. Whenever a Mutant you control dies during your turn, you draw cards equal to its power. BG Legendary Creature — Alien Creature 4 2BG 1/5 FIN 2 Jenova, Ancient Calamity At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. Whenever a Mutant you control dies during your turn, you draw cards equal to its power. BG Legendary Creature — Alien Creature 4 2BG 1/5 FIN 2 Jenova, Ancient Calamity At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. Whenever a Mutant you control dies during your turn, you draw cards equal to its power. BG Legendary Creature — Alien Creature 4 2BG 1/5 FIN 2 Jidoor, Aristocratic Capital // Overture Land — Town // Sorcery — Adventure Land 0 4UU FIN 0 Jidoor, Aristocratic Capital // Overture Land — Town // Sorcery — Adventure Land 0 4UU FIN 0 Jill, Shiva's Dominant When Jill enters, return up to one other target nonland permanent to its owner's hand. {3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. U Legendary Creature — Human Noble Warrior Creature 3 2U 2/2 FIN 2 Shiva, Warden of Ice (As this Saga enters and after your draw step, add a lore counter.) I, II — Mesmerize — Target creature can't be blocked this turn. III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). U Legendary Enchantment Creature — Saga Elemental Creature 3 4/5 FIN 2 Jill, Shiva's Dominant When Jill enters, return up to one other target nonland permanent to its owner's hand. {3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. U Legendary Creature — Human Noble Warrior Creature 3 2U 2/2 FIN 2 Shiva, Warden of Ice (As this Saga enters and after your draw step, add a lore counter.) I, II — Mesmerize — Target creature can't be blocked this turn. III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). U Legendary Enchantment Creature — Saga Elemental Creature 3 4/5 FIN 2 Jill, Shiva's Dominant When Jill enters, return up to one other target nonland permanent to its owner's hand. {3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. U Legendary Creature — Human Noble Warrior Creature 3 2U 2/2 FIN 2 Shiva, Warden of Ice (As this Saga enters and after your draw step, add a lore counter.) I, II — Mesmerize — Target creature can't be blocked this turn. III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). U Legendary Enchantment Creature — Saga Elemental Creature 3 4/5 FIN 2 Jill, Shiva's Dominant When Jill enters, return up to one other target nonland permanent to its owner's hand. {3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. U Legendary Creature — Human Noble Warrior Creature 3 2U 2/2 FIN 2 Shiva, Warden of Ice (As this Saga enters and after your draw step, add a lore counter.) I, II — Mesmerize — Target creature can't be blocked this turn. III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up). U Legendary Enchantment Creature — Saga Elemental Creature 3 4/5 FIN 2 Joshua, Phoenix's Dominant When Joshua enters, discard up to two cards, then draw that many cards. {3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. RW Legendary Creature — Human Noble Wizard Creature 3 1RW 3/4 FIN 2 Phoenix, Warden of Fire (As this Saga enters and after your draw step, add a lore counter.) I, II — Rising Flames — Phoenix deals 2 damage to each opponent. III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). Flying, lifelink RW Legendary Enchantment Creature — Saga Phoenix Creature 3 4/4 FIN 2 Joshua, Phoenix's Dominant When Joshua enters, discard up to two cards, then draw that many cards. {3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. RW Legendary Creature — Human Noble Wizard Creature 3 1RW 3/4 FIN 2 Phoenix, Warden of Fire (As this Saga enters and after your draw step, add a lore counter.) I, II — Rising Flames — Phoenix deals 2 damage to each opponent. III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). Flying, lifelink RW Legendary Enchantment Creature — Saga Phoenix Creature 3 4/4 FIN 2 Joshua, Phoenix's Dominant When Joshua enters, discard up to two cards, then draw that many cards. {3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. RW Legendary Creature — Human Noble Wizard Creature 3 1RW 3/4 FIN 2 Phoenix, Warden of Fire (As this Saga enters and after your draw step, add a lore counter.) I, II — Rising Flames — Phoenix deals 2 damage to each opponent. III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). Flying, lifelink RW Legendary Enchantment Creature — Saga Phoenix Creature 3 4/4 FIN 2 Joshua, Phoenix's Dominant When Joshua enters, discard up to two cards, then draw that many cards. {3}{R}{W}, {T}: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. RW Legendary Creature — Human Noble Wizard Creature 3 1RW 3/4 FIN 2 Phoenix, Warden of Fire (As this Saga enters and after your draw step, add a lore counter.) I, II — Rising Flames — Phoenix deals 2 damage to each opponent. III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up). Flying, lifelink RW Legendary Enchantment Creature — Saga Phoenix Creature 3 4/4 FIN 2 Judge Magister Gabranth Menace (This creature can't be blocked except by two or more creatures.) Whenever another creature or artifact you control dies, put a +1/+1 counter on Judge Magister Gabranth. BW Legendary Creature — Human Advisor Knight Creature 2 WB 2/2 FIN 2 Judge Magister Gabranth Menace (This creature can't be blocked except by two or more creatures.) Whenever another creature or artifact you control dies, put a +1/+1 counter on Judge Magister Gabranth. BW Legendary Creature — Human Advisor Knight Creature 2 WB 2/2 FIN 2 Judgment Bolt Judgment Bolt deals 5 damage to target creature and X damage to that creature's controller, where X is the number of Equipment you control. R Instant Instant 4 3R FIN 3 Jumbo Cactuar 10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn. G Creature — Plant Creature 7 5GG 1/7 FIN 2 Jumbo Cactuar 10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn. G Creature — Plant Creature 7 5GG 1/7 FIN 2 Kain, Traitorous Dragoon Jump — During your turn, Kain has flying. Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. B Legendary Creature — Human Knight Creature 3 2B 2/4 FIN 2 Kain, Traitorous Dragoon Jump — During your turn, Kain has flying. Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. B Legendary Creature — Human Knight Creature 3 2B 2/4 FIN 2 Kain, Traitorous Dragoon Jump — During your turn, Kain has flying. Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. B Legendary Creature — Human Knight Creature 3 2B 2/4 FIN 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN 2 Kuja, Genome Sorcerer At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. BR Legendary Creature — Human Mutant Wizard Creature 4 2BR 3/4 FIN 2 Trance Kuja, Fate Defied Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. BR Legendary Creature — Avatar Wizard Creature 4 4/6 FIN 2 Kuja, Genome Sorcerer At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. BR Legendary Creature — Human Mutant Wizard Creature 4 2BR 3/4 FIN 2 Trance Kuja, Fate Defied Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. BR Legendary Creature — Avatar Wizard Creature 4 4/6 FIN 2 Kuja, Genome Sorcerer At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. BR Legendary Creature — Human Mutant Wizard Creature 4 2BR 3/4 FIN 2 Trance Kuja, Fate Defied Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. BR Legendary Creature — Avatar Wizard Creature 4 4/6 FIN 2 Kuja, Genome Sorcerer At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. BR Legendary Creature — Human Mutant Wizard Creature 4 2BR 3/4 FIN 2 Trance Kuja, Fate Defied Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. BR Legendary Creature — Avatar Wizard Creature 4 4/6 FIN 2 Laughing Mad As an additional cost to cast this spell, discard a card. Draw two cards. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) R Instant Instant 3 2R FIN 3 Laughing Mad As an additional cost to cast this spell, discard a card. Draw two cards. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) R Instant Instant 3 2R FIN 3 Light of Judgment Light of Judgment deals 6 damage to target creature. Destroy up to one Equipment attached to that creature. R Instant Instant 5 4R FIN 3 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN 2 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN 2 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN 2 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN 2 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN 2 Lightning, Security Sergeant Menace (This creature can't be blocked except by two or more creatures.) Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning. R Legendary Creature — Human Soldier Creature 3 2R 2/3 FIN 2 Lightning, Security Sergeant Menace (This creature can't be blocked except by two or more creatures.) Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning. R Legendary Creature — Human Soldier Creature 3 2R 2/3 FIN 2 Lindblum, Industrial Regency // Mage Siege Land — Town // Instant — Adventure Land 0 2R FIN 0 Lindblum, Industrial Regency // Mage Siege Land — Town // Instant — Adventure Land 0 2R FIN 0 Lion Heart When this Equipment enters, it deals 2 damage to any target. Equipped creature gets +2/+1. Equip {2} Artifact — Equipment Artifact 4 4 FIN 1 Locke Cole Deathtouch, lifelink Whenever Locke Cole deals combat damage to a player, draw a card, then discard a card. BU Legendary Creature — Human Rogue Creature 3 1UB 2/3 FIN 2 Locke Cole Deathtouch, lifelink Whenever Locke Cole deals combat damage to a player, draw a card, then discard a card. BU Legendary Creature — Human Rogue Creature 3 1UB 2/3 FIN 2 Loporrit Scout Whenever another creature you control enters, this creature gets +1/+1 until end of turn. G Creature — Rabbit Scout Creature 3 2G 3/2 FIN 2 Louisoix's Sacrifice As an additional cost to cast this spell, sacrifice a legendary creature or pay {2}. Counter target activated ability, triggered ability, or noncreature spell. U Instant Instant 1 U FIN 3 Lunatic Pandora {2}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {6}, {T}, Sacrifice Lunatic Pandora: Destroy target nonland permanent. Legendary Artifact Artifact 1 1 FIN 1 Machinist's Arsenal Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2 for each artifact you control and is an Artificer in addition to its other types. Machina — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) W Artifact — Equipment Artifact 5 4W FIN 1 Magic Damper Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. U Instant Instant 1 U FIN 3 Magic Pot When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") {2}, {T}: Exile target card from a graveyard. Artifact Creature — Goblin Construct Creature 3 3 1/4 FIN 2 Magitek Armor When this Vehicle enters, create a 1/1 colorless Hero creature token. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) W Artifact — Vehicle Artifact 4 3W 4/4 FIN 1 Magitek Infantry This creature gets +1/+0 as long as you control another artifact. {2}{W}: Search your library for a card named Magitek Infantry, put it onto the battlefield tapped, then shuffle. W Artifact Creature — Robot Soldier Creature 1 W 1/1 FIN 2 Magitek Scythe A Test of Your Reflexes! — When this Equipment enters, you may attach it to target creature you control. If you do, that creature gains first strike until end of turn and must be blocked this turn if able. Equipped creature gets +2/+1. Equip {2} Artifact — Equipment Artifact 4 4 FIN 1 Malboro Bad Breath — When this creature enters, each opponent discards a card, loses 2 life, and exiles the top three cards of their library. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.) B Creature — Plant Horror Creature 6 4BB 4/4 FIN 2 Matoya, Archon Elder Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.) U Legendary Creature — Human Warlock Creature 3 2U 1/4 FIN 2 Matoya, Archon Elder Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.) U Legendary Creature — Human Warlock Creature 3 2U 1/4 FIN 2 Memories Returning Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand. Flashback {7}{U}{U} U Sorcery Sorcery 4 2UU FIN 3 Memories Returning Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand. Flashback {7}{U}{U} U Sorcery Sorcery 4 2UU FIN 3 Midgar, City of Mako // Reactor Raid Land — Town // Sorcery — Adventure Land 0 2B FIN 0 Midgar, City of Mako // Reactor Raid Land — Town // Sorcery — Adventure Land 0 2B FIN 0 Minwu, White Mage Vigilance, lifelink Whenever you gain life, put a +1/+1 counter on each Cleric you control. W Legendary Creature — Human Cleric Creature 5 3WW 3/3 FIN 2 Minwu, White Mage Vigilance, lifelink Whenever you gain life, put a +1/+1 counter on each Cleric you control. W Legendary Creature — Human Cleric Creature 5 3WW 3/3 FIN 2 Monk's Fist Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0 and is a Monk in addition to its other types. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 2 2 FIN 1 Moogles' Valor For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn. W Instant Instant 5 3WW FIN 3 Moogles' Valor For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn. W Instant Instant 5 3WW FIN 3 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 FIN 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 FIN 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 FIN 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 FIN 0 Mysidian Elder When this creature enters, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." R Creature — Human Wizard Creature 3 2R 1/3 FIN 2 Namazu Trader When this creature enters, you lose 1 life and create a Treasure token. Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) B Creature — Fish Citizen Creature 4 3B 3/4 FIN 2 Nibelheim Aflame Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 2RR FIN 3 Nibelheim Aflame Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 2RR FIN 3 Ninja's Blades Job select Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card. That player loses life equal to the discarded card's mana value." Mutsunokami — Equip {2} B Artifact — Equipment Artifact 3 2B FIN 1 Noctis, Prince of Lucis Lifelink You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. BUW Legendary Creature — Human Noble Creature 4 1WUB 4/3 FIN 2 Noctis, Prince of Lucis Lifelink You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. BUW Legendary Creature — Human Noble Creature 4 1WUB 4/3 FIN 2 Noctis, Prince of Lucis Lifelink You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. BUW Legendary Creature — Human Noble Creature 4 1WUB 4/3 FIN 2 Noctis, Prince of Lucis Lifelink You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. BUW Legendary Creature — Human Noble Creature 4 1WUB 4/3 FIN 2 Omega, Heartless Evolution Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.) GU Legendary Artifact Creature — Robot Creature 7 5GU 8/8 FIN 2 Omega, Heartless Evolution Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.) GU Legendary Artifact Creature — Robot Creature 7 5GU 8/8 FIN 2 Omega, Heartless Evolution Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.) GU Legendary Artifact Creature — Robot Creature 7 5GU 8/8 FIN 2 Opera Love Song Choose one — • Exile the top two cards of your library. You may play those cards until your next end step. • One or two target creatures each get +2/+0 until end of turn. R Instant Instant 2 1R FIN 3 Overkill Target creature gets -0/-9999 until end of turn. B Instant Instant 3 2B FIN 3 Paladin's Arms Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+1, has ward {1}, and is a Knight in addition to its other types. Lightbringer and Hero's Shield — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) W Artifact — Equipment Artifact 3 2W FIN 1 Phantom Train Trample Sacrifice another artifact or creature: Put a +1/+1 counter on this Vehicle. It becomes a Spirit artifact creature in addition to its other types until end of turn. B Artifact — Vehicle Artifact 4 3B 4/4 FIN 1 Phoenix Down {1}{W}, {T}, Exile this artifact: Choose one — • Return target creature card with mana value 4 or less from your graveyard to the battlefield tapped. • Exile target Skeleton, Spirit, or Zombie. W Artifact Artifact 1 W FIN 1 Phoenix Down {1}{W}, {T}, Exile this artifact: Choose one — • Return target creature card with mana value 4 or less from your graveyard to the battlefield tapped. • Exile target Skeleton, Spirit, or Zombie. W Artifact Artifact 1 W FIN 1 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 FIN 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 FIN 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 FIN 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 FIN 0 Poison the Waters Choose one — • All creatures get -1/-1 until end of turn. • Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card. B Sorcery Sorcery 2 1B FIN 3 Prishe's Wanderings Search your library for a basic land card or Town card, put it onto the battlefield tapped, then shuffle. When you search your library this way, put a +1/+1 counter on target creature you control. G Instant Instant 3 2G FIN 3 Prompto Argentum Haste Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. R Legendary Creature — Human Scout Creature 2 1R 2/2 FIN 2 Prompto Argentum Haste Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. R Legendary Creature — Human Scout Creature 2 1R 2/2 FIN 2 Prompto Argentum Haste Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. R Legendary Creature — Human Scout Creature 2 1R 2/2 FIN 2 Prompto Argentum Haste Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token. R Legendary Creature — Human Scout Creature 2 1R 2/2 FIN 2 PuPu UFO Flying {T}: You may put a land card from your hand onto the battlefield. {3}: Until end of turn, this creature's base power becomes equal to the number of Towns you control. Artifact Creature — Construct Alien Creature 2 2 0/4 FIN 2 Qiqirn Merchant {1}, {T}: Draw a card, then discard a card. {7}, {T}, Sacrifice this creature: Draw three cards. This ability costs {1} less to activate for each Town you control. U Creature — Beast Citizen Creature 3 2U 1/4 FIN 2 Queen Brahne Prowess Whenever Queen Brahne attacks, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." R Legendary Creature — Human Noble Creature 3 2R 2/1 FIN 2 Queen Brahne Prowess Whenever Queen Brahne attacks, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." R Legendary Creature — Human Noble Creature 3 2R 2/1 FIN 2 Quina, Qu Gourmet If one or more tokens would be created under your control, those tokens plus a 1/1 green Frog creature token are created instead. {2}, Sacrifice a Frog: Put a +1/+1 counter on Quina. G Legendary Creature — Qu Creature 3 2G 2/3 FIN 2 Quina, Qu Gourmet If one or more tokens would be created under your control, those tokens plus a 1/1 green Frog creature token are created instead. {2}, Sacrifice a Frog: Put a +1/+1 counter on Quina. G Legendary Creature — Qu Creature 3 2G 2/3 FIN 2 Quistis Trepe Blue Magic — When Quistis Trepe enters, you may cast target instant or sorcery card from a graveyard, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead. U Legendary Creature — Human Wizard Creature 3 2U 2/2 FIN 2 Quistis Trepe Blue Magic — When Quistis Trepe enters, you may cast target instant or sorcery card from a graveyard, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead. U Legendary Creature — Human Wizard Creature 3 2U 2/2 FIN 2 Qutrub Forayer When this creature enters, choose one — • Destroy target creature that was dealt damage this turn. • Exile up to two target cards from a single graveyard. B Creature — Zombie Horror Creature 3 2B 3/2 FIN 2 Rabanastre, Royal City This land enters tapped. {T}: Add {R} or {W}. Land — Town Land 0 FIN 0 Ragnarok, Divine Deliverance Vigilance, menace, trample, reach, haste When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. BG Legendary Creature — Beast Avatar Creature 7 7/6 FIN 2 Ragnarok, Divine Deliverance Vigilance, menace, trample, reach, haste When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. BG Legendary Creature — Beast Avatar Creature 7 7/6 FIN 2 Ragnarok, Divine Deliverance Vigilance, menace, trample, reach, haste When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. BG Legendary Creature — Beast Avatar Creature 7 7/6 FIN 2 Ragnarok, Divine Deliverance Vigilance, menace, trample, reach, haste When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield. BG Legendary Creature — Beast Avatar Creature 7 7/6 FIN 2 Random Encounter Shuffle your library, then mill four cards. Put each creature card milled this way onto the battlefield. They gain haste. At the beginning of the next end step, return those creatures to their owner's hand. Flashback {6}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 6 4RR FIN 3 Raubahn, Bull of Ala Mhigo Ward—Pay life equal to Raubahn's power. Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. R Legendary Creature — Human Warrior Creature 2 1R 2/2 FIN 2 Raubahn, Bull of Ala Mhigo Ward—Pay life equal to Raubahn's power. Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. R Legendary Creature — Human Warrior Creature 2 1R 2/2 FIN 2 Raubahn, Bull of Ala Mhigo Ward—Pay life equal to Raubahn's power. Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. R Legendary Creature — Human Warrior Creature 2 1R 2/2 FIN 2 Raubahn, Bull of Ala Mhigo Ward—Pay life equal to Raubahn's power. Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature. R Legendary Creature — Human Warrior Creature 2 1R 2/2 FIN 2 Reach the Horizon Search your library for up to two basic land cards and/or Town cards with different names, put them onto the battlefield tapped, then shuffle. G Sorcery Sorcery 4 3G FIN 3 Red Mage's Rapier Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature has "Whenever you cast a noncreature spell, this creature gets +2/+0 until end of turn" and is a Wizard in addition to its other types. Equip {3} R Artifact — Equipment Artifact 2 1R FIN 1 Relentless X-ATM092 This creature can't be blocked except by three or more creatures. {8}: Return this card from your graveyard to the battlefield tapped with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) Artifact Creature — Robot Spider Creature 6 6 6/5 FIN 2 Relm's Sketching Create a token that's a copy of target artifact, creature, or land. U Sorcery Sorcery 4 2UU FIN 3 Reno and Rude Menace Whenever Reno and Rude deals combat damage to a player, exile the top card of that player's library. Then you may sacrifice another creature or artifact. If you do, you may play the exiled card this turn, and mana of any type can be spent to cast it. B Legendary Creature — Human Assassin Creature 2 1B 2/1 FIN 2 Reno and Rude Menace Whenever Reno and Rude deals combat damage to a player, exile the top card of that player's library. Then you may sacrifice another creature or artifact. If you do, you may play the exiled card this turn, and mana of any type can be spent to cast it. B Legendary Creature — Human Assassin Creature 2 1B 2/1 FIN 2 Resentful Revelation Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) B Sorcery Sorcery 2 1B FIN 3 Restoration Magic Tiered (Choose one additional cost.) • Cure — {0} — Target permanent gains hexproof and indestructible until end of turn. • Cura — {1} — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life. • Curaga — {3}{W} — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life. W Instant Instant 1 W FIN 3 Retrieve the Esper Create a 3/3 blue Robot Warrior artifact creature token. Then if this spell was cast from a graveyard, put two +1/+1 counters on that token. Flashback {5}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Sorcery Sorcery 4 3U FIN 3 Ride the Shoopuf Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control. {5}{G}{G}: This enchantment becomes a 7/7 Beast creature in addition to its other types. G Enchantment Enchantment 2 1G FIN 1 Ring of the Lucii {T}: Add {C}{C}. {2}, {T}, Pay 1 life: Tap target nonland permanent. Legendary Artifact Artifact 4 4 FIN 1 Rinoa Heartilly When Rinoa Heartilly enters, create Angelo, a legendary 1/1 green and white Dog creature token. Angelo Cannon — Whenever Rinoa Heartilly attacks, another target creature you control gets +1/+1 until end of turn for each creature you control. GW Legendary Creature — Human Rebel Warlock Creature 5 3GW 4/4 FIN 2 Rinoa Heartilly When Rinoa Heartilly enters, create Angelo, a legendary 1/1 green and white Dog creature token. Angelo Cannon — Whenever Rinoa Heartilly attacks, another target creature you control gets +1/+1 until end of turn for each creature you control. GW Legendary Creature — Human Rebel Warlock Creature 5 3GW 4/4 FIN 2 Rook Turret Flying Whenever another artifact you control enters, you may draw a card. If you do, discard a card. U Artifact Creature — Construct Creature 4 3U 3/3 FIN 2 Rosa, Resolute White Mage Reach (This creature can block creatures with flying.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.) W Legendary Creature — Human Noble Cleric Creature 4 3W 2/3 FIN 2 Rosa, Resolute White Mage Reach (This creature can block creatures with flying.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.) W Legendary Creature — Human Noble Cleric Creature 4 3W 2/3 FIN 2 Rufus Shinra Whenever Rufus Shinra attacks, if you don't control a creature named Darkstar, create Darkstar, a legendary 2/2 white and black Dog creature token. BW Legendary Creature — Human Noble Creature 3 1WB 2/4 FIN 2 Rufus Shinra Whenever Rufus Shinra attacks, if you don't control a creature named Darkstar, create Darkstar, a legendary 2/2 white and black Dog creature token. BW Legendary Creature — Human Noble Creature 3 1WB 2/4 FIN 2 Sabotender Reach Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent. R Creature — Plant Creature 2 1R 2/1 FIN 2 Sage's Nouliths Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. Hagneia — Equip {3} U Artifact — Equipment Artifact 2 1U FIN 1 Sage's Nouliths Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. Hagneia — Equip {3} U Artifact — Equipment Artifact 2 1U FIN 1 Sahagin Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature and it can't be blocked this turn. U Creature — Merfolk Warrior Creature 2 1U 1/3 FIN 2 Samurai's Katana Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2, has trample and haste, and is a Samurai in addition to its other types. Murasame — Equip {5} R Artifact — Equipment Artifact 3 2R FIN 1 Sandworm Haste When this creature enters, destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. R Creature — Worm Creature 5 4R 5/4 FIN 2 Sazh Katzroy When Sazh Katzroy enters, you may search your library for a Bird or basic land card, reveal it, put it into your hand, then shuffle. Whenever Sazh Katzroy attacks, put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. G Legendary Creature — Human Pilot Creature 4 3G 3/3 FIN 2 Sazh Katzroy When Sazh Katzroy enters, you may search your library for a Bird or basic land card, reveal it, put it into your hand, then shuffle. Whenever Sazh Katzroy attacks, put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. G Legendary Creature — Human Pilot Creature 4 3G 3/3 FIN 2 Sazh's Chocobo Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. G Creature — Bird Creature 1 G 0/1 FIN 2 Scorpion Sentinel As long as you control seven or more lands, this creature gets +3/+0. U Artifact Creature — Robot Scorpion Creature 2 1U 1/4 FIN 2 Seifer Almasy Whenever a creature you control attacks alone, it gains double strike until end of turn. Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. R Legendary Creature — Human Knight Creature 4 3R 3/4 FIN 2 Seifer Almasy Whenever a creature you control attacks alone, it gains double strike until end of turn. Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. R Legendary Creature — Human Knight Creature 4 3R 3/4 FIN 2 Seifer Almasy Whenever a creature you control attacks alone, it gains double strike until end of turn. Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. R Legendary Creature — Human Knight Creature 4 3R 3/4 FIN 2 Seifer Almasy Whenever a creature you control attacks alone, it gains double strike until end of turn. Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. R Legendary Creature — Human Knight Creature 4 3R 3/4 FIN 2 Self-Destruct Target creature you control deals X damage to any other target and X damage to itself, where X is its power. R Instant Instant 2 1R FIN 3 Sephiroth's Intervention Destroy target creature. You gain 2 life. B Instant Instant 4 3B FIN 3 Sephiroth, Fabled SOLDIER Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. B Legendary Creature — Human Avatar Soldier Creature 3 2B 3/3 FIN 2 Sephiroth, One-Winged Angel Flying Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. B Legendary Creature — Angel Nightmare Avatar Creature 3 5/5 FIN 2 Sephiroth, Fabled SOLDIER Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. B Legendary Creature — Human Avatar Soldier Creature 3 2B 3/3 FIN 2 Sephiroth, One-Winged Angel Flying Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. B Legendary Creature — Angel Nightmare Avatar Creature 3 5/5 FIN 2 Sephiroth, Fabled SOLDIER Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. B Legendary Creature — Human Avatar Soldier Creature 3 2B 3/3 FIN 2 Sephiroth, One-Winged Angel Flying Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. B Legendary Creature — Angel Nightmare Avatar Creature 3 5/5 FIN 2 Sephiroth, Fabled SOLDIER Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. B Legendary Creature — Human Avatar Soldier Creature 3 2B 3/3 FIN 2 Sephiroth, One-Winged Angel Flying Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. B Legendary Creature — Angel Nightmare Avatar Creature 3 5/5 FIN 2 Sephiroth, Fabled SOLDIER Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card. Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth. B Legendary Creature — Human Avatar Soldier Creature 3 2B 3/3 FIN 2 Sephiroth, One-Winged Angel Flying Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life." Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards. B Legendary Creature — Angel Nightmare Avatar Creature 3 5/5 FIN 2 Sephiroth, Planet's Heir Vigilance (Attacking doesn't cause this creature to tap.) When Sephiroth enters, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, put a +1/+1 counter on Sephiroth. BU Legendary Creature — Human Avatar Soldier Creature 6 4UB 4/4 FIN 2 Sephiroth, Planet's Heir Vigilance (Attacking doesn't cause this creature to tap.) When Sephiroth enters, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, put a +1/+1 counter on Sephiroth. BU Legendary Creature — Human Avatar Soldier Creature 6 4UB 4/4 FIN 2 Serah Farron The first legendary creature spell you cast each turn costs {2} less to cast. At the beginning of combat on your turn, if you control two or more other legendary creatures, you may transform Serah Farron. GW Legendary Creature — Human Citizen Creature 3 1GW 2/2 FIN 2 Crystallized Serah The first legendary creature spell you cast each turn costs {2} less to cast. Legendary creatures you control get +2/+2. GW Legendary Artifact Artifact 3 FIN 1 Serah Farron The first legendary creature spell you cast each turn costs {2} less to cast. At the beginning of combat on your turn, if you control two or more other legendary creatures, you may transform Serah Farron. GW Legendary Creature — Human Citizen Creature 3 1GW 2/2 FIN 2 Crystallized Serah The first legendary creature spell you cast each turn costs {2} less to cast. Legendary creatures you control get +2/+2. GW Legendary Artifact Artifact 3 FIN 1 Seymour Flux At the beginning of your upkeep, you may pay 1 life. If you do, draw a card and put a +1/+1 counter on Seymour Flux. B Legendary Creature — Spirit Avatar Creature 5 4B 5/5 FIN 2 Seymour Flux At the beginning of your upkeep, you may pay 1 life. If you do, draw a card and put a +1/+1 counter on Seymour Flux. B Legendary Creature — Spirit Avatar Creature 5 4B 5/5 FIN 2 Shambling Cie'th This creature enters tapped. Whenever you cast a noncreature spell, you may pay {B}. If you do, return this card from your graveyard to your hand. B Creature — Mutant Horror Creature 3 2B 3/3 FIN 2 Shantotto, Tactician Magician Whenever you cast a noncreature spell, Shantotto gets +X/+0 until end of turn, where X is the amount of mana spent to cast that spell. If X is 4 or more, draw a card. RU Legendary Creature — Dwarf Wizard Creature 3 1UR 0/4 FIN 2 Shantotto, Tactician Magician Whenever you cast a noncreature spell, Shantotto gets +X/+0 until end of turn, where X is the amount of mana spent to cast that spell. If X is 4 or more, draw a card. RU Legendary Creature — Dwarf Wizard Creature 3 1UR 0/4 FIN 2 Sharlayan, Nation of Scholars This land enters tapped. {T}: Add {W} or {U}. Land — Town Land 0 FIN 0 Shinra Reinforcements When this creature enters, mill three cards and you gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.) B Creature — Human Soldier Creature 3 2B 2/3 FIN 2 Sidequest: Catch a Fish At the beginning of your upkeep, look at the top card of your library. If it's an artifact or creature card, you may reveal it and put it into your hand. If you put a card into your hand this way, create a Food token and transform this enchantment. W Enchantment Enchantment 3 2W FIN 1 Cooking Campsite {T}: Add {W}. {3}, {T}, Sacrifice an artifact: Put a +1/+1 counter on each creature you control. Activate only as a sorcery. Land Land 3 FIN 0 Sidequest: Hunt the Mark When this enchantment enters, destroy up to one target creature. At the beginning of your end step, if a creature died under an opponent's control this turn, create a Treasure token. Then if you control three or more Treasures, transform this enchantment. B Enchantment Enchantment 5 3BB FIN 1 Yiazmat, Ultimate Mark {1}{B}, Sacrifice another creature or artifact: Yiazmat gains indestructible until end of turn. Tap it. B Legendary Creature — Dragon Creature 5 5/6 FIN 2 Sidequest: Hunt the Mark When this enchantment enters, destroy up to one target creature. At the beginning of your end step, if a creature died under an opponent's control this turn, create a Treasure token. Then if you control three or more Treasures, transform this enchantment. B Enchantment Enchantment 5 3BB FIN 1 Yiazmat, Ultimate Mark {1}{B}, Sacrifice another creature or artifact: Yiazmat gains indestructible until end of turn. Tap it. B Legendary Creature — Dragon Creature 5 5/6 FIN 2 Sidequest: Play Blitzball At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn. At the end of combat on your turn, if a player was dealt 6 or more combat damage this turn, transform this enchantment, then attach it to a creature you control. R Enchantment Enchantment 3 2R FIN 1 World Champion, Celestial Weapon Double Overdrive — Equipped creature gets +2/+0 and has double strike. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) R Legendary Artifact — Equipment Artifact 3 FIN 1 Sidequest: Raise a Chocobo When this enchantment enters, create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." At the beginning of your first main phase, if you control four or more Birds, transform this enchantment. G Enchantment Enchantment 2 1G FIN 1 Black Chocobo When this permanent transforms into Black Chocobo, search your library for a land card, put it onto the battlefield tapped, then shuffle. Landfall — Whenever a land you control enters, Birds you control get +1/+0 until end of turn. G Creature — Bird Creature 2 2/2 FIN 2 Sin, Spira's Punishment Flying Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process. BGU Legendary Creature — Leviathan Avatar Creature 7 4BGU 7/7 FIN 2 Sin, Spira's Punishment Flying Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process. BGU Legendary Creature — Leviathan Avatar Creature 7 4BGU 7/7 FIN 2 Sin, Spira's Punishment Flying Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process. BGU Legendary Creature — Leviathan Avatar Creature 7 4BGU 7/7 FIN 2 Slash of Light Slash of Light deals damage equal to the number of creatures you control plus the number of Equipment you control to target creature. W Instant Instant 2 1W FIN 3 Sleep Magic Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. When enchanted creature is dealt damage, sacrifice this Aura. U Enchantment — Aura Enchantment 1 U FIN 1 Snow Villiers Vigilance Snow Villiers's power is equal to the number of creatures you control. W Legendary Creature — Human Rebel Monk Creature 3 2W */3 FIN 2 Snow Villiers Vigilance Snow Villiers's power is equal to the number of creatures you control. W Legendary Creature — Human Rebel Monk Creature 3 2W */3 FIN 2 Sorceress's Schemes Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand. Add {R}. Flashback {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 3R FIN 3 Squall, SeeD Mercenary Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. BW Legendary Creature — Human Knight Mercenary Creature 4 2WB 3/4 FIN 2 Squall, SeeD Mercenary Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. BW Legendary Creature — Human Knight Mercenary Creature 4 2WB 3/4 FIN 2 Squall, SeeD Mercenary Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. BW Legendary Creature — Human Knight Mercenary Creature 4 2WB 3/4 FIN 2 Squall, SeeD Mercenary Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield. BW Legendary Creature — Human Knight Mercenary Creature 4 2WB 3/4 FIN 2 Starting Town This land enters tapped unless it's your first, second, or third turn of the game. {T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Land — Town Land 0 FIN 0 Stiltzkin, Moogle Merchant Lifelink {2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card. W Legendary Creature — Moogle Creature 1 W 1/2 FIN 2 Stiltzkin, Moogle Merchant Lifelink {2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card. W Legendary Creature — Moogle Creature 1 W 1/2 FIN 2 Stiltzkin, Moogle Merchant Lifelink {2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card. W Legendary Creature — Moogle Creature 1 W 1/2 FIN 2 Stolen Uniform Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it. U Instant Instant 1 U FIN 3 Stolen Uniform Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it. U Instant Instant 1 U FIN 3 Stuck in Summoner's Sanctum Flash Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated. U Enchantment — Aura Enchantment 3 2U FIN 1 Summon: Anima (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Pain — You draw a card and you lose 1 life. IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. Menace B Enchantment Creature — Saga Horror Creature 6 4BB 4/4 FIN 2 Summon: Anima (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Pain — You draw a card and you lose 1 life. IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. Menace B Enchantment Creature — Saga Horror Creature 6 4BB 4/4 FIN 2 Summon: Bahamut (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II — Destroy up to one target nonland permanent. III — Draw two cards. IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent. Flying Enchantment Creature — Saga Dragon Creature 9 9 9/9 FIN 2 Summon: Bahamut (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II — Destroy up to one target nonland permanent. III — Draw two cards. IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent. Flying Enchantment Creature — Saga Dragon Creature 9 9 9/9 FIN 2 Summon: Brynhildr (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Chain — Exile the top card of your library. During any turn you put a lore counter on this Saga, you may play that card. II, III — Gestalt Mode — When you next cast a creature spell this turn, it gains haste until end of turn. R Enchantment Creature — Saga Knight Creature 2 1R 2/1 FIN 2 Summon: Choco/Mog (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III, IV — Stampede! — Other creatures you control get +1/+0 until end of turn. W Enchantment Creature — Saga Bird Moogle Creature 3 2W 3/3 FIN 2 Summon: Choco/Mog (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III, IV — Stampede! — Other creatures you control get +1/+0 until end of turn. W Enchantment Creature — Saga Bird Moogle Creature 3 2W 3/3 FIN 2 Summon: Esper Ramuh (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. II, III — Wizards you control get +1/+0 until end of turn. R Enchantment Creature — Saga Wizard Creature 4 2RR 3/3 FIN 2 Summon: Esper Ramuh (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. II, III — Wizards you control get +1/+0 until end of turn. R Enchantment Creature — Saga Wizard Creature 4 2RR 3/3 FIN 2 Summon: Fat Chocobo (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." II, III, IV — Kerplunk — Creatures you control gain trample until end of turn. G Enchantment Creature — Saga Bird Creature 5 4G 4/4 FIN 2 Summon: Fat Chocobo (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." II, III, IV — Kerplunk — Creatures you control gain trample until end of turn. G Enchantment Creature — Saga Bird Creature 5 4G 4/4 FIN 2 Summon: Fenrir (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power. G Enchantment Creature — Saga Wolf Creature 3 2G 3/2 FIN 2 Summon: Fenrir (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power. G Enchantment Creature — Saga Wolf Creature 3 2G 3/2 FIN 2 Summon: G.F. Cerberus (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy. III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies. R Enchantment Creature — Saga Dog Creature 4 2RR 3/3 FIN 2 Summon: G.F. Cerberus (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy. III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies. R Enchantment Creature — Saga Dog Creature 4 2RR 3/3 FIN 2 Summon: Knights of Round (As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) I, II, III, IV — Create three 2/2 white Knight creature tokens. V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. Indestructible W Enchantment Creature — Saga Knight Creature 8 6WW 3/3 FIN 2 Summon: Knights of Round (As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) I, II, III, IV — Create three 2/2 white Knight creature tokens. V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. Indestructible W Enchantment Creature — Saga Knight Creature 8 6WW 3/3 FIN 2 Summon: Leviathan (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. Ward {2} U Enchantment Creature — Saga Leviathan Creature 6 4UU 6/6 FIN 2 Summon: Leviathan (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. Ward {2} U Enchantment Creature — Saga Leviathan Creature 6 4UU 6/6 FIN 2 Summon: Primal Garuda (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. Flying W Enchantment Creature — Saga Harpy Creature 4 3W 3/3 FIN 2 Summon: Primal Garuda (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. Flying W Enchantment Creature — Saga Harpy Creature 4 3W 3/3 FIN 2 Summon: Primal Odin (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gungnir — Destroy target creature an opponent controls. II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game." III — Hall of Sorrow — Draw two cards. Each player loses 2 life. B Enchantment Creature — Saga Knight Creature 6 4BB 5/3 FIN 2 Summon: Primal Odin (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gungnir — Destroy target creature an opponent controls. II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game." III — Hall of Sorrow — Draw two cards. Each player loses 2 life. B Enchantment Creature — Saga Knight Creature 6 4BB 5/3 FIN 2 Summon: Shiva (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) III — Diamond Dust — Draw a card for each tapped creature your opponents control. U Enchantment Creature — Saga Elemental Creature 5 3UU 4/5 FIN 2 Summon: Shiva (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) III — Diamond Dust — Draw a card for each tapped creature your opponents control. U Enchantment Creature — Saga Elemental Creature 5 3UU 4/5 FIN 2 Summon: Titan (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I - Mill five cards. II - Return all land cards from your graveyard to the battlefield tapped. III - Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control. Reach, trample G Enchantment Creature — Saga Giant Creature 5 3GG 7/7 FIN 2 Summon: Titan (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I - Mill five cards. II - Return all land cards from your graveyard to the battlefield tapped. III - Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control. Reach, trample G Enchantment Creature — Saga Giant Creature 5 3GG 7/7 FIN 2 Summoner's Grimoire Job select Equipped creature is a Shaman in addition to its other types and has "Whenever this creature attacks, you may put a creature card from your hand onto the battlefield. If that card is an enchantment card, it enters tapped and attacking." Abraxas — Equip {3} G Artifact — Equipment Artifact 4 3G FIN 1 Suplex Choose one — • Suplex deals 3 damage to target creature. If that creature would die this turn, exile it instead. • Exile target artifact. R Sorcery Sorcery 2 1R FIN 3 Swallowed by Leviathan Choose target spell. Surveil 2, then counter the chosen spell unless its controller pays {1} for each card in your graveyard. (To surveil 2, look at the top two cards of your library, then put any number of them into graveyard and the rest on top of your library in any order.) U Instant Instant 3 2U FIN 3 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 FIN 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 FIN 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 FIN 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 FIN 0 Syncopate Counter target spell unless its controller pays {X}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. U Instant Instant 1 XU FIN 3 Tellah, Great Sage Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent. RU Legendary Creature — Human Wizard Creature 5 3UR 3/3 FIN 2 Tellah, Great Sage Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent. RU Legendary Creature — Human Wizard Creature 5 3UR 3/3 FIN 2 Tellah, Great Sage Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent. RU Legendary Creature — Human Wizard Creature 5 3UR 3/3 FIN 2 Terra, Magical Adept When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. GR Legendary Creature — Human Wizard Warrior Creature 3 1RG 4/2 FIN 2 Esper Terra (As this Saga enters and after your draw step, add a lore counter.) I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). Flying GR Legendary Enchantment Creature — Saga Wizard Creature 3 6/6 FIN 2 Terra, Magical Adept When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. GR Legendary Creature — Human Wizard Warrior Creature 3 1RG 4/2 FIN 2 Esper Terra (As this Saga enters and after your draw step, add a lore counter.) I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). Flying GR Legendary Enchantment Creature — Saga Wizard Creature 3 6/6 FIN 2 Terra, Magical Adept When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. GR Legendary Creature — Human Wizard Warrior Creature 3 1RG 4/2 FIN 2 Esper Terra (As this Saga enters and after your draw step, add a lore counter.) I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). Flying GR Legendary Enchantment Creature — Saga Wizard Creature 3 6/6 FIN 2 The Crystal's Chosen Create four 1/1 colorless Hero creature tokens. Then put a +1/+1 counter on each creature you control. W Sorcery Sorcery 7 5WW FIN 3 The Darkness Crystal Black spells you cast cost {1} less to cast. If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life. {4}{B}{B}, {T}: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it. B Legendary Artifact Artifact 4 2BB FIN 1 The Darkness Crystal Black spells you cast cost {1} less to cast. If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life. {4}{B}{B}, {T}: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it. B Legendary Artifact Artifact 4 2BB FIN 1 The Earth Crystal Green spells you cast cost {1} less to cast. If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead. {4}{G}{G}, {T}: Distribute two +1/+1 counters among one or two target creatures you control. G Legendary Artifact Artifact 4 2GG FIN 1 The Earth Crystal Green spells you cast cost {1} less to cast. If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead. {4}{G}{G}, {T}: Distribute two +1/+1 counters among one or two target creatures you control. G Legendary Artifact Artifact 4 2GG FIN 1 The Emperor of Palamecia {T}: Add {U} or {R}. Spend this mana only to cast a noncreature spell. Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it. RU Legendary Creature — Human Noble Wizard Creature 2 UR 2/2 FIN 2 The Lord Master of Hell Starfall — Whenever The Lord Master of Hell attacks, it deals X damage to each opponent, where X is the number of noncreature, nonland cards in your graveyard. RU Legendary Creature — Demon Noble Wizard Creature 2 3/3 FIN 2 The Emperor of Palamecia {T}: Add {U} or {R}. Spend this mana only to cast a noncreature spell. Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it. RU Legendary Creature — Human Noble Wizard Creature 2 UR 2/2 FIN 2 The Lord Master of Hell Starfall — Whenever The Lord Master of Hell attacks, it deals X damage to each opponent, where X is the number of noncreature, nonland cards in your graveyard. RU Legendary Creature — Demon Noble Wizard Creature 2 3/3 FIN 2 The Final Days Create two tapped 2/2 black Horror creature tokens. If this spell was cast from a graveyard, instead create X of those tokens, where X is the number of creature cards in your graveyard. Flashback {4}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) B Sorcery Sorcery 4 2BB FIN 3 The Fire Crystal Red spells you cast cost {1} less to cast. Creatures you control have haste. {4}{R}{R}, {T}: Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step. R Legendary Artifact Artifact 4 2RR FIN 1 The Fire Crystal Red spells you cast cost {1} less to cast. Creatures you control have haste. {4}{R}{R}, {T}: Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step. R Legendary Artifact Artifact 4 2RR FIN 1 The Gold Saucer {T}: Add {C}. {2}, {T}: Flip a coin. If you win the flip, create a Treasure token. {3}, {T}, Sacrifice two artifacts: Draw a card. Land — Town Land 0 FIN 0 The Lunar Whale Flying You may look at the top card of your library any time. As long as The Lunar Whale attacked this turn, you may play the top card of your library. Crew 1 U Legendary Artifact — Vehicle Artifact 4 3U 3/5 FIN 1 The Masamune As long as equipped creature is attacking, it has first strike and must be blocked if able. Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time." Equip {2} Legendary Artifact — Equipment Artifact 3 3 FIN 1 The Masamune As long as equipped creature is attacking, it has first strike and must be blocked if able. Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time." Equip {2} Legendary Artifact — Equipment Artifact 3 3 FIN 1 The Prima Vista Flying Whenever you cast a noncreature spell, if at least four mana was spent to cast it, The Prima Vista becomes an artifact creature until end of turn. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) U Legendary Artifact — Vehicle Artifact 5 4U 5/3 FIN 1 The Regalia Haste Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order. Crew 1 Legendary Artifact — Vehicle Artifact 4 4 4/4 FIN 1 The Water Crystal Blue spells you cast cost {1} less to cast. If an opponent would mill one or more cards, they mill that many cards plus four instead. {4}{U}{U}, {T}: Each opponent mills cards equal to the number of cards in your hand. U Legendary Artifact Artifact 4 2UU FIN 1 The Water Crystal Blue spells you cast cost {1} less to cast. If an opponent would mill one or more cards, they mill that many cards plus four instead. {4}{U}{U}, {T}: Each opponent mills cards equal to the number of cards in your hand. U Legendary Artifact Artifact 4 2UU FIN 1 The Wind Crystal White spells you cast cost {1} less to cast. If you would gain life, you gain twice that much life instead. {4}{W}{W}, {T}: Creatures you control gain flying and lifelink until end of turn. W Legendary Artifact Artifact 4 2WW FIN 1 The Wind Crystal White spells you cast cost {1} less to cast. If you would gain life, you gain twice that much life instead. {4}{W}{W}, {T}: Creatures you control gain flying and lifelink until end of turn. W Legendary Artifact Artifact 4 2WW FIN 1 Thief's Knife Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+1, has "Whenever this creature deals combat damage to a player, draw a card," and is a Rogue in addition to its other types. Equip {4} U Artifact — Equipment Artifact 3 2U FIN 1 Thunder Magic Tiered (Choose one additional cost.) • Thunder — {0} — Thunder Magic deals 2 damage to target creature. • Thundara — {3} — Thunder Magic deals 4 damage to target creature. • Thundaga — {5}{R} — Thunder Magic deals 8 damage to target creature. R Instant Instant 1 R FIN 3 Tidus, Blitzball Star Whenever an artifact you control enters, put a +1/+1 counter on Tidus. Whenever Tidus attacks, tap target creature an opponent controls. UW Legendary Creature — Human Warrior Creature 3 1WU 2/1 FIN 2 Tidus, Blitzball Star Whenever an artifact you control enters, put a +1/+1 counter on Tidus. Whenever Tidus attacks, tap target creature an opponent controls. UW Legendary Creature — Human Warrior Creature 3 1WU 2/1 FIN 2 Tifa Lockhart Trample Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. G Legendary Creature — Human Monk Creature 2 1G 1/2 FIN 2 Tifa Lockhart Trample Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. G Legendary Creature — Human Monk Creature 2 1G 1/2 FIN 2 Tifa Lockhart Trample Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. G Legendary Creature — Human Monk Creature 2 1G 1/2 FIN 2 Tifa Lockhart Trample Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn. G Legendary Creature — Human Monk Creature 2 1G 1/2 FIN 2 Tonberry This creature enters tapped with a stun counter on it. (If it would become untapped, remove a stun counter from it instead.) Chef's Knife — During your turn, this creature has first strike and deathtouch. B Creature — Salamander Horror Creature 1 B 2/1 FIN 2 Torgal, A Fine Hound Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control. {T}: Add one mana of any color. G Legendary Creature — Wolf Creature 2 1G 2/2 FIN 2 Torgal, A Fine Hound Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control. {T}: Add one mana of any color. G Legendary Creature — Wolf Creature 2 1G 2/2 FIN 2 Torgal, A Fine Hound Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control. {T}: Add one mana of any color. G Legendary Creature — Wolf Creature 2 1G 2/2 FIN 2 Town Greeter When this creature enters, mill four cards. You may put a land card from among them into your hand. If you put a Town card into your hand this way, you gain 2 life. (To mill four cards, a player puts the top four cards of their library into their graveyard.) G Creature — Human Citizen Creature 2 1G 1/1 FIN 2 Travel the Overworld Affinity for Towns (This spell costs {1} less to cast for each Town you control.) Draw four cards. U Sorcery Sorcery 7 5UU FIN 3 Traveling Chocobo You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. G Creature — Bird Creature 3 2G 3/2 FIN 2 Traveling Chocobo You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. G Creature — Bird Creature 3 2G 3/2 FIN 2 Traveling Chocobo You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. G Creature — Bird Creature 3 2G 3/2 FIN 2 Traveling Chocobo You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. G Creature — Bird Creature 3 2G 3/2 FIN 2 Traveling Chocobo You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. G Creature — Bird Creature 3 2G 3/2 FIN 2 Traveling Chocobo You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. G Creature — Bird Creature 3 2G 3/2 FIN 2 Traveling Chocobo You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. G Creature — Bird Creature 3 2G 3/2 FIN 2 Traveling Chocobo You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. G Creature — Bird Creature 3 2G 3/2 FIN 2 Treno, Dark City This land enters tapped. {T}: Add {U} or {B}. Land — Town Land 0 FIN 0 Triple Triad At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs. R Enchantment Enchantment 6 3RRR FIN 1 Triple Triad At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs. R Enchantment Enchantment 6 3RRR FIN 1 Ultima Destroy all artifacts and creatures. End the turn. W Sorcery Sorcery 5 3WW FIN 3 Ultima Destroy all artifacts and creatures. End the turn. W Sorcery Sorcery 5 3WW FIN 3 Ultima Weapon Whenever equipped creature attacks, destroy target creature an opponent controls. Equipped creature gets +7/+7. Equip {7} Legendary Artifact — Equipment Artifact 7 7 FIN 1 Ultima, Origin of Oblivion Flying Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." Whenever you tap a land for {C}, add an additional {C}. Legendary Creature — God Creature 5 5 4/4 FIN 2 Ultima, Origin of Oblivion Flying Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." Whenever you tap a land for {C}, add an additional {C}. Legendary Creature — God Creature 5 5 4/4 FIN 2 Ultima, Origin of Oblivion Flying Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." Whenever you tap a land for {C}, add an additional {C}. Legendary Creature — God Creature 5 5 4/4 FIN 2 Ultimecia, Temporal Threat When Ultimecia enters, tap all creatures your opponents control. Whenever a creature you control deals combat damage to a player, draw a card. U Legendary Creature — Human Warlock Creature 6 4UU 4/4 FIN 2 Ultimecia, Temporal Threat When Ultimecia enters, tap all creatures your opponents control. Whenever a creature you control deals combat damage to a player, draw a card. U Legendary Creature — Human Warlock Creature 6 4UU 4/4 FIN 2 Ultimecia, Time Sorceress Whenever Ultimecia enters or attacks, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) At the beginning of your end step, you may pay {4}{U}{U}{B}{B} and exile eight cards from your graveyard. If you do, transform Ultimecia. BU Legendary Creature — Human Warlock Creature 5 3UB 4/5 FIN 2 Ultimecia, Omnipotent Menace (This creature can't be blocked except by two or more creatures.) Time Compression — When this creature transforms into Ultimecia, Omnipotent, take an extra turn after this one. BU Legendary Creature — Nightmare Warlock Creature 5 7/7 FIN 2 Ultimecia, Time Sorceress Whenever Ultimecia enters or attacks, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) At the beginning of your end step, you may pay {4}{U}{U}{B}{B} and exile eight cards from your graveyard. If you do, transform Ultimecia. BU Legendary Creature — Human Warlock Creature 5 3UB 4/5 FIN 2 Ultimecia, Omnipotent Menace (This creature can't be blocked except by two or more creatures.) Time Compression — When this creature transforms into Ultimecia, Omnipotent, take an extra turn after this one. BU Legendary Creature — Nightmare Warlock Creature 5 7/7 FIN 2 Ultros, Obnoxious Octopus Whenever you cast a noncreature spell, if at least four mana was spent to cast it, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros. U Legendary Creature — Octopus Creature 2 1U 2/1 FIN 2 Ultros, Obnoxious Octopus Whenever you cast a noncreature spell, if at least four mana was spent to cast it, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros. U Legendary Creature — Octopus Creature 2 1U 2/1 FIN 2 Undercity Dire Rat Rat Tail — When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") B Creature — Rat Creature 2 1B 2/2 FIN 2 Unexpected Request Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. You may attach an Equipment you control to that creature. If you do, unattach it at the beginning of the next end step. R Sorcery Sorcery 3 2R FIN 3 Vaan, Street Thief Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. R Legendary Creature — Human Scout Creature 3 2R 2/2 FIN 2 Vaan, Street Thief Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. R Legendary Creature — Human Scout Creature 3 2R 2/2 FIN 2 Vaan, Street Thief Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. R Legendary Creature — Human Scout Creature 3 2R 2/2 FIN 2 Vaan, Street Thief Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control. R Legendary Creature — Human Scout Creature 3 2R 2/2 FIN 2 Valkyrie Aerial Unit Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) U Artifact Creature — Construct Creature 7 5UU 5/4 FIN 2 Vanille, Cheerful l'Cie When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. G Legendary Creature — Human Cleric Creature 4 3G 3/2 FIN 2 Vanille, Cheerful l'Cie When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. G Legendary Creature — Human Cleric Creature 4 3G 3/2 FIN 2 Vanille, Cheerful l'Cie When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. G Legendary Creature — Human Cleric Creature 4 3G 3/2 FIN 2 Vanille, Cheerful l'Cie When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. G Legendary Creature — Human Cleric Creature 4 3G 3/2 FIN 2 Vayne's Treachery Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -6/-6 until end of turn instead. B Instant Instant 2 1B FIN 3 Vector, Imperial Capital This land enters tapped. {T}: Add {B} or {R}. Land — Town Land 0 FIN 0 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 Weapons Vendor When this creature enters, draw a card. At the beginning of combat on your turn, if you control an Equipment, you may pay {1}. When you do, attach target Equipment you control to target creature you control. W Creature — Human Artificer Creature 4 3W 2/2 FIN 2 White Auracite When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. {T}: Add {W}. W Artifact Artifact 4 2WW FIN 1 White Auracite When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. {T}: Add {W}. W Artifact Artifact 4 2WW FIN 1 White Mage's Staff Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+1, has "Whenever this creature attacks, you gain 1 life," and is a Cleric in addition to its other types. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) W Artifact — Equipment Artifact 2 1W FIN 1 Windurst, Federation Center This land enters tapped. {T}: Add {G} or {W}. Land — Town Land 0 FIN 0 World Map {1}, {T}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. {3}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle. Artifact Artifact 1 1 FIN 1 Xande, Dark Mage Menace (This creature can't be blocked except by two or more creatures.) Xande gets +1/+1 for each noncreature, nonland card in your graveyard. BU Legendary Creature — Human Wizard Creature 4 2UB 3/3 FIN 2 Xande, Dark Mage Menace (This creature can't be blocked except by two or more creatures.) Xande gets +1/+1 for each noncreature, nonland card in your graveyard. BU Legendary Creature — Human Wizard Creature 4 2UB 3/3 FIN 2 Y'shtola Rhul At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step. U Legendary Creature — Cat Druid Creature 6 4UU 3/5 FIN 2 Y'shtola Rhul At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step. U Legendary Creature — Cat Druid Creature 6 4UU 3/5 FIN 2 Y'shtola Rhul At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step. U Legendary Creature — Cat Druid Creature 6 4UU 3/5 FIN 2 You're Not Alone Target creature gets +2/+2 until end of turn. If you control three or more creatures, it gets +4/+4 until end of turn instead. W Instant Instant 1 W FIN 3 Yuna, Hope of Spira During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) GW Legendary Creature — Human Cleric Creature 5 3GW 3/5 FIN 2 Yuna, Hope of Spira During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) GW Legendary Creature — Human Cleric Creature 5 3GW 3/5 FIN 2 Yuna, Hope of Spira During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) GW Legendary Creature — Human Cleric Creature 5 3GW 3/5 FIN 2 Yuna, Hope of Spira During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward {2}. At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.) GW Legendary Creature — Human Cleric Creature 5 3GW 3/5 FIN 2 Zack Fair Zack Fair enters with a +1/+1 counter on it. {1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature. W Legendary Creature — Human Soldier Creature 1 W 0/1 FIN 2 Zack Fair Zack Fair enters with a +1/+1 counter on it. {1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature. W Legendary Creature — Human Soldier Creature 1 W 0/1 FIN 2 Zanarkand, Ancient Metropolis // Lasting Fayth Land — Town // Sorcery — Adventure Land 0 4GG FIN 0 Zanarkand, Ancient Metropolis // Lasting Fayth Land — Town // Sorcery — Adventure Land 0 4GG FIN 0 Zell Dincht You may play an additional land on each of your turns. Zell Dincht gets +1/+0 for each land you control. At the beginning of your end step, return a land you control to its owner's hand. R Legendary Creature — Human Monk Creature 3 2R 0/3 FIN 2 Zell Dincht You may play an additional land on each of your turns. Zell Dincht gets +1/+0 for each land you control. At the beginning of your end step, return a land you control to its owner's hand. R Legendary Creature — Human Monk Creature 3 2R 0/3 FIN 2 Zenos yae Galvus My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. When the chosen creature leaves the battlefield, transform Zenos yae Galvus. B Legendary Creature — Human Noble Warrior Creature 5 3BB 4/4 FIN 2 Shinryu, Transcendent Rival Flying As this creature transforms into Shinryu, choose an opponent. Burning Chains — When the chosen player loses the game, you win the game. B Legendary Creature — Dragon Creature 5 8/8 FIN 2 Zenos yae Galvus My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. When the chosen creature leaves the battlefield, transform Zenos yae Galvus. B Legendary Creature — Human Noble Warrior Creature 5 3BB 4/4 FIN 2 Shinryu, Transcendent Rival Flying As this creature transforms into Shinryu, choose an opponent. Burning Chains — When the chosen player loses the game, you win the game. B Legendary Creature — Dragon Creature 5 8/8 FIN 2 Zenos yae Galvus My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. When the chosen creature leaves the battlefield, transform Zenos yae Galvus. B Legendary Creature — Human Noble Warrior Creature 5 3BB 4/4 FIN 2 Shinryu, Transcendent Rival Flying As this creature transforms into Shinryu, choose an opponent. Burning Chains — When the chosen player loses the game, you win the game. B Legendary Creature — Dragon Creature 5 8/8 FIN 2 Zenos yae Galvus My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2. When the chosen creature leaves the battlefield, transform Zenos yae Galvus. B Legendary Creature — Human Noble Warrior Creature 5 3BB 4/4 FIN 2 Shinryu, Transcendent Rival Flying As this creature transforms into Shinryu, choose an opponent. Burning Chains — When the chosen player loses the game, you win the game. B Legendary Creature — Dragon Creature 5 8/8 FIN 2 Zidane, Tantalus Thief When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. Whenever an opponent gains control of a permanent from you, create a Treasure token. RW Legendary Creature — Human Mutant Scout Creature 5 3RW 3/3 FIN 2 Zidane, Tantalus Thief When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. Whenever an opponent gains control of a permanent from you, create a Treasure token. RW Legendary Creature — Human Mutant Scout Creature 5 3RW 3/3 FIN 2 Zidane, Tantalus Thief When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. Whenever an opponent gains control of a permanent from you, create a Treasure token. RW Legendary Creature — Human Mutant Scout Creature 5 3RW 3/3 FIN 2 Zidane, Tantalus Thief When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. Whenever an opponent gains control of a permanent from you, create a Treasure token. RW Legendary Creature — Human Mutant Scout Creature 5 3RW 3/3 FIN 2 Zodiark, Umbral God Indestructible When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down. Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark. B Legendary Creature — God Creature 5 BBBBB 5/5 FIN 2 Zodiark, Umbral God Indestructible When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down. Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark. B Legendary Creature — God Creature 5 BBBBB 5/5 FIN 2 Zodiark, Umbral God Indestructible When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down. Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark. B Legendary Creature — God Creature 5 BBBBB 5/5 FIN 2