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