Cockatrice/Magic-Spoiler 2025-05-23 01:06:40 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/spoiler.xml SPE~ Marvel's Spider-Man Eternal (Spoiler) Expansion 2025-09-26 10 FIC~ Final Fantasy Commander (Spoiler) Commander 2025-06-13 20 FIN~ Final Fantasy (Spoiler) Expansion 2025-06-13 10 Doc Ock, Evil Inventor At the beginning of combat on your turn, target noncreature artifact you control becomes an 8/8 Robot Villain artifact creature in addition to its other types. BU Legendary Creature — Human Scientist Villain Creature 7 5UB 8/8 SPE~ 2 Grasping Tentacles Target opponent mills eight cards. You may put an artifact card from that player's graveyard onto the battlefield under your control. BU Sorcery Sorcery 3 1UB SPE~ 3 Green Goblin, Nemesis Flying Whenever you discard a nonland card, put a +1/+1 counter on target Goblin you control. Whenever you discard a land card, create a tapped Treasure token. BR Legendary Creature — Goblin Human Villain Creature 4 2BR 3/3 SPE~ 2 Pumpkin Bombs {T}, Discard two cards: Draw three cards, then put a fuse counter on this artifact. It deals damage equal to the number of fuse counters on it to target opponent. They gain control of this artifact. R Artifact Artifact 2 1R SPE~ 1 Sensational Spider-Man Whenever Sensational Spider-Man attacks, tap target creature defending player controls and put a stun counter on it. Then you may remove up to three stun counters from among all permanents. Draw cards equal to the number of stun counters removed this way. UW Legendary Creature — Spider Human Hero Creature 3 1WU 3/3 SPE~ 2 Venom, Deadly Devourer Vigilance, menace {3}: Exile target creature card from a graveyard. When you do, put X +1/+1 counters on target Symbiote, where X is the exiled card's toughness. BG Legendary Creature — Symbiote Villain Creature 4 2BG 4/4 SPE~ 2 Aerith, Last Ancient Lifelink Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead. GW Legendary Creature — Human Cleric Druid Creature 4 2GW 3/5 FIC~ 2 Aerith, Last Ancient Lifelink Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead. GW Legendary Creature — Human Cleric Druid Creature 4 2GW 3/5 FIC~ 2 Alisaie Leveilleur Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.) First strike Dualcast — The second spell you cast each turn costs {2} less to cast. W Legendary Creature — Elf Wizard Creature 3 2W 3/2 FIC~ 2 Alisaie Leveilleur Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.) First strike Dualcast — The second spell you cast each turn costs {2} less to cast. W Legendary Creature — Elf Wizard Creature 3 2W 3/2 FIC~ 2 Alphinaud Leveilleur Partner with Alisaie Leveilleur (When this creature enters, target player may put Alisaie Leveilleur into their hand from their library, then shuffle.) Vigilance Eukrasia — Whenever you cast your second spell each turn, draw a card. U Legendary Creature — Elf Wizard Creature 4 3U 2/4 FIC~ 2 Alphinaud Leveilleur Partner with Alisaie Leveilleur (When this creature enters, target player may put Alisaie Leveilleur into their hand from their library, then shuffle.) Vigilance Eukrasia — Whenever you cast your second spell each turn, draw a card. U Legendary Creature — Elf Wizard Creature 4 3U 2/4 FIC~ 2 Altered Ego This spell can't be countered. You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it. GU Creature — Shapeshifter Creature 4 X2GU 0/0 FIC~ 2 An Offer You Can't Refuse Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") U Instant Instant 1 U FIC~ 3 Angel of the Ruins Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) W Artifact Creature — Angel Creature 7 5WW 5/7 FIC~ 2 Anger Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste. R Creature — Incarnation Creature 4 3R 2/2 FIC~ 2 Arcane Sanctum This land enters tapped. {T}: Add {W}, {U}, or {B}. Land Land 0 FIC~ 0 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 FIC~ 1 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 FIC~ 1 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 FIC~ 1 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 FIC~ 1 Archaeomancer's Map When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield. W Artifact Artifact 3 2W FIC~ 1 Archfiend of Depravity Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest. B Creature — Demon Creature 5 3BB 5/4 FIC~ 2 Archmage Emeritus Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card. U Creature — Human Wizard Creature 4 2UU 2/2 FIC~ 2 Ardbert, Warrior of Darkness Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn. Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn. BW Legendary Creature — Spirit Warrior Creature 3 1WB 2/2 FIC~ 2 Ardbert, Warrior of Darkness Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn. Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn. BW Legendary Creature — Spirit Warrior Creature 3 1WB 2/2 FIC~ 2 Armory Automaton Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.) Artifact Creature — Construct Creature 3 3 2/2 FIC~ 2 Ash Barrens {T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Land Land 0 FIC~ 0 Auron, Venerated Guardian Vigilance Shooting Star — Whenever Auron attacks, put a +1/+1 counter on it. When you do, exile target creature defending player controls with power less than Auron's power until Auron leaves the battlefield. W Legendary Creature — Human Spirit Samurai Creature 4 3W 2/5 FIC~ 2 Auron, Venerated Guardian Vigilance Shooting Star — Whenever Auron attacks, put a +1/+1 counter on it. When you do, exile target creature defending player controls with power less than Auron's power until Auron leaves the battlefield. W Legendary Creature — Human Spirit Samurai Creature 4 3W 2/5 FIC~ 2 Austere Command Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater. W Sorcery Sorcery 6 4WW FIC~ 3 Authority of the Consuls Creatures your opponents control enter tapped. Whenever a creature an opponent controls enters, you gain 1 life. W Enchantment Enchantment 1 W FIC~ 1 Avalanche of Sector 7 Menace Avalanche of Sector 7's power is equal to the number of artifacts your opponents control. Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player. R Legendary Creature — Human Rebel Creature 3 2R */3 FIC~ 2 Avalanche of Sector 7 Menace Avalanche of Sector 7's power is equal to the number of artifacts your opponents control. Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player. R Legendary Creature — Human Rebel Creature 3 2R */3 FIC~ 2 Baleful Strix Flying, deathtouch When this creature enters, draw a card. BU Artifact Creature — Bird Creature 2 UB 1/1 FIC~ 2 Bane of Progress When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way. G Creature — Elemental Creature 6 4GG 2/2 FIC~ 2 Banon, the Returners' Leader Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn. Whenever you attack, you may pay {1} and discard a card. If you do, draw a card. RW Legendary Creature — Human Cleric Rebel Creature 2 RW 1/3 FIC~ 2 Banon, the Returners' Leader Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn. Whenever you attack, you may pay {1} and discard a card. If you do, draw a card. RW Legendary Creature — Human Cleric Rebel Creature 2 RW 1/3 FIC~ 2 Barret, Avalanche Leader Reach Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token. At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control. GR Legendary Creature — Human Rebel Creature 4 2RG 4/4 FIC~ 2 Barret, Avalanche Leader Reach Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token. At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control. GR Legendary Creature — Human Rebel Creature 4 2RG 4/4 FIC~ 2 Bastion Protector Commander creatures you control get +2/+2 and have indestructible. W Creature — Human Soldier Creature 3 2W 3/3 FIC~ 2 Bastion of Remembrance When this enchantment enters, create a 1/1 white Human Soldier creature token. Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. B Enchantment Enchantment 3 2B FIC~ 1 Battlefield Forge {T}: Add {C}. {T}: Add {R} or {W}. This land deals 1 damage to you. Land Land 0 FIC~ 0 Bedevil Destroy target artifact, creature, or planeswalker. BR Instant Instant 3 BBR FIC~ 3 Behemoth Sledge Equipped creature gets +2/+2 and has trample and lifelink. Equip {3} GW Artifact — Equipment Artifact 3 1GW FIC~ 1 Big Score As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") R Instant Instant 4 3R FIC~ 3 Blitzball Stadium When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.) Go for the Goal! — {3}, {T}: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn. U Artifact Artifact 1 XU FIC~ 1 Blitzball Stadium When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.) Go for the Goal! — {3}, {T}: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn. U Artifact Artifact 1 XU FIC~ 1 Blue Mage's Cane Job select Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying {3} rather than paying its mana cost." Spirit of the Whalaqee — Equip {2} U Artifact — Equipment Artifact 3 2U FIC~ 1 Blue Mage's Cane Job select Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying {3} rather than paying its mana cost." Spirit of the Whalaqee — Equip {2} U Artifact — Equipment Artifact 3 2U FIC~ 1 Bonders' Enclave {T}: Add {C}. {3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater. Land Land 0 FIC~ 0 Bred for the Hunt Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card. GU Enchantment Enchantment 3 1GU FIC~ 1 Bronze Guardian Double strike Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Other artifacts you control have ward {2}. Bronze Guardian's power is equal to the number of artifacts you control. W Artifact Creature — Golem Creature 5 4W */5 FIC~ 2 Brushland {T}: Add {C}. {T}: Add {G} or {W}. This land deals 1 damage to you. Land Land 0 FIC~ 0 Bugenhagen, Wise Elder Reach At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card. {T}: Add one mana of any color. G Legendary Creature — Human Shaman Creature 2 1G 1/3 FIC~ 2 Bugenhagen, Wise Elder Reach At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card. {T}: Add one mana of any color. G Legendary Creature — Human Shaman Creature 2 1G 1/3 FIC~ 2 Cait Sith, Fortune Teller Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value. R Legendary Artifact Creature — Cat Moogle Creature 4 3R 3/3 FIC~ 2 Cait Sith, Fortune Teller Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value. R Legendary Artifact Creature — Cat Moogle Creature 4 3R 3/3 FIC~ 2 Canopy Vista ({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands. Land — Forest Plains Land 0 FIC~ 0 Celes, Rune Knight When Celes enters, discard any number of cards, then draw that many cards plus one. Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. BRW Legendary Creature — Human Wizard Knight Creature 4 1RWB 4/4 FIC~ 2 Celes, Rune Knight When Celes enters, discard any number of cards, then draw that many cards plus one. Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. BRW Legendary Creature — Human Wizard Knight Creature 4 1RWB 4/4 FIC~ 2 Celes, Rune Knight When Celes enters, discard any number of cards, then draw that many cards plus one. Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. BRW Legendary Creature — Human Wizard Knight Creature 4 1RWB 4/4 FIC~ 2 Celes, Rune Knight When Celes enters, discard any number of cards, then draw that many cards plus one. Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. BRW Legendary Creature — Human Wizard Knight Creature 4 1RWB 4/4 FIC~ 2 Celes, Rune Knight When Celes enters, discard any number of cards, then draw that many cards plus one. Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control. BRW Legendary Creature — Human Wizard Knight Creature 4 1RWB 4/4 FIC~ 2 Champion's Helm Equipped creature gets +2/+2. As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {1} Artifact — Equipment Artifact 3 3 FIC~ 1 Champions from Beyond When this enchantment enters, create X 1/1 colorless Hero creature tokens. Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card. Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn. W Enchantment Enchantment 2 XWW FIC~ 1 Champions from Beyond When this enchantment enters, create X 1/1 colorless Hero creature tokens. Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card. Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn. W Enchantment Enchantment 2 XWW FIC~ 1 Chaos Warp The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. R Instant Instant 3 2R FIC~ 3 Chasm Skulker Whenever you draw a card, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.) U Creature — Squid Horror Creature 3 2U 1/1 FIC~ 2 Chocobo Knights Whenever you attack, creatures you control with counters on them gain double strike until end of turn. W Creature — Human Knight Creature 4 3W 3/3 FIC~ 2 Chocobo Knights Whenever you attack, creatures you control with counters on them gain double strike until end of turn. W Creature — Human Knight Creature 4 3W 3/3 FIC~ 2 Choked Estuary As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {B}. Land Land 0 FIC~ 0 Cid, Freeflier Pilot Equipment and Vehicle spells you cast cost {1} less to cast. Jump — During your turn, Cid has flying. {2}, {T}: Return target Equipment or Vehicle card from your graveyard to your hand. W Legendary Creature — Human Warrior Pilot Creature 2 1W 2/2 FIC~ 2 Cid, Freeflier Pilot Equipment and Vehicle spells you cast cost {1} less to cast. Jump — During your turn, Cid has flying. {2}, {T}: Return target Equipment or Vehicle card from your graveyard to your hand. W Legendary Creature — Human Warrior Pilot Creature 2 1W 2/2 FIC~ 2 Cinder Glade ({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands. Land — Mountain Forest Land 0 FIC~ 0 Cleansing Nova Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments. W Sorcery Sorcery 5 3WW FIC~ 3 Clever Concealment Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) W Instant Instant 4 2WW FIC~ 3 Clifftop Retreat This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}. Land Land 0 FIC~ 0 Cloud's Limit Break Tiered (Choose one additional cost.) • Cross-Slash — {0} — Destroy target tapped creature. • Blade Beam — {1} — Destroy any number of target tapped creatures with different controllers. • Omnislash — {3}{W} — Destroy all tapped creatures. W Instant Instant 2 1W FIC~ 3 Cloud's Limit Break Tiered (Choose one additional cost.) • Cross-Slash — {0} — Destroy target tapped creature. • Blade Beam — {1} — Destroy any number of target tapped creatures with different controllers. • Omnislash — {3}{W} — Destroy all tapped creatures. W Instant Instant 2 1W FIC~ 3 Cloud, Ex-SOLDIER Haste When Cloud enters, attach up to one target Equipment you control to it. Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. GRW Legendary Creature — Human Soldier Mercenary Creature 5 2RGW 4/4 FIC~ 2 Cloud, Ex-SOLDIER Haste When Cloud enters, attach up to one target Equipment you control to it. Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. GRW Legendary Creature — Human Soldier Mercenary Creature 5 2RGW 4/4 FIC~ 2 Cloud, Ex-SOLDIER Haste When Cloud enters, attach up to one target Equipment you control to it. Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. GRW Legendary Creature — Human Soldier Mercenary Creature 5 2RGW 4/4 FIC~ 2 Cloud, Ex-SOLDIER Haste When Cloud enters, attach up to one target Equipment you control to it. Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. GRW Legendary Creature — Human Soldier Mercenary Creature 5 2RGW 4/4 FIC~ 2 Cloud, Ex-SOLDIER Haste When Cloud enters, attach up to one target Equipment you control to it. Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens. GRW Legendary Creature — Human Soldier Mercenary Creature 5 2RGW 4/4 FIC~ 2 Coin of Fate When this artifact enters, surveil 1. {3}{W}, {T}, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch. W Artifact Artifact 2 1W FIC~ 1 Coin of Fate When this artifact enters, surveil 1. {3}{W}, {T}, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch. W Artifact Artifact 2 1W FIC~ 1 Collective Effort Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls. W Sorcery Sorcery 3 1WW FIC~ 3 Colossus Hammer Equipped creature gets +10/+10 and loses flying. Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 1 1 FIC~ 1 Combustible Gearhulk First strike When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards. R Artifact Creature — Construct Creature 6 4RR 6/6 FIC~ 2 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 FIC~ 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 FIC~ 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 FIC~ 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 FIC~ 0 Commander's Sphere {T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card. Artifact Artifact 3 3 FIC~ 1 Conformer Shuriken Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference." Equip {2} Legendary Artifact — Equipment Artifact 2 2 FIC~ 1 Conformer Shuriken Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference." Equip {2} Legendary Artifact — Equipment Artifact 2 2 FIC~ 1 Conqueror's Flail Equipped creature gets +1/+1 for each color among permanents you control. As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn. Equip {2} Artifact — Equipment Artifact 2 2 FIC~ 1 Contaminated Aquifer ({T}: Add {U} or {B}.) This land enters tapped. Land — Island Swamp Land 0 FIC~ 0 Coveted Jewel When this artifact enters, draw three cards. {T}: Add three mana of any one color. Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it. Artifact Artifact 6 6 FIC~ 1 Crackling Doom Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls. BRW Instant Instant 3 RWB FIC~ 3 Crux of Fate Choose one — • Destroy all Dragon creatures. • Destroy all non-Dragon creatures. B Sorcery Sorcery 5 3BB FIC~ 3 Cultivate Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. G Sorcery Sorcery 3 2G FIC~ 3 Cut a Deal Each opponent draws a card, then you draw a card for each opponent who drew a card this way. W Sorcery Sorcery 3 2W FIC~ 3 Cyan, Vengeful Samurai This spell costs {1} less to cast for each creature card in your graveyard. Double strike Whenever one or more creature cards leave your graveyard, put a +1/+1 counter on Cyan. W Legendary Creature — Human Samurai Creature 7 6W 3/3 FIC~ 2 Cyan, Vengeful Samurai This spell costs {1} less to cast for each creature card in your graveyard. Double strike Whenever one or more creature cards leave your graveyard, put a +1/+1 counter on Cyan. W Legendary Creature — Human Samurai Creature 7 6W 3/3 FIC~ 2 Damning Verdict Destroy all creatures with no counters on them. W Sorcery Sorcery 5 3WW FIC~ 3 Dancer's Chakrams Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types. Krishna — Equip {3} W Artifact — Equipment Artifact 4 3W FIC~ 1 Dancer's Chakrams Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types. Krishna — Equip {3} W Artifact — Equipment Artifact 4 3W FIC~ 1 Darksteel Plate Indestructible Equipped creature has indestructible. Equip {2} Artifact — Equipment Artifact 3 3 FIC~ 1 Darkwater Catacombs {1}, {T}: Add {U}{B}. Land Land 0 FIC~ 0 Decimate Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.) GR Sorcery Sorcery 4 2RG FIC~ 3 Demolition Field {T}: Add {C}. {2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle. Land Land 0 FIC~ 0 Desolate Mire {1}, {T}: Add {W}{B}. Land Land 0 FIC~ 0 Destroy Evil Choose one — • Destroy target creature with toughness 4 or greater. • Destroy target enchantment. W Instant Instant 2 1W FIC~ 3 Dig Through Time Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. U Instant Instant 8 6UU FIC~ 3 Dispatch Tap target creature. Metalcraft — If you control three or more artifacts, exile that creature. W Instant Instant 1 W FIC~ 3 Dragonskull Summit This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}. Land Land 0 FIC~ 0 Drowned Catacomb This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}. Land Land 0 FIC~ 0 Duskshell Crawler When this creature enters, put a +1/+1 counter on target creature. Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) G Creature — Insect Creature 2 1G 0/3 FIC~ 2 Edgar, Master Machinist Once during each of your turns, you may cast an artifact spell from your graveyard. If you cast a spell this way, that artifact enters tapped. Tools — Whenever Edgar attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control. RW Legendary Creature — Human Artificer Noble Creature 4 2RW 2/4 FIC~ 2 Edgar, Master Machinist Once during each of your turns, you may cast an artifact spell from your graveyard. If you cast a spell this way, that artifact enters tapped. Tools — Whenever Edgar attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control. RW Legendary Creature — Human Artificer Noble Creature 4 2RW 2/4 FIC~ 2 Elena, Turk Recruit When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.) Whenever you cast a historic spell, put a +1/+1 counter on Elena. W Legendary Creature — Human Assassin Creature 3 2W 1/4 FIC~ 2 Elena, Turk Recruit When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.) Whenever you cast a historic spell, put a +1/+1 counter on Elena. W Legendary Creature — Human Assassin Creature 3 2W 1/4 FIC~ 2 Emet-Selch of the Third Seat Spells you cast from your graveyard cost {2} less to cast. Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn. BU Legendary Creature — Elder Wizard Creature 4 2UB 3/4 FIC~ 2 Emet-Selch of the Third Seat Spells you cast from your graveyard cost {2} less to cast. Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn. BU Legendary Creature — Elder Wizard Creature 4 2UB 3/4 FIC~ 2 Endless Detour The owner of target spell, nonland permanent, or card in a graveyard puts it on their choice of the top or bottom of their library. GUW Instant Instant 3 GWU FIC~ 3 Espers to Magicite Exile each opponent's graveyard. When you do, choose up to one target creature card exiled this way. Create a token that's a copy of that card, except it's an artifact and it loses all other card types. B Instant Instant 4 3B FIC~ 3 Espers to Magicite Exile each opponent's graveyard. When you do, choose up to one target creature card exiled this way. Create a token that's a copy of that card, except it's an artifact and it loses all other card types. B Instant Instant 4 3B FIC~ 3 Estinien Varlineau Whenever you cast a noncreature spell, put a +1/+1 counter on Estinien Varlineau. It gains flying until end of turn. At the beginning of your second main phase, you draw X cards and lose X life, where X is the number of your opponents who were dealt combat damage by Estinien Varlineau or a Dragon this turn. BW Legendary Creature — Elf Warrior Creature 4 2WB 3/3 FIC~ 2 Estinien Varlineau Whenever you cast a noncreature spell, put a +1/+1 counter on Estinien Varlineau. It gains flying until end of turn. At the beginning of your second main phase, you draw X cards and lose X life, where X is the number of your opponents who were dealt combat damage by Estinien Varlineau or a Dragon this turn. BW Legendary Creature — Elf Warrior Creature 4 2WB 3/3 FIC~ 2 Everflowing Chalice Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) This artifact enters with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on this artifact. Artifact Artifact 0 0 FIC~ 1 Evolving Wilds {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Land Land 0 FIC~ 0 Exotic Orchard {T}: Add one mana of any color that a land an opponent controls could produce. Land Land 0 FIC~ 0 Explorer's Scope Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 1 1 FIC~ 1 Exsanguinate Each opponent loses X life. You gain life equal to the life lost this way. B Sorcery Sorcery 2 XBB FIC~ 3 Eye of Nidhogg Enchant creature Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.) When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand. B Legendary Enchantment — Aura Enchantment 3 2B FIC~ 1 Eye of Nidhogg Enchant creature Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.) When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand. B Legendary Enchantment — Aura Enchantment 3 2B FIC~ 1 Fandaniel, Telophoroi Ascian Whenever you cast an instant or sorcery spell, surveil 1. At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard. B Legendary Creature — Elder Wizard Creature 5 4B 4/5 FIC~ 2 Fandaniel, Telophoroi Ascian Whenever you cast an instant or sorcery spell, surveil 1. At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard. B Legendary Creature — Elder Wizard Creature 5 4B 4/5 FIC~ 2 Farewell Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards. W Sorcery Sorcery 6 4WW FIC~ 3 Farseek Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. G Sorcery Sorcery 2 1G FIC~ 3 Fathom Mage Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever a +1/+1 counter is put on this creature, you may draw a card. GU Creature — Human Wizard Creature 4 2GU 1/1 FIC~ 2 Fetid Heath {T}: Add {C}. {W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}. Land Land 0 FIC~ 0 Fight Rigging Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost. G Enchantment Enchantment 3 2G FIC~ 1 Final Judgment Exile all creatures. W Sorcery Sorcery 6 4WW FIC~ 3 Fire-Lit Thicket {T}: Add {C}. {R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}. Land Land 0 FIC~ 0 Flayer of the Hatebound Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target. R Creature — Devil Creature 6 5R 4/2 FIC~ 2 Flooded Grove {T}: Add {C}. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}. Land Land 0 FIC~ 0 Foreboding Ruins As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}. Land Land 0 FIC~ 0 Forge of Heroes {T}: Add {C}. {T}: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker. Land Land 0 FIC~ 0 Forgotten Ancient Whenever a player casts a spell, you may put a +1/+1 counter on this creature. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures. G Creature — Elemental Creature 4 3G 0/3 FIC~ 2 Fortified Village As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {W}. Land Land 0 FIC~ 0 Furious Rise At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment. R Enchantment Enchantment 3 2R FIC~ 1 Furycalm Snarl As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {W}. Land Land 0 FIC~ 0 G'raha Tia, Scion Reborn Lifelink Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. BUW Legendary Creature — Cat Wizard Creature 3 WUB 2/3 FIC~ 2 G'raha Tia, Scion Reborn Lifelink Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. BUW Legendary Creature — Cat Wizard Creature 3 WUB 2/3 FIC~ 2 G'raha Tia, Scion Reborn Lifelink Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. BUW Legendary Creature — Cat Wizard Creature 3 WUB 2/3 FIC~ 2 G'raha Tia, Scion Reborn Lifelink Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. BUW Legendary Creature — Cat Wizard Creature 3 WUB 2/3 FIC~ 2 G'raha Tia, Scion Reborn Lifelink Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn. BUW Legendary Creature — Cat Wizard Creature 3 WUB 2/3 FIC~ 2 Game Trail As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {G}. Land Land 0 FIC~ 0 Gatta and Luzzu Flash When Gatta and Luzzu enters, choose target creature you control. If damage would be dealt to that creature this turn, prevent that damage and put that many +1/+1 counters on it. W Legendary Creature — Human Soldier Creature 3 2W 1/1 FIC~ 2 Gatta and Luzzu Flash When Gatta and Luzzu enters, choose target creature you control. If damage would be dealt to that creature this turn, prevent that damage and put that many +1/+1 counters on it. W Legendary Creature — Human Soldier Creature 3 2W 1/1 FIC~ 2 Gau, Feral Youth Rage — Whenever Gau attacks, put a +1/+1 counter on it. At the beginning of each end step, if a card left your graveyard this turn, Gau deals damage equal to its power to each opponent. R Legendary Creature — Human Berserker Creature 2 1R 2/2 FIC~ 2 Gau, Feral Youth Rage — Whenever Gau attacks, put a +1/+1 counter on it. At the beginning of each end step, if a card left your graveyard this turn, Gau deals damage equal to its power to each opponent. R Legendary Creature — Human Berserker Creature 2 1R 2/2 FIC~ 2 General Leo Cristophe When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1 counter on General Leo Cristophe for each creature you control. W Legendary Creature — Human Soldier Creature 5 4W 2/2 FIC~ 2 General Leo Cristophe When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1 counter on General Leo Cristophe for each creature you control. W Legendary Creature — Human Soldier Creature 5 4W 2/2 FIC~ 2 Generous Patron When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.) Whenever you put one or more counters on a creature you don't control, draw a card. G Creature — Elf Advisor Creature 3 2G 1/4 FIC~ 2 Geothermal Bog ({T}: Add {B} or {R}.) This land enters tapped. Land — Swamp Mountain Land 0 FIC~ 0 Glacial Fortress This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}. Land Land 0 FIC~ 0 Gogo, Mysterious Mime At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able. R Legendary Creature — Wizard Creature 4 3R 2/2 FIC~ 2 Gogo, Mysterious Mime At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able. R Legendary Creature — Wizard Creature 4 3R 2/2 FIC~ 2 Grateful Apparition Flying Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) W Creature — Spirit Creature 2 1W 1/1 FIC~ 2 Graven Cairns {T}: Add {C}. {B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}. Land Land 0 FIC~ 0 Gyre Sage Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) {T}: Add {G} for each +1/+1 counter on this creature. G Creature — Elf Druid Creature 2 1G 1/2 FIC~ 2 Hardened Scales If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead. G Enchantment Enchantment 1 G FIC~ 1 Harmonize Draw three cards. G Sorcery Sorcery 4 2GG FIC~ 3 Heidegger, Shinra Executive At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control. At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you. W Legendary Creature — Human Soldier Creature 4 3W 3/3 FIC~ 2 Heidegger, Shinra Executive At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control. At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you. W Legendary Creature — Human Soldier Creature 4 3W 3/3 FIC~ 2 Helitrooper Flying Whenever this creature attacks, another target attacking creature gains flying until end of turn. Equip abilities you activate that target this creature cost {2} less to activate. W Creature — Human Soldier Creature 2 1W 1/2 FIC~ 2 Helitrooper Flying Whenever this creature attacks, another target attacking creature gains flying until end of turn. Equip abilities you activate that target this creature cost {2} less to activate. W Creature — Human Soldier Creature 2 1W 1/2 FIC~ 2 Hellkite Tyrant Flying, trample Whenever Hellkite Tyrant deals combat damage to a player, gain control of all artifacts that player controls. At the beginning of your upkeep, if you control twenty or more artifacts, you win the game. R Creature — Dragon Creature 6 4RR 6/5 FIC~ 2 Herald's Horn As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand. Artifact Artifact 3 3 FIC~ 1 Hermes, Overseer of Elpis Whenever you cast a noncreature spell, create a 1/1 blue Bird creature token with flying and vigilance. Whenever you attack with one or more Birds, scry 2. U Legendary Creature — Elder Wizard Creature 4 3U 2/4 FIC~ 2 Hermes, Overseer of Elpis Whenever you cast a noncreature spell, create a 1/1 blue Bird creature token with flying and vigilance. Whenever you attack with one or more Birds, scry 2. U Legendary Creature — Elder Wizard Creature 4 3U 2/4 FIC~ 2 Hero's Blade Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 2 2 FIC~ 1 Hero's Heirloom Equipped creature gets +2/+1. As long as equipped creature is legendary, it has trample and haste. Equip {2} Artifact — Equipment Artifact 2 2 FIC~ 1 High Market {T}: Add {C}. {T}, Sacrifice a creature: You gain 1 life. Land Land 0 FIC~ 0 Hildibrand Manderville // Gentleman's Rise W Legendary Creature — Human Detective // Instant — Adventure Creature 2 1W // 2B 2/2 FIC~ 3 Hildibrand Manderville // Gentleman's Rise W Legendary Creature — Human Detective // Instant — Adventure Creature 2 1W // 2B 2/2 FIC~ 3 Hinterland Harbor This land enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}. Land Land 0 FIC~ 0 Hraesvelgr of the First Brood Flying, vigilance, ward {2} Shiva's Aid — When Hraesvelgr enters and whenever you cast a noncreature spell, target creature gets +1/+0 until end of turn and can't be blocked this turn. U Legendary Creature — Elder Dragon Creature 5 4U 5/5 FIC~ 2 Hraesvelgr of the First Brood Flying, vigilance, ward {2} Shiva's Aid — When Hraesvelgr enters and whenever you cast a noncreature spell, target creature gets +1/+0 until end of turn and can't be blocked this turn. U Legendary Creature — Elder Dragon Creature 5 4U 5/5 FIC~ 2 Hypnotic Sprite // Mesmeric Glare U Creature — Faerie // Instant — Adventure Creature 2 UU // 2U 2/1 FIC~ 3 Idyllic Beachfront ({T}: Add {W} or {U}.) This land enters tapped. Land — Plains Island Land 0 FIC~ 0 Incubation Druid {T}: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead. {3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) G Creature — Elf Druid Creature 2 1G 0/2 FIC~ 2 Inexorable Tide Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) U Enchantment Enchantment 5 3UU FIC~ 1 Inspiring Call Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) G Instant Instant 3 2G FIC~ 3 Inspiring Statuary Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for {1}.) Artifact Artifact 3 3 FIC~ 1 Interceptor, Shadow's Hound Menace Assassins you control have menace. Whenever you attack with one or more legendary creatures, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking. B Legendary Creature — Dog Creature 4 2BB 4/3 FIC~ 2 Interceptor, Shadow's Hound Menace Assassins you control have menace. Whenever you attack with one or more legendary creatures, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking. B Legendary Creature — Dog Creature 4 2BB 4/3 FIC~ 2 Into the Story This spell costs {3} less to cast if an opponent has seven or more cards in their graveyard. Draw four cards. U Instant Instant 7 5UU FIC~ 3 Isolated Chapel This land enters tapped unless you control a Plains or a Swamp. {T}: Add {W} or {B}. Land Land 0 FIC~ 0 Jungle Shrine This land enters tapped. {T}: Add {R}, {G}, or {W}. Land Land 0 FIC~ 0 Kefka, Dancing Mad During your turn, Kefka has indestructible. At the beginning of your end step, exile a card at random from each opponent's graveyard. You may cast any number of spells from among cards exiled this way without paying their mana costs. Then each player who owns a spell you cast this way loses life equal to its mana value. BR Legendary Creature — Human Wizard Creature 7 5BR 6/6 FIC~ 2 Kefka, Dancing Mad During your turn, Kefka has indestructible. At the beginning of your end step, exile a card at random from each opponent's graveyard. You may cast any number of spells from among cards exiled this way without paying their mana costs. Then each player who owns a spell you cast this way loses life equal to its mana value. BR Legendary Creature — Human Wizard Creature 7 5BR 6/6 FIC~ 2 Key to the City {T}, Discard a card: Up to one target creature can't be blocked this turn. Whenever this artifact becomes untapped, you may pay {2}. If you do, draw a card. Artifact Artifact 2 2 FIC~ 1 Kimahri, Valiant Guardian Vigilance Ronso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability. GU Legendary Creature — Cat Warrior Creature 4 2GU 3/3 FIC~ 2 Kimahri, Valiant Guardian Vigilance Ronso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability. GU Legendary Creature — Cat Warrior Creature 4 2GU 3/3 FIC~ 2 Krile Baldesion Lifelink Trace Aether — Whenever you cast a noncreature spell, you may return target creature card with mana value equal to that spell's mana value from your graveyard to your hand. Do this only once each turn. UW Legendary Creature — Dwarf Wizard Creature 2 WU 2/1 FIC~ 2 Krile Baldesion Lifelink Trace Aether — Whenever you cast a noncreature spell, you may return target creature card with mana value equal to that spell's mana value from your graveyard to your hand. Do this only once each turn. UW Legendary Creature — Dwarf Wizard Creature 2 WU 2/1 FIC~ 2 Legions to Ashes Exile target nonland permanent an opponent controls and all tokens that player controls with the same name as that permanent. BW Sorcery Sorcery 3 1WB FIC~ 3 Lethal Scheme Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) B Instant Instant 4 2BB FIC~ 3 Lifestream's Blessing Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life. Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) G Instant Instant 6 4GG FIC~ 3 Lifestream's Blessing Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life. Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) G Instant Instant 6 4GG FIC~ 3 Lightning Greaves Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0} Artifact — Equipment Artifact 2 2 FIC~ 1 Lingering Souls Create two 1/1 white Spirit creature tokens with flying. Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) W Sorcery Sorcery 3 2W FIC~ 3 Locke, Treasure Hunter Locke can't be blocked by creatures with greater power. Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards. BR Legendary Creature — Human Rogue Creature 3 1BR 2/3 FIC~ 2 Locke, Treasure Hunter Locke can't be blocked by creatures with greater power. Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards. BR Legendary Creature — Human Rogue Creature 3 1BR 2/3 FIC~ 2 Lord Jyscal Guado Flying At the beginning of each end step, if you put a counter on a creature this turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") W Legendary Creature — Spirit Cleric Creature 2 1W 2/1 FIC~ 2 Lord Jyscal Guado Flying At the beginning of each end step, if you put a counter on a creature this turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") W Legendary Creature — Spirit Cleric Creature 2 1W 2/1 FIC~ 2 Lulu, Stern Guardian Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature. {3}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) U Legendary Creature — Human Wizard Creature 3 2U 2/3 FIC~ 2 Lulu, Stern Guardian Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature. {3}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) U Legendary Creature — Human Wizard Creature 3 2U 2/3 FIC~ 2 Luminous Broodmoth Flying Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it. W Creature — Insect Creature 4 2WW 3/4 FIC~ 2 Lyse Hext Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Noncreature spells you cast cost {1} less to cast. As long as you've cast two or more noncreature spells this turn, Lyse Hext has double strike. UW Legendary Creature — Human Rebel Monk Creature 3 1WU 2/2 FIC~ 2 Lyse Hext Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Noncreature spells you cast cost {1} less to cast. As long as you've cast two or more noncreature spells this turn, Lyse Hext has double strike. UW Legendary Creature — Human Rebel Monk Creature 3 1WU 2/2 FIC~ 2 Maester Seymour At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control. {3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X+1/+1 counters on it and it becomes monstrous.) G Legendary Creature — Human Elf Cleric Creature 3 2G 1/3 FIC~ 2 Maester Seymour At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control. {3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X+1/+1 counters on it and it becomes monstrous.) G Legendary Creature — Human Elf Cleric Creature 3 2G 1/3 FIC~ 2 Mask of Memory Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 2 2 FIC~ 1 Meteor Golem When this creature enters, destroy target nonland permanent an opponent controls. Artifact Creature — Golem Creature 7 7 3/3 FIC~ 2 Millikin {T}, Mill a card: Add {C}. (To mill a card, put the top card of your library into your graveyard.) Artifact Creature — Construct Creature 2 2 0/1 FIC~ 2 Mind Stone {T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card. Artifact Artifact 2 2 FIC~ 1 Mog, Moogle Warrior Lifelink Dance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control. RW Legendary Creature — Moogle Warrior Creature 3 1RW 1/2 FIC~ 2 Mog, Moogle Warrior Lifelink Dance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control. RW Legendary Creature — Moogle Warrior Creature 3 1RW 1/2 FIC~ 2 Morbid Opportunist Whenever one or more other creatures die, draw a card. This ability triggers only once each turn. B Creature — Human Rogue Creature 3 2B 1/3 FIC~ 2 Mortify Destroy target creature or enchantment. BW Instant Instant 3 1WB FIC~ 3 Mossfire Valley {1}, {T}: Add {R}{G}. Land Land 0 FIC~ 0 Murderous Rider // Swift End B Creature — Zombie Knight // Instant — Adventure Creature 3 1BB // 1BB 2/3 FIC~ 3 Nature's Lore Search your library for a Forest card, put that card onto the battlefield, then shuffle. G Sorcery Sorcery 2 1G FIC~ 3 Nesting Grounds {T}: Add {C}. {1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery. Land Land 0 FIC~ 0 Night's Whisper You draw two cards and you lose 2 life. B Sorcery Sorcery 2 1B FIC~ 3 Nomad Outpost This land enters tapped. {T}: Add {R}, {W}, or {B}. Land Land 0 FIC~ 0 O'aka, Traveling Merchant {T}, Remove a counter from a nonland permanent you control: Draw a card. U Legendary Creature — Human Citizen Creature 2 1U 1/2 FIC~ 2 O'aka, Traveling Merchant {T}, Remove a counter from a nonland permanent you control: Draw a card. U Legendary Creature — Human Citizen Creature 2 1U 1/2 FIC~ 2 Observed Stasis Flash Enchant creature an opponent controls When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls. Enchanted creature loses all abilities and can't attack or block. U Enchantment — Aura Enchantment 4 3U FIC~ 1 Observed Stasis Flash Enchant creature an opponent controls When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls. Enchanted creature loses all abilities and can't attack or block. U Enchantment — Aura Enchantment 4 3U FIC~ 1 Overflowing Basin {1}, {T}: Add {G}{U}. Land Land 0 FIC~ 0 Palace Jailer When this creature enters, you become the monarch. When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch. W Creature — Human Soldier Creature 4 2WW 2/2 FIC~ 2 Papalymo Totolymo Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life. {4}, {T}, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control. BW Legendary Creature — Dwarf Wizard Creature 2 WB 1/2 FIC~ 2 Papalymo Totolymo Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life. {4}, {T}, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control. BW Legendary Creature — Dwarf Wizard Creature 2 WB 1/2 FIC~ 2 Path of Ancestry This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Land Land 0 FIC~ 0 Path of Discovery Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) G Enchantment Enchantment 4 3G FIC~ 1 Path to Exile Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. W Instant Instant 1 W FIC~ 3 Pitiless Plunderer Whenever another creature you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") B Creature — Human Pirate Creature 4 3B 1/4 FIC~ 2 Port Town As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}. Land Land 0 FIC~ 0 Prairie Stream ({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands. Land — Plains Island Land 0 FIC~ 0 Priest of Fell Rites {T}, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery. Unearth {3}{W}{B} ({3}{W}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) BW Creature — Human Warlock Creature 2 WB 2/2 FIC~ 2 Professional Face-Breaker Menace Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn. R Creature — Human Warrior Creature 3 2R 2/3 FIC~ 2 Professor Hojo The first activated ability you activate during your turn that targets a creature you control costs {2} less to activate. Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn. G Legendary Creature — Human Scientist Creature 2 1G 2/2 FIC~ 2 Professor Hojo The first activated ability you activate during your turn that targets a creature you control costs {2} less to activate. Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn. G Legendary Creature — Human Scientist Creature 2 1G 2/2 FIC~ 2 Promise of Loyalty Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it. W Sorcery Sorcery 5 4W FIC~ 3 Propaganda Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. U Enchantment Enchantment 3 2U FIC~ 1 Protection Magic Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.) W Instant Instant 2 1W FIC~ 3 Protection Magic Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.) W Instant Instant 2 1W FIC~ 3 Pull from Tomorrow Draw X cards, then discard a card. U Instant Instant 2 XUU FIC~ 3 Puresteel Paladin Whenever an Equipment you control enters, you may draw a card. Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts. W Creature — Human Knight Creature 2 WW 2/2 FIC~ 2 Radiant Grove ({T}: Add {G} or {W}.) This land enters tapped. Land — Forest Plains Land 0 FIC~ 0 Rampant Growth Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. G Sorcery Sorcery 2 1G FIC~ 3 Rampant Rejuvenator This creature enters with two +1/+1 counters on it. When this creature dies, search your library for up to X basic land cards, where X is this creature's power, put them onto the battlefield, then shuffle. G Creature — Plant Hydra Creature 4 3G 0/0 FIC~ 2 Reanimate Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its mana value. B Sorcery Sorcery 1 B FIC~ 3 Reaper's Scythe Job select At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn. Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types. Death Sickle — Equip {2} B Artifact — Equipment Artifact 3 2B FIC~ 1 Reaper's Scythe Job select At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn. Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types. Death Sickle — Equip {2} B Artifact — Equipment Artifact 3 2B FIC~ 1 Red XIII, Proud Warrior Vigilance, trample Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.) Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand. GR Legendary Creature — Beast Warrior Creature 3 1RG 3/3 FIC~ 2 Red XIII, Proud Warrior Vigilance, trample Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.) Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand. GR Legendary Creature — Beast Warrior Creature 3 1RG 3/3 FIC~ 2 Rejoin the Fight Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control. B Sorcery Sorcery 6 5B FIC~ 3 Rejoin the Fight Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control. B Sorcery Sorcery 6 5B FIC~ 3 Relic of Legends {T}: Add one mana of any color. Tap an untapped legendary creature you control: Add one mana of any color. Artifact Artifact 3 3 FIC~ 1 Resourceful Defense Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control. {4}{W}: Move any number of counters from target permanent you control to another target permanent you control. W Enchantment Enchantment 3 2W FIC~ 1 Rikku, Resourceful Guardian Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control. Steal — {1}, {T}: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery. U Legendary Creature — Human Artificer Creature 3 2U 2/3 FIC~ 2 Rikku, Resourceful Guardian Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control. Steal — {1}, {T}: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery. U Legendary Creature — Human Artificer Creature 3 2U 2/3 FIC~ 2 Rise of the Dark Realms Put all creature cards from all graveyards onto the battlefield under your control. B Sorcery Sorcery 9 7BB FIC~ 3 Rite of Replication Kicker {5} (You may pay an additional {5} as you cast this spell.) Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead. U Sorcery Sorcery 4 2UU FIC~ 3 Rogue's Passage {T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn. Land Land 0 FIC~ 0 Rootbound Crag This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}. Land Land 0 FIC~ 0 Rugged Prairie {T}: Add {C}. {R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W}. Land Land 0 FIC~ 0 Ruin Grinder Menace When this creature dies, each player may discard their hand and draw seven cards. Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.) R Artifact Creature — Construct Creature 6 5R 7/4 FIC~ 2 Ruinous Ultimatum Destroy all nonland permanents your opponents control. BRW Sorcery Sorcery 7 RRWWWBB FIC~ 3 SOLDIER Military Program At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead. • Create a 1/1 white Soldier creature token. • Put a +1/+1 counter on each of up to two Soldiers you control. W Enchantment Enchantment 3 2W FIC~ 1 SOLDIER Military Program At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead. • Create a 1/1 white Soldier creature token. • Put a +1/+1 counter on each of up to two Soldiers you control. W Enchantment Enchantment 3 2W FIC~ 1 Sabin, Master Monk Double strike Blitz—{2}{R}{R}, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) You may cast this card from your graveyard using its blitz ability. R Legendary Creature — Human Noble Monk Creature 5 4R 4/3 FIC~ 2 Sabin, Master Monk Double strike Blitz—{2}{R}{R}, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) You may cast this card from your graveyard using its blitz ability. R Legendary Creature — Human Noble Monk Creature 5 4R 4/3 FIC~ 2 Sacred Peaks ({T}: Add {R} or {W}.) This land enters tapped. Land — Mountain Plains Land 0 FIC~ 0 Scavenger Grounds {T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards. Land — Desert Land 0 FIC~ 0 Scholar of New Horizons This creature enters with a +1/+1 counter on it. {T}, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle. W Creature — Human Scout Creature 2 1W 1/1 FIC~ 2 Seaside Citadel This land enters tapped. {T}: Add {G}, {W}, or {U}. Land Land 0 FIC~ 0 Secret Rendezvous You and target opponent each draw three cards. W Sorcery Sorcery 3 1WW FIC~ 3 Secret Rendezvous You and target opponent each draw three cards. W Sorcery Sorcery 3 1WW FIC~ 3 Secret Rendezvous You and target opponent each draw three cards. W Sorcery Sorcery 3 1WW FIC~ 3 Secret Rendezvous You and target opponent each draw three cards. W Sorcery Sorcery 3 1WW FIC~ 3 Sephiroth, Fallen Hero Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.) The Reunion — {3}, Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped. RW Legendary Creature — Human Avatar Soldier Creature 5 3RW 7/5 FIC~ 2 Sephiroth, Fallen Hero Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.) The Reunion — {3}, Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped. RW Legendary Creature — Human Avatar Soldier Creature 5 3RW 7/5 FIC~ 2 Sepulchral Primordial Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control. B Creature — Avatar Creature 7 5BB 5/4 FIC~ 2 Setzer, Wandering Gambler When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2. Whenever a Vehicle you control deals combat damage to a player, flip a coin. Whenever you win a coin flip, create two tapped Treasure tokens. BR Legendary Creature — Human Rogue Pilot Creature 3 1BR 2/2 FIC~ 2 Setzer, Wandering Gambler When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2. Whenever a Vehicle you control deals combat damage to a player, flip a coin. Whenever you win a coin flip, create two tapped Treasure tokens. BR Legendary Creature — Human Rogue Pilot Creature 3 1BR 2/2 FIC~ 2 Shadow, Mysterious Assassin Deathtouch Throw — Whenever Shadow deals combat damage to a player, you may sacrifice another nonland permanent. If you do, draw two cards and each opponent loses life equal to the mana value of the sacrificed permanent. B Legendary Creature — Human Assassin Creature 3 2B 3/3 FIC~ 2 Shadow, Mysterious Assassin Deathtouch Throw — Whenever Shadow deals combat damage to a player, you may sacrifice another nonland permanent. If you do, draw two cards and each opponent loses life equal to the mana value of the sacrificed permanent. B Legendary Creature — Human Assassin Creature 3 2B 3/3 FIC~ 2 Shadowblood Ridge {1}, {T}: Add {B}{R}. Land Land 0 FIC~ 0 Shelinda, Yevon Acolyte Lifelink Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda. GW Legendary Creature — Human Cleric Creature 2 GW 2/2 FIC~ 2 Shelinda, Yevon Acolyte Lifelink Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda. GW Legendary Creature — Human Cleric Creature 2 GW 2/2 FIC~ 2 Shineshadow Snarl As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {B}. Land Land 0 FIC~ 0 Siegfried, Famed Swordsman Menace When Siegfried enters, mill three cards. Then put X +1/+1 counters on Siegfried, where X is twice the number of creature cards in your graveyard. B Legendary Creature — Human Warrior Rogue Creature 4 3B 2/2 FIC~ 2 Siegfried, Famed Swordsman Menace When Siegfried enters, mill three cards. Then put X +1/+1 counters on Siegfried, where X is twice the number of creature cards in your graveyard. B Legendary Creature — Human Warrior Rogue Creature 4 3B 2/2 FIC~ 2 Sin, Unending Cataclysm Flying, trample As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X+1/+1 counters on it, where X is twice the number of counters removed this way. When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library. GU Legendary Creature — Leviathan Avatar Creature 7 5GU 5/5 FIC~ 2 Sin, Unending Cataclysm Flying, trample As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X+1/+1 counters on it, where X is twice the number of counters removed this way. When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library. GU Legendary Creature — Leviathan Avatar Creature 7 5GU 5/5 FIC~ 2 Skullclamp Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1} Artifact — Equipment Artifact 1 1 FIC~ 1 Skycloud Expanse {1}, {T}: Add {W}{U}. Land Land 0 FIC~ 0 Slayers' Stronghold {T}: Add {C}. {R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn. Land Land 0 FIC~ 0 Smoldering Marsh ({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands. Land — Swamp Mountain Land 0 FIC~ 0 Snort Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way. Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 3R FIC~ 3 Snort Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way. Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 3R FIC~ 3 Snuff Out If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost. Destroy target nonblack creature. It can't be regenerated. B Instant Instant 4 3B FIC~ 3 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 FIC~ 1 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 FIC~ 1 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 FIC~ 1 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 FIC~ 1 Solemn Simulacrum When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card. Artifact Creature — Golem Creature 4 4 2/2 FIC~ 2 Sphere Grid Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature. Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample. G Enchantment Enchantment 2 1G FIC~ 1 Sphere Grid Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature. Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample. G Enchantment Enchantment 2 1G FIC~ 1 Spire of Industry {T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact. Land Land 0 FIC~ 0 Stitch Together Return target creature card from your graveyard to your hand. Threshold — Return that card from your graveyard to the battlefield instead if seven or more cards are in your graveyard. B Sorcery Sorcery 2 BB FIC~ 3 Stitcher's Supplier When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.) B Creature — Zombie Creature 1 B 1/1 FIC~ 2 Strago and Relm Sketch and Lore — {2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery. R Legendary Creature — Human Wizard Creature 3 2R 1/3 FIC~ 2 Strago and Relm Sketch and Lore — {2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery. R Legendary Creature — Human Wizard Creature 3 2R 1/3 FIC~ 2 Sublime Epiphany Choose one or more — • Counter target spell. • Counter target activated or triggered ability. • Return target nonland permanent to its owner's hand. • Create a token that's a copy of target creature you control. • Target player draws a card. U Instant Instant 6 4UU FIC~ 3 Sulfurous Springs {T}: Add {C}. {T}: Add {B} or {R}. This land deals 1 damage to you. Land Land 0 FIC~ 0 Summon: Esper Valigarmanda (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Exile an instant or sorcery card from each graveyard. II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell. Flying, haste R Enchantment Creature — Saga Drake Creature 4 3R 3/3 FIC~ 2 Summon: Esper Valigarmanda (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Exile an instant or sorcery card from each graveyard. II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell. Flying, haste R Enchantment Creature — Saga Drake Creature 4 3R 3/3 FIC~ 2 Summon: Good King Mog XII (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I - Create two 1/2 white Moogle creature tokens with lifelink. II, III - Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control. IV - Put two +1/+1 counters on each other Moogle you control. Flying, lifelink W Enchantment Creature — Saga Moogle Creature 5 4W 4/4 FIC~ 2 Summon: Good King Mog XII (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I - Create two 1/2 white Moogle creature tokens with lifelink. II, III - Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control. IV - Put two +1/+1 counters on each other Moogle you control. Flying, lifelink W Enchantment Creature — Saga Moogle Creature 5 4W 4/4 FIC~ 2 Summon: Ixion (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I - Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield. II, III - Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life. First strike W Enchantment Creature — Saga Unicorn Creature 3 2W 3/3 FIC~ 2 Summon: Ixion (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I - Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield. II, III - Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life. First strike W Enchantment Creature — Saga Unicorn Creature 3 2W 3/3 FIC~ 2 Summon: Kujata (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Lightning — This creature deals 3 damage to each of up to two target creatures. II — Ice — Up to three target creatures can't block this turn. III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent. Trample, haste R Enchantment Creature — Saga Ox Creature 6 5R 7/5 FIC~ 2 Summon: Kujata (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Lightning — This creature deals 3 damage to each of up to two target creatures. II — Ice — Up to three target creatures can't block this turn. III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent. Trample, haste R Enchantment Creature — Saga Ox Creature 6 5R 7/5 FIC~ 2 Summon: Magus Sisters (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose one at random — • Combine Powers! — Put three +1/+1 counters on target creature. • Defense! — Put a shield counter on target creature. You gain 3 life. • Fight! — This creature fights up to one target creature an opponent controls. Haste G Enchantment Creature — Saga Faerie Creature 5 4G 5/5 FIC~ 2 Summon: Magus Sisters (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose one at random — • Combine Powers! — Put three +1/+1 counters on target creature. • Defense! — Put a shield counter on target creature. You gain 3 life. • Fight! — This creature fights up to one target creature an opponent controls. Haste G Enchantment Creature — Saga Faerie Creature 5 4G 5/5 FIC~ 2 Summon: Valefor (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I - Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands. II, III, IV - Tap up to one target creature and put a stun counter on it. Flying U Enchantment Creature — Saga Drake Creature 5 4U 5/4 FIC~ 2 Summon: Valefor (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I - Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands. II, III, IV - Tap up to one target creature and put a stun counter on it. Flying U Enchantment Creature — Saga Drake Creature 5 4U 5/4 FIC~ 2 Summon: Yojimbo (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I - Exile target artifact, enchantment, or tapped creature an opponent controls. II, III - Until your next turn, creatures can't attack you unless their controller pays {2} for each of those creatures. IV - Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater. Vigilance W Enchantment Creature — Saga Samurai Creature 4 3W 5/5 FIC~ 2 Summon: Yojimbo (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I - Exile target artifact, enchantment, or tapped creature an opponent controls. II, III - Until your next turn, creatures can't attack you unless their controller pays {2} for each of those creatures. IV - Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater. Vigilance W Enchantment Creature — Saga Samurai Creature 4 3W 5/5 FIC~ 2 Summoner's Sending At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater. W Enchantment Enchantment 2 1W FIC~ 1 Summoner's Sending At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater. W Enchantment Enchantment 2 1W FIC~ 1 Summoning Materia You may look at the top card of your library any time. As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library. Equipped creature gets +2/+2 and has vigilance and "{T}: Add {G}." Equip {2} G Artifact — Equipment Artifact 3 2G FIC~ 1 Summoning Materia You may look at the top card of your library any time. As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library. Equipped creature gets +2/+2 and has vigilance and "{T}: Add {G}." Equip {2} G Artifact — Equipment Artifact 3 2G FIC~ 1 Sun Titan Vigilance Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield. W Creature — Giant Creature 6 4WW 6/6 FIC~ 2 Sungrass Prairie {1}, {T}: Add {G}{W}. Land Land 0 FIC~ 0 Sunken Hollow ({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands. Land — Island Swamp Land 0 FIC~ 0 Sunken Ruins {T}: Add {C}. {U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B}. Land Land 0 FIC~ 0 Sunlit Marsh ({T}: Add {W} or {B}.) This land enters tapped. Land — Plains Swamp Land 0 FIC~ 0 Sunpetal Grove This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}. Land Land 0 FIC~ 0 Sunscorch Regent Flying Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life. W Creature — Dragon Creature 5 3WW 4/3 FIC~ 2 Sunscorched Divide {1}, {T}: Add {R}{W}. Land Land 0 FIC~ 0 Swiftfoot Boots Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 2 2 FIC~ 1 Sword of the Animist Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2} Legendary Artifact — Equipment Artifact 2 2 FIC~ 1 Swords to Plowshares Exile target creature. Its controller gains life equal to its power. W Instant Instant 1 W FIC~ 3 Syphon Mind Each other player discards a card. You draw a card for each card discarded this way. B Sorcery Sorcery 4 3B FIC~ 3 Talisman of Conviction {T}: Add {C}. {T}: Add {R} or {W}. This artifact deals 1 damage to you. Artifact Artifact 2 2 FIC~ 1 Talisman of Dominance {T}: Add {C}. {T}: Add {U} or {B}. This artifact deals 1 damage to you. Artifact Artifact 2 2 FIC~ 1 Talisman of Hierarchy {T}: Add {C}. {T}: Add {W} or {B}. This artifact deals 1 damage to you. Artifact Artifact 2 2 FIC~ 1 Talisman of Indulgence {T}: Add {C}. {T}: Add {B} or {R}. This artifact deals 1 damage to you. Artifact Artifact 2 2 FIC~ 1 Talisman of Progress {T}: Add {C}. {T}: Add {W} or {U}. This artifact deals 1 damage to you. Artifact Artifact 2 2 FIC~ 1 Tangled Islet ({T}: Add {G} or {U}.) This land enters tapped. Land — Forest Island Land 0 FIC~ 0 Tataru Taru When Tataru Taru enters, you draw a card and target opponent may draw a card. Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn. W Legendary Creature — Dwarf Advisor Creature 2 1W 0/3 FIC~ 2 Tataru Taru When Tataru Taru enters, you draw a card and target opponent may draw a card. Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn. W Legendary Creature — Dwarf Advisor Creature 2 1W 0/3 FIC~ 2 Temple of Enlightenment This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {U}. Land Land 0 FIC~ 0 Temple of Mystery This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {U}. Land Land 0 FIC~ 0 Temple of Plenty This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {W}. Land Land 0 FIC~ 0 Temple of the False God {T}: Add {C}{C}. Activate only if you control five or more lands. Land Land 0 FIC~ 0 Terra, Herald of Hope Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. BRW Legendary Creature — Human Wizard Warrior Creature 3 RWB 3/3 FIC~ 2 Terra, Herald of Hope Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. BRW Legendary Creature — Human Wizard Warrior Creature 3 RWB 3/3 FIC~ 2 Terra, Herald of Hope Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. BRW Legendary Creature — Human Wizard Warrior Creature 3 RWB 3/3 FIC~ 2 Terra, Herald of Hope Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. BRW Legendary Creature — Human Wizard Warrior Creature 3 RWB 3/3 FIC~ 2 Terra, Herald of Hope Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped. BRW Legendary Creature — Human Wizard Warrior Creature 3 RWB 3/3 FIC~ 2 Thancred Waters Flash Royal Guard — When Thancred Waters enters, another target legendary permanent you control gains indestructible for as long as you control Thancred Waters. Whenever you cast a noncreature spell, Thancred Waters gains indestructible until end of turn. W Legendary Creature — Human Warrior Creature 5 4W 3/5 FIC~ 2 Thancred Waters Flash Royal Guard — When Thancred Waters enters, another target legendary permanent you control gains indestructible for as long as you control Thancred Waters. Whenever you cast a noncreature spell, Thancred Waters gains indestructible until end of turn. W Legendary Creature — Human Warrior Creature 5 4W 3/5 FIC~ 2 The Falcon, Airship Restored Flying Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield. {4}{B}: Return this card from your graveyard to the battlefield tapped. Crew 2 B Legendary Artifact — Vehicle Artifact 3 2B 4/3 FIC~ 1 The Falcon, Airship Restored Flying Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield. {4}{B}: Return this card from your graveyard to the battlefield tapped. Crew 2 B Legendary Artifact — Vehicle Artifact 3 2B 4/3 FIC~ 1 The Warring Triad Flying, trample, haste As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature. {T}, Mill a card: Target player adds one mana of any color. Legendary Artifact Creature — God Creature 3 3 5/5 FIC~ 2 The Warring Triad Flying, trample, haste As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature. {T}, Mill a card: Target player adds one mana of any color. Legendary Artifact Creature — God Creature 3 3 5/5 FIC~ 2 Thought Vessel You have no maximum hand size. {T}: Add {C}. Artifact Artifact 2 2 FIC~ 1 Three Visits Search your library for a Forest card, put it onto the battlefield, then shuffle. G Sorcery Sorcery 2 1G FIC~ 3 Tidus, Yuna's Guardian At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. GUW Legendary Creature — Human Warrior Creature 3 GWU 3/3 FIC~ 2 Tidus, Yuna's Guardian At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. GUW Legendary Creature — Human Warrior Creature 3 GWU 3/3 FIC~ 2 Tidus, Yuna's Guardian At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. GUW Legendary Creature — Human Warrior Creature 3 GWU 3/3 FIC~ 2 Tidus, Yuna's Guardian At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. GUW Legendary Creature — Human Warrior Creature 3 GWU 3/3 FIC~ 2 Tidus, Yuna's Guardian At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn. GUW Legendary Creature — Human Warrior Creature 3 GWU 3/3 FIC~ 2 Tifa, Martial Artist Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. GRW Legendary Creature — Human Monk Creature 4 1RGW 4/4 FIC~ 2 Tifa, Martial Artist Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. GRW Legendary Creature — Human Monk Creature 4 1RGW 4/4 FIC~ 2 Tifa, Martial Artist Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. GRW Legendary Creature — Human Monk Creature 4 1RGW 4/4 FIC~ 2 Tifa, Martial Artist Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. GRW Legendary Creature — Human Monk Creature 4 1RGW 4/4 FIC~ 2 Tifa, Martial Artist Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase. GRW Legendary Creature — Human Monk Creature 4 1RGW 4/4 FIC~ 2 Tireless Tracker Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, put a +1/+1 counter on this creature. G Creature — Human Scout Creature 3 2G 3/2 FIC~ 2 Together Forever When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.) {1}: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand. W Enchantment Enchantment 2 WW FIC~ 1 Tome of Legends This artifact enters with a page counter on it. Whenever your commander enters or attacks, put a page counter on this artifact. {1}, {T}, Remove a page counter from this artifact: Draw a card. Artifact Artifact 2 2 FIC~ 1 Torrential Gearhulk Flash When this creature enters, you may cast target instant card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. U Artifact Creature — Construct Creature 6 4UU 5/6 FIC~ 2 Tragic Arrogance For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control. W Sorcery Sorcery 5 3WW FIC~ 3 Trailblazer's Boots Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.) Equip {2} Artifact — Equipment Artifact 2 2 FIC~ 1 Transpose Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) B Instant Instant 3 2B FIC~ 3 Transpose Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) B Instant Instant 3 2B FIC~ 3 Tromell, Seymour's Butler Each other nontoken creature you control enters with an additional +1/+1 counter on it. {1}, {T}: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.) G Legendary Creature — Elf Advisor Creature 3 2G 2/3 FIC~ 2 Tromell, Seymour's Butler Each other nontoken creature you control enters with an additional +1/+1 counter on it. {1}, {T}: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.) G Legendary Creature — Elf Advisor Creature 3 2G 2/3 FIC~ 2 Ultimate Magic: Holy Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn. Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) W Instant Instant 3 2W FIC~ 3 Ultimate Magic: Holy Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn. Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) W Instant Instant 3 2W FIC~ 3 Ultimate Magic: Meteor Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents. Foretell {5}{R} (During your turn, you may pay 2 and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) R Sorcery Sorcery 6 5R FIC~ 3 Ultimate Magic: Meteor Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents. Foretell {5}{R} (During your turn, you may pay 2 and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) R Sorcery Sorcery 6 5R FIC~ 3 Umaro, Raging Yeti Trample At the beginning of combat on your turn, choose one at random — • Other creatures you control get +3/+0 and gain trample until end of turn. • Discard your hand, then draw four cards. • Umaro deals 5 damage to any target. R Legendary Creature — Yeti Berserker Creature 6 5R 6/6 FIC~ 2 Umaro, Raging Yeti Trample At the beginning of combat on your turn, choose one at random — • Other creatures you control get +3/+0 and gain trample until end of turn. • Discard your hand, then draw four cards. • Umaro deals 5 damage to any target. R Legendary Creature — Yeti Berserker Creature 6 5R 6/6 FIC~ 2 Underground River {T}: Add {C}. {T}: Add {U} or {B}. This land deals 1 damage to you. Land Land 0 FIC~ 0 Unfinished Business Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.) W Sorcery Sorcery 5 3WW FIC~ 3 Urianger Augurelt Whenever you play a land from exile or cast a spell from exile, you gain 2 life. Draw Arcanum — {T}: Look at the top card of your library. You may exile it face down. Play Arcanum — {T}: Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost {2} less to cast. UW Legendary Creature — Elf Advisor Creature 2 WU 1/3 FIC~ 2 Urianger Augurelt Whenever you play a land from exile or cast a spell from exile, you gain 2 life. Draw Arcanum — {T}: Look at the top card of your library. You may exile it face down. Play Arcanum — {T}: Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost {2} less to cast. UW Legendary Creature — Elf Advisor Creature 2 WU 1/3 FIC~ 2 Vandalblast Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") R Sorcery Sorcery 1 R FIC~ 3 Vanquish the Horde This spell costs {1} less to cast for each creature on the battlefield. Destroy all creatures. W Sorcery Sorcery 8 6WW FIC~ 3 Vincent, Vengeful Atoner Menace Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent. Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater. R Legendary Creature — Assassin Creature 3 2R 3/3 FIC~ 2 Vincent, Vengeful Atoner Menace Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent. Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater. R Legendary Creature — Assassin Creature 3 2R 3/3 FIC~ 2 Vindicate Destroy target permanent. BW Sorcery Sorcery 3 1WB FIC~ 3 Vineglimmer Snarl As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {U}. Land Land 0 FIC~ 0 Void Rend This spell can't be countered. Destroy target nonland permanent. BUW Instant Instant 3 WUB FIC~ 3 Wakka, Devoted Guardian Reach, trample Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka. Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control. GW Legendary Creature — Human Warrior Creature 4 2GW 4/4 FIC~ 2 Wakka, Devoted Guardian Reach, trample Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka. Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control. GW Legendary Creature — Human Warrior Creature 4 2GW 4/4 FIC~ 2 Walking Ballista This creature enters with X +1/+1 counters on it. {4}: Put a +1/+1 counter on this creature. Remove a +1/+1 counter from this creature: It deals 1 damage to any target. Artifact Creature — Construct Creature 0 XX 0/0 FIC~ 2 Wayfarer's Bauble {2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Artifact Artifact 1 1 FIC~ 1 Wooded Ridgeline ({T}: Add {R} or {G}.) This land enters tapped. Land — Mountain Forest Land 0 FIC~ 0 Wrecking Ball Arm Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less. Equip legendary creature {3} Equip {7} Legendary Artifact — Equipment Artifact 2 2 FIC~ 1 Wrecking Ball Arm Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less. Equip legendary creature {3} Equip {7} Legendary Artifact — Equipment Artifact 2 2 FIC~ 1 Y'shtola, Night's Blessed Vigilance At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. BUW Legendary Creature — Cat Warlock Creature 4 1WUB 2/4 FIC~ 2 Y'shtola, Night's Blessed Vigilance At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. BUW Legendary Creature — Cat Warlock Creature 4 1WUB 2/4 FIC~ 2 Y'shtola, Night's Blessed Vigilance At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. BUW Legendary Creature — Cat Warlock Creature 4 1WUB 2/4 FIC~ 2 Y'shtola, Night's Blessed Vigilance At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. BUW Legendary Creature — Cat Warlock Creature 4 1WUB 2/4 FIC~ 2 Y'shtola, Night's Blessed Vigilance At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card. Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life. BUW Legendary Creature — Cat Warlock Creature 4 1WUB 2/4 FIC~ 2 Yuffie, Materia Hunter Ninjutsu {1}{R} ({1}{R}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie. R Legendary Creature — Human Ninja Creature 3 2R 3/3 FIC~ 2 Yuffie, Materia Hunter Ninjutsu {1}{R} ({1}{R}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie. R Legendary Creature — Human Ninja Creature 3 2R 3/3 FIC~ 2 Yuna's Decision Choose one — • Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield. • Find Another Way — Return one or two target permanent cards from your graveyard to your hand. G Sorcery Sorcery 4 3G FIC~ 3 Yuna's Decision Choose one — • Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield. • Find Another Way — Return one or two target permanent cards from your graveyard to your hand. G Sorcery Sorcery 4 3G FIC~ 3 Yuna's Whistle Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. When you reveal a creature card this way, put X+1/+1 counters on target creature you control, where X is the mana value of that card. G Instant Instant 3 1GG FIC~ 3 Yuna's Whistle Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. When you reveal a creature card this way, put X+1/+1 counters on target creature you control, where X is the mana value of that card. G Instant Instant 3 1GG FIC~ 3 Yuna, Grand Summoner Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. GUW Legendary Creature — Human Cleric Creature 4 1GWU 1/5 FIC~ 2 Yuna, Grand Summoner Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. GUW Legendary Creature — Human Cleric Creature 4 1GWU 1/5 FIC~ 2 Yuna, Grand Summoner Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. GUW Legendary Creature — Human Cleric Creature 4 1GWU 1/5 FIC~ 2 Yuna, Grand Summoner Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. GUW Legendary Creature — Human Cleric Creature 4 1GWU 1/5 FIC~ 2 Yuna, Grand Summoner Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it. Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature. GUW Legendary Creature — Human Cleric Creature 4 1GWU 1/5 FIC~ 2 A Realm Reborn Other permanents you control have "{T}: Add one mana of any color." G Enchantment Enchantment 6 4GG FIN~ 1 A Realm Reborn Other permanents you control have "{T}: Add one mana of any color." G Enchantment Enchantment 6 4GG FIN~ 1 Absolute Virtue This spell can't be countered. Flying You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.) UW Legendary Creature — Avatar Warrior Creature 8 6WU 8/8 FIN~ 2 Absolute Virtue This spell can't be countered. Flying You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.) UW Legendary Creature — Avatar Warrior Creature 8 6WU 8/8 FIN~ 2 Adelbert Steiner Lifelink Adelbert Steiner gets +1/+1 for each Equipment you control. W Legendary Creature — Human Knight Creature 2 1W 2/1 FIN~ 2 Adelbert Steiner Lifelink Adelbert Steiner gets +1/+1 for each Equipment you control. W Legendary Creature — Human Knight Creature 2 1W 2/1 FIN~ 2 Adventurer's 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 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 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 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 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 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 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 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 Capital City {T}: Add {C}. {1}, {T}: Add one mana of any color. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Town Land 0 FIN~ 0 Cecil, Dark Knight Deathtouch Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. B Legendary Creature — Human Knight Creature 1 B 2/3 FIN~ 2 Cecil, Redeemed Paladin Lifelink Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. W Legendary Creature — Human Knight Creature 1 4/4 FIN~ 2 Cecil, Dark Knight Deathtouch Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. B Legendary Creature — Human Knight Creature 1 B 2/3 FIN~ 2 Cecil, Redeemed Paladin Lifelink Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. W Legendary Creature — Human Knight Creature 1 4/4 FIN~ 2 Cecil, Dark Knight Deathtouch Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. B Legendary Creature — Human Knight Creature 1 B 2/3 FIN~ 2 Cecil, Redeemed Paladin Lifelink Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. W Legendary Creature — Human Knight Creature 1 4/4 FIN~ 2 Cecil, Dark Knight Deathtouch Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. B Legendary Creature — Human Knight Creature 1 B 2/3 FIN~ 2 Cecil, Redeemed Paladin Lifelink Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn. W Legendary Creature — Human Knight Creature 1 4/4 FIN~ 2 Choco, Seeker of Paradise Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard. Landfall — Whenever a land you control enters, Choco gets +1/+0 until end of turn. GUW Legendary Creature — Bird Creature 4 1GWU 3/5 FIN~ 2 Choco, Seeker of Paradise Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard. Landfall — Whenever a land you control enters, Choco gets +1/+0 until end of turn. GUW Legendary Creature — Bird Creature 4 1GWU 3/5 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Cid, Timeless Artificer Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard. A deck can have any number of cards named Cid, Timeless Artificer. Cycling {W}{U} ({W}{U}, Discard this card: Draw a card.) UW Legendary Creature — Human Artificer Creature 4 2WU 4/4 FIN~ 2 Circle of Power You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Wizards you control get +1/+0 and gain lifelink until end of turn. B Sorcery Sorcery 4 3B FIN~ 3 Circle of Power You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Wizards you control get +1/+0 and gain lifelink until end of turn. B Sorcery Sorcery 4 3B FIN~ 3 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, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN~ 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN~ 2 Clive, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN~ 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN~ 2 Clive, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN~ 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN~ 2 Clive, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN~ 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN~ 2 Clive, Ifrit's Dominant When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. R Legendary Creature — Human Noble Warrior Creature 6 4RR 5/5 FIN~ 2 Ifrit, Warden of Inferno (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up.) R Legendary Enchantment Creature — Saga Demon Creature 6 9/9 FIN~ 2 Cloud, Midgar Mercenary When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. W Legendary Creature — Human Soldier Mercenary Creature 2 WW 2/1 FIN~ 2 Cloud, Midgar Mercenary When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. W Legendary Creature — Human Soldier Mercenary Creature 2 WW 2/1 FIN~ 2 Cloud, Midgar Mercenary When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. W Legendary Creature — Human Soldier Mercenary Creature 2 WW 2/1 FIN~ 2 Cloud, Midgar Mercenary When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time. W Legendary Creature — Human Soldier Mercenary Creature 2 WW 2/1 FIN~ 2 Cloud, Planet's Champion During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) Equip abilities you activate that target Cloud cost {2} less to activate. RW Legendary Creature — Human Soldier Mercenary Creature 5 3RW 4/4 FIN~ 2 Cloud, Planet's Champion During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) Equip abilities you activate that target Cloud cost {2} less to activate. RW Legendary Creature — Human Soldier Mercenary Creature 5 3RW 4/4 FIN~ 2 Cloudbound Moogle Flying When this creature enters, put a +1/+1 counter on target creature. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) W Creature — Moogle Creature 5 3WW 2/3 FIN~ 2 Coeurl {1}{W}, {T}: Tap target nonenchantment creature. W Creature — Cat Beast Creature 2 1W 2/2 FIN~ 2 Commune with Beavers Look at the top three cards of your library. You may reveal an artifact, creature, or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. G Sorcery Sorcery 1 G FIN~ 3 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 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 Deadly Embrace Destroy target creature an opponent controls. Then draw a card for each creature that died this turn. B Sorcery Sorcery 5 3BB FIN~ 3 Dragoon's Lance Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0 and is a Knight in addition to its other types. During your turn, equipped creature has flying. Gae Bolg — Equip {4} W Artifact — Equipment Artifact 2 1W FIN~ 1 Dragoon's Wyvern Flying When this creature enters, create a 1/1 colorless Hero creature token. U Creature — Drake Creature 3 2U 2/1 FIN~ 2 Dreams of Laguna Surveil 1, then draw a card. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Instant Instant 2 1U FIN~ 3 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 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 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 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 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 Gilgamesh, Master-at-Arms Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. R Legendary Creature — Human Samurai Creature 6 4RR 6/6 FIN~ 2 Gilgamesh, Master-at-Arms Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. R Legendary Creature — Human Samurai Creature 6 4RR 6/6 FIN~ 2 Gilgamesh, Master-at-Arms Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control. R Legendary Creature — Human Samurai Creature 6 4RR 6/6 FIN~ 2 Gladiolus Amicitia When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle. Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn. GR Legendary Creature — Human Warrior Creature 6 4RG 6/6 FIN~ 2 Gladiolus Amicitia When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle. Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn. GR Legendary Creature — Human Warrior Creature 6 4RG 6/6 FIN~ 2 Gohn, Town of Ruin This land enters tapped. {T}: Add {B} or {G}. Land — Town Land 0 FIN~ 0 Gongaga, Reactor Town This land enters tapped. {T}: Add {R} or {G}. Land — Town Land 0 FIN~ 0 Guadosalam, Farplane Gateway This land enters tapped. {T}: Add {G} or {U}. Land — Town Land 0 FIN~ 0 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 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 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 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 onto 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, 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 onto 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, 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 onto 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, 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 Judgment Bolt Judgment Bolt deals 5 damage to target creature and X damage to that creature's controller, where X is the number of Equipment you control. R Instant Instant 4 3R FIN~ 3 Jumbo Cactuar 10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn. G Creature — Plant Creature 7 5GG 1/7 FIN~ 2 Jumbo Cactuar 10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn. G Creature — Plant Creature 7 5GG 1/7 FIN~ 2 Kain, Traitorous Dragoon Jump — During your turn, Kain has flying. Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. B Legendary Creature — Human Knight Creature 3 2B 2/4 FIN~ 2 Kain, Traitorous Dragoon Jump — During your turn, Kain has flying. Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. B Legendary Creature — Human Knight Creature 3 2B 2/4 FIN~ 2 Kain, Traitorous Dragoon Jump — During your turn, Kain has flying. Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life. B Legendary Creature — Human Knight Creature 3 2B 2/4 FIN~ 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN~ 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN~ 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN~ 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN~ 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN~ 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN~ 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN~ 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN~ 2 Kefka, Court Mage Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way. {8}: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery. BRU Legendary Creature — Human Wizard Creature 5 2UBR 4/5 FIN~ 2 Kefka, Ruler of Ruin Flying Whenever an opponent loses life during your turn, you draw that many cards. BRU Legendary Creature — Avatar Wizard Creature 5 5/7 FIN~ 2 Kuja, Genome Sorcerer At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. BR Legendary Creature — Human Mutant Wizard Creature 4 2BR 3/4 FIN~ 2 Trance Kuja, Fate Defied Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. BR Legendary Creature — Avatar Wizard Creature 4 4/6 FIN~ 2 Kuja, Genome Sorcerer At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. BR Legendary Creature — Human Mutant Wizard Creature 4 2BR 3/4 FIN~ 2 Trance Kuja, Fate Defied Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. BR Legendary Creature — Avatar Wizard Creature 4 4/6 FIN~ 2 Kuja, Genome Sorcerer At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. BR Legendary Creature — Human Mutant Wizard Creature 4 2BR 3/4 FIN~ 2 Trance Kuja, Fate Defied Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. BR Legendary Creature — Avatar Wizard Creature 4 4/6 FIN~ 2 Kuja, Genome Sorcerer At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja. BR Legendary Creature — Human Mutant Wizard Creature 4 2BR 3/4 FIN~ 2 Trance Kuja, Fate Defied Flame Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead. BR Legendary Creature — Avatar Wizard Creature 4 4/6 FIN~ 2 Laughing Mad As an additional cost to cast this spell, discard a card. Draw two cards. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) R Instant Instant 3 2R FIN~ 3 Laughing Mad As an additional cost to cast this spell, discard a card. Draw two cards. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) R Instant Instant 3 2R FIN~ 3 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN~ 2 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN~ 2 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN~ 2 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN~ 2 Lightning, Army of One First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead. RW Legendary Creature — Human Soldier Creature 3 1RW 3/2 FIN~ 2 Lightning, Security Sergeant Menace (This creature can't be blocked except by two or more creatures.) Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning. R Legendary Creature — Human Soldier Creature 3 2R 2/3 FIN~ 2 Lightning, Security Sergeant Menace (This creature can't be blocked except by two or more creatures.) Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning. R Legendary Creature — Human Soldier Creature 3 2R 2/3 FIN~ 2 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 Machinist's Arsenal Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2 for each artifact you control and is an Artificer in addition to its other types. Machina — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) W Artifact — Equipment Artifact 5 4W FIN~ 1 Magitek 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 Scythe A Test of Your Reflexes! — When this Equipment enters, you may attach it to target creature you control. If you do, that creature gains first strike until end of turn and must be blocked this turn if able. Equipped creature gets +2/+1. Equip {2} Artifact — Equipment Artifact 4 4 FIN~ 1 Malboro Bad Breath — When this creature enters, each opponent discards a card, loses 2 life, and exiles the top three cards of their library. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.) B Creature — Plant Horror Creature 6 4BB 4/4 FIN~ 2 Matoya, Archon Elder Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.) U Legendary Creature — Human Warlock Creature 3 2U 1/4 FIN~ 2 Matoya, Archon Elder Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.) U Legendary Creature — Human Warlock Creature 3 2U 1/4 FIN~ 2 Moogles' Valor For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn. W Instant Instant 5 3WW FIN~ 3 Moogles' Valor For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn. W Instant Instant 5 3WW FIN~ 3 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 FIN~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 FIN~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 FIN~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 FIN~ 0 Namazu Trader When this creature enters, you lose 1 life and create a Treasure token. Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) B Creature — Fish Citizen Creature 4 3B 3/4 FIN~ 2 Nibelheim Aflame Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 2RR FIN~ 3 Nibelheim Aflame Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 2RR FIN~ 3 Noctis, Prince of Lucis Lifelink You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. BUW Legendary Creature — Human Noble Creature 4 1WUB 4/3 FIN~ 2 Noctis, Prince of Lucis Lifelink You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. BUW Legendary Creature — Human Noble Creature 4 1WUB 4/3 FIN~ 2 Noctis, Prince of Lucis Lifelink You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. BUW Legendary Creature — Human Noble Creature 4 1WUB 4/3 FIN~ 2 Noctis, Prince of Lucis Lifelink You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it. BUW Legendary Creature — Human Noble Creature 4 1WUB 4/3 FIN~ 2 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 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 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 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 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 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 Retrieve the Esper Create a 3/3 blue Robot Warrior artifact creature token. Then if this spell was cast from a graveyard, put two +1/+1 counters on that token. Flashback {5}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Sorcery Sorcery 4 3U FIN~ 3 Rinoa Heartilly When Rinoa Heartilly enters, create Angelo, a legendary 1/1 green and white Dog creature token. Angelo Cannon — Whenever Rinoa Heartilly attacks, another target creature you control gets +1/+1 until end of turn for each creature you control. GW Legendary Creature — Human Rebel Warlock Creature 5 3GW 4/4 FIN~ 2 Rinoa Heartilly When Rinoa Heartilly enters, create Angelo, a legendary 1/1 green and white Dog creature token. Angelo Cannon — Whenever Rinoa Heartilly attacks, another target creature you control gets +1/+1 until end of turn for each creature you control. GW Legendary Creature — Human Rebel Warlock Creature 5 3GW 4/4 FIN~ 2 Rosa, Resolute White Mage Reach (This creature can block creatures with flying.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.) W Legendary Creature — Human Noble Cleric Creature 4 3W 2/3 FIN~ 2 Rosa, Resolute White Mage Reach (This creature can block creatures with flying.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.) W Legendary Creature — Human Noble Cleric Creature 4 3W 2/3 FIN~ 2 Sage's Nouliths Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. Hagneia — Equip {3} U Artifact — Equipment Artifact 2 1U FIN~ 1 Sage's Nouliths Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. Hagneia — Equip {3} U Artifact — Equipment Artifact 2 1U FIN~ 1 Sahagin Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature and it can't be blocked this turn. U Creature — Merfolk Warrior Creature 2 1U 1/3 FIN~ 2 Samurai's Katana Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2, has trample and haste, and is a Samurai in addition to its other types. Murasame — Equip {5} R Artifact — Equipment Artifact 3 2R FIN~ 1 Sazh Katzroy When Sazh Katzroy enters, you may search your library for a Bird or basic land card, reveal it, put it into your hand, then shuffle. Whenever Sazh Katzroy attacks, put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. G Legendary Creature — Human Pilot Creature 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 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 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 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 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 Summon: Anima (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Pain — You draw a card and you lose 1 life. IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. Menace B Enchantment Creature — Saga Horror Creature 6 4BB 4/4 FIN~ 2 Summon: Anima (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Pain — You draw a card and you lose 1 life. IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. Menace B Enchantment Creature — Saga Horror Creature 6 4BB 4/4 FIN~ 2 Summon: Bahamut (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II — Destroy up to one target nonland permanent. III — Draw two cards. IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent. Flying Enchantment Creature — Saga Dragon Creature 9 9 9/9 FIN~ 2 Summon: Bahamut (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II — Destroy up to one target nonland permanent. III — Draw two cards. IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent. Flying Enchantment Creature — Saga Dragon Creature 9 9 9/9 FIN~ 2 Summon: Esper Ramuh (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. II, III — Wizards you control get +1/+0 until end of turn. R Enchantment Creature — Saga Wizard Creature 4 2RR 3/3 FIN~ 2 Summon: Esper Ramuh (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. II, III — Wizards you control get +1/+0 until end of turn. R Enchantment Creature — Saga Wizard Creature 4 2RR 3/3 FIN~ 2 Summon: Fenrir (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power. G Enchantment Creature — Saga Wolf Creature 3 2G 3/2 FIN~ 2 Summon: Fenrir (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power. G Enchantment Creature — Saga Wolf Creature 3 2G 3/2 FIN~ 2 Summon: Knights of Round (As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) I, II, III, IV — Create three 2/2 white Knight creature tokens. V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. Indestructible W Enchantment Creature — Saga Knight Creature 8 6WW 3/3 FIN~ 2 Summon: Knights of Round (As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) I, II, III, IV — Create three 2/2 white Knight creature tokens. V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. Indestructible W Enchantment Creature — Saga Knight Creature 8 6WW 3/3 FIN~ 2 Summon: Leviathan I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. Ward {2} U Enchantment Creature — Saga Leviathan Creature 6 4UU 6/6 FIN~ 2 Summon: Leviathan I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. Ward {2} U Enchantment Creature — Saga Leviathan Creature 6 4UU 6/6 FIN~ 2 Summon: Primal Garuda (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. Flying W Enchantment Creature — Saga Harpy Creature 4 3W 3/3 FIN~ 2 Summon: Primal Garuda (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. Flying W Enchantment Creature — Saga Harpy Creature 4 3W 3/3 FIN~ 2 Summon: Primal Odin (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gungnir — Destroy target creature an opponent controls. II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game." III — Hall of Sorrow — Draw two cards. Each player loses 2 life. B Enchantment Creature — Saga Knight Creature 6 4BB 5/3 FIN~ 2 Summon: Primal Odin (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gungnir — Destroy target creature an opponent controls. II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game." III — Hall of Sorrow — Draw two cards. Each player loses 2 life. B Enchantment Creature — Saga Knight Creature 6 4BB 5/3 FIN~ 2 Summon: Shiva (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) III — Diamond Dust — Draw a card for each tapped creature your opponents control. U Enchantment Creature — Saga Elemental Creature 5 3UU 4/5 FIN~ 2 Summon: Shiva (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) III — Diamond Dust — Draw a card for each tapped creature your opponents control. U Enchantment Creature — Saga Elemental Creature 5 3UU 4/5 FIN~ 2 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 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 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 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 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 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 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 Weapon Whenever equipped creature attacks, destroy target creature an opponent controls. Equipped creature gets +7/+7. Equip {7} Legendary Artifact — Equipment Artifact 7 7 FIN~ 1 Ultima, Origin of Oblivion Flying Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." Whenever you tap a land for {C}, add an additional {C}. Legendary Creature — God Creature 5 5 4/4 FIN~ 2 Ultima, Origin of Oblivion Flying Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." Whenever you tap a land for {C}, add an additional {C}. Legendary Creature — God Creature 5 5 4/4 FIN~ 2 Ultima, Origin of Oblivion Flying Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has "{T}: Add {C}." Whenever you tap a land for {C}, add an additional {C}. Legendary Creature — God Creature 5 5 4/4 FIN~ 2 Ultimecia, Temporal Threat When Ultimecia enters, tap all creatures your opponents control. Whenever a creature you control deals combat damage to a player, draw a card. U Legendary Creature — Human Warlock Creature 6 4UU 4/4 FIN~ 2 Ultimecia, Temporal Threat When Ultimecia enters, tap all creatures your opponents control. Whenever a creature you control deals combat damage to a player, draw a card. U Legendary Creature — Human Warlock Creature 6 4UU 4/4 FIN~ 2 Ultimecia, Time Sorceress Whenever Ultimecia enters or attacks, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) At the beginning of your end step, you may pay {4}{U}{U}{B}{B} and exile eight cards from your graveyard. If you do, transform Ultimecia. BU Legendary Creature — Human Warlock Creature 5 3UB 4/5 FIN~ 2 Ultimecia, Omnipotent Menace (This creature can't be blocked except by two or more creatures.) Time Compression — When this creature transforms into Ultimecia, Omnipotent, take an extra turn after this one. BU Legendary Creature — Nightmare Warlock Creature 5 7/7 FIN~ 2 Ultimecia, Time Sorceress Whenever Ultimecia enters or attacks, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) At the beginning of your end step, you may pay {4}{U}{U}{B}{B} and exile eight cards from your graveyard. If you do, transform Ultimecia. BU Legendary Creature — Human Warlock Creature 5 3UB 4/5 FIN~ 2 Ultimecia, Omnipotent Menace (This creature can't be blocked except by two or more creatures.) Time Compression — When this creature transforms into Ultimecia, Omnipotent, take an extra turn after this one. BU Legendary Creature — Nightmare Warlock Creature 5 7/7 FIN~ 2 Undercity Dire Rat Rat Tail — When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") B Creature — Rat Creature 2 1B 2/2 FIN~ 2 Valkyrie Aerial Unit Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) U Artifact Creature — Construct Creature 7 5UU 5/4 FIN~ 2 Vanille, Cheerful l'Cie When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. G Legendary Creature — Human Cleric Creature 4 3G 3/2 FIN~ 2 Vanille, Cheerful l'Cie When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. G Legendary Creature — Human Cleric Creature 4 3G 3/2 FIN~ 2 Vanille, Cheerful l'Cie When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. G Legendary Creature — Human Cleric Creature 4 3G 3/2 FIN~ 2 Vanille, Cheerful l'Cie When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance. G Legendary Creature — Human Cleric Creature 4 3G 3/2 FIN~ 2 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