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