Last updated on October 11, 2025

Buster Sword | Illustration by Douzen
The Final Fantasy x MTG crossover is finally here! Final Fantasy is the longest running and most influential RPG video game series in the world. When video games first gained traction in the 1980s, someone had the idea to build a game based on tabletop RPGs like Dungeons & Dragons. The game they created was called Ultima, which went on to inspire a group of Japanese developers to put their own spin on it, releasing the original Final Fantasy in 1987. Since then, the Final Fantasy series has featured 16 main series games and dozens of spin-offs. It's become the industry standard for what it means to create a fully immersive, narrative-driven gaming experience. For me, Final Fantasy X was my introduction to the whole genre of RPGs, and I’ve become a huge fan of Japanese RPGs ever since. I’m so excited for this set, and it’s my immense pleasure to bring you this set review.
Who knows — if you're not a Final Fantasy player, you may even enjoy the set's flavor so much you want to check it out! (If you do, I recommend Icy Veins's beginner guide here).
As always, this review is based on my initial impressions of the cards. It’s hard to figure out how these cards will play out without knowing things like the speed of the format or the relative power levels of the colors and archetypes. Many cards will under or over perform based on initial impressions as the format takes shape. My reviews are largely based on the card’s quality in a vacuum or the assumption that the archetype they belong in is playable.
I use a comparative rating system on a scale of 0-10. Here’s a rough guide to what each rating means:
10: The absolute best of the best. 10s make a meaningful impact on any game, especially when playing from behind, and they’re extremely tough to beat.
Examples: Ugin, Eye of the Storms or Elspeth, Storm Slayer.
8-9: Extremely good cards, usually game-winning bombs and the most efficient removal spells, though not quite good enough to be a 10/10. Could also be the mythic uncommon of the set (though these are harder to predict).
Examples: Betor, Kin to All or Fangkeeper's Familiar.
5-7: Important role-players. These are typically great uncommons that really drive you towards playing a particular color, like build-arounds and good removal, as well as very powerful commons.
Examples: Rally the Monastery or Rakshasa's Bargain.
2-4: The average Limited card. Most commons end up in this range, and Limited decks are often made up of these.
Examples: Dirgur Island Dragon or Ainok Wayfarer.
1: These cards aren’t playable in your main deck, usually because they’re too situational. They could be useful out of the sideboard, or they might be the last card to be added.
Example: Poised Practitioner or Krotiq Nestguard.
0: Virtually unplayable in every scenario, and you should never put these cards in your main deck. Typically cards that were designed with Constructed play in mind but are useless in Limited.
Examples: Dracogenesis or The Sibsig Ceremony.
Set Mechanics

Sin, Spira's Punishment | Illustration by John Tedrick
Final Fantasy is fairly high on the complexity scale, and there are a lot of random mechanics throughout it. There are a couple of recurring mechanics though, so here’s a quick breakdown.
Job Select
A classic mechanic in some of the Final Fantasy games is the idea of assigning classes or jobs to each of the characters in your party, thereby determining their skills as you level them up throughout the game. Job select functions exactly like living weapon or for Mirrodin! It appears on equipment cards, and creates a 1/1 Hero token that comes with the equipment. This has been a historically powerful concept, as it turns what might be otherwise weak equipment into actual creatures, but with the upside of leaving an equipment behind after they die. This is going to be a very important mechanic as it intrinsically supports a lot of the set’s Draft archetypes.
Tiered
Another common theme seen in Final Fantasy is the idea of tiered spells. In the early game, your black mage characters can typically learn basic spells like Fire, Blizzard, or Thunder. As the game progresses, you learn their more powerful versions, such as Fira, Firaga, or Firaja. Tiered puts each tier of these elemental spells onto the same modal spell. As you cast a tiered spell, you choose one of its modes to play and pay the associated additional cost to do so. It’s that simple. These are just charms where each mode costs a different amount, so their flexibility is bound to make them strong.
Saga Creatures
Between the Aeons of FFX, the Espers of FFXII, or the Eidolons of FFXIII, another common theme of Final Fantasy is the idea of summons. Your characters often gain the ability to summon powerful allies to assist them temporarily in battle. In this set, the summons of Final Fantasy are represented as saga creatures. For the most part, these function the same as sagas normally do, giving you chapter abilities for each turn that they remain in play, except they can also attack and block just like normal creatures. These look extremely powerful, though we likely can’t rely on them being creatures given that they automatically die in a few turns.
Towns
A common theme among most RPGs is the idea of travelling from one town to the next. In the Final Fantasy Magic set, town is a land type, which means nothing on its own, but there are some cards that care about seeing towns, much like gates or deserts. There’s also a cycle of rare towns which have adventure spells on them, which basically function like modal double-faced lands and so are extremely powerful.
Transforming Double-Faced Cards
The other major theme of Final Fantasy that’s represented in a mechanic is the epic boss battles seen throughout the series. Final bosses in Final Fantasy and nearly every other JRPG follow the trend of transforming into their final form once you defeat them. Many of the villains from the Final Fantasy series are represented by double-faced cards in this set, allowing them to transform into their final forms once you meet the appropriate conditions. There are also a bunch of other designs for double-faced cards in the set, including sidequests, characters that transform into their summons (so they have saga creatures on their back face), and even a pair of characters that can meld together.
Draft Archetypes
Final Fantasy is like most typical Magic sets, where the Draft format is centered around 10 2-color archetypes. When drafting these color combinations, the cards you see lean heavily towards supporting these strategies.
- Azorius (White/Blue ): Artifacts
- Dimir (Blue/Black ): Simple Control
- Rakdos (Black/Red ): Black Mage Aggro
- Gruul (Red/Green ): Landfall and Chocobos
- Selesnya (Green/White ): Go-Wide Aggro
- Orzhov (White/Black ): Artifact/Creature Sacrifice
- Golgari (Black/Green ): Graveyard Matters
- Simic (Green/Blue ): Town Ramp
- Izzet (Blue/Red ): Noncreature Spells that Cost 4 or Greater
- Boros (Red/White ): Equipment
White
Adelbert Steiner
Rating: 5/10
Adelbert Steiner is a great reason to want more equipment cards in your deck. Child of Night is a great base rate that you’d be happy to play regardless, but the fact that this can very easily grow into a legitimate late game threat pushes it over the edge.
Aerith Gainsborough
Rating: 7/10
Ajani's Pridemate is one hell of a card. You only need to gain life once or twice before it’s a very real threat on the board. Aerith Gainsborough is more expensive, but the built-in lifelink means you probably don’t need to worry about where your lifegain comes from. Its death then inspires your team to take over the rest of the game. I wonder if that’s a reference to something in particular….
Aerith Rescue Mission
Rating: 3/10
The core of this is the three 1/1s for 4 mana, which isn’t a terrible rate, but also not an exciting one. Getting to tap down your opponent’s team is a nice effect to have, but not one worth playing without wanting the other mode. I don’t think your average deck will care about playing Aerith Rescue Mission, but the go-wide deck in green/white should be happy with it.
Ambrosia Whiteheart
Rating: 5/10
The Whitemane Lion design is always welcome to see. You can use Ambrosia Whiteheart to pick up permanents with good enters the battlefield triggers, save creatures from removal, or just pick up a land to guarantee another landfall trigger. It’s good and flexible, and it’s a welcome addition to any white deck.
Ashe, Princess of Dalmasca
Rating: 4/10
Ashe is the true protagonist of Final Fantasy XII, so it’s fitting that her card is considerably better than fake protagonist Vaan’s card. Ashe, Princess of Dalmasca is a bit on the slow side and only playable in decks with a high concentration of artifacts, but the payoff of filtered card draw when it attacks is high enough to want to support it.
Auron’s Inspiration
Rating: 4/10
Auron's Inspiration is from the main climax of Final Fantasy X, my favorite game in the series. You’ve just uncovered the secret behind the pilgrimage and the party has chosen to stand by Yuna and fight Sin together. Auron leads the party with this incredible quote, immortalized in the flavor text, as each member draws their weapons to fight for their lives. This scene always gave me goosebumps, so I just had to geek out a bit. The card itself is pretty strong in a go-wide aggro deck, but likely not good enough outside of that.
Battle Menu
Rating: 5/10
This is such a cool top-down design. It’s also pretty damn good. You’re most often going to choose to create a 2/2 or destroy a big creature, but the other abilities randomly come in clutch every now and again. None of these modes separately is worthy of the grade I’m giving Battle Menu, but the flexibility of having access to all four bumps it up dramatically.
Cloud, Midgar Mercenary
Rating: 7/10
Stoneforge Mystic is an incredibly powerful card when you get to build around it, and it has been a staple in many Constructed formats. Cloud, Midgar Mercenary does a very good job of imitating it, but it’s infinitely more difficult to build around Cloud in Limited. What I do like is that we have the job select mechanic; more often than not, Cloud can just search up a decent creature to play. I don’t think we’ll be able to use its second ability very much, but a 2-drop that searches for another creature when it enters sounds very good to me.
Cloudbound Moogle
Rating: 2/10
Landcycling has gone down in my estimations over the years, but it’s nice to have in a format to make sure that we have access to mana fixing just in case. This moogle has a decent base rate as basically a 3/4 flier for 5 mana, which is definitely a stat line I’ve played before and liked. On balance, I doubt Cloudbound Moogle is all that good, but it’s definitely a good card to have in the format.
Coeurl
Rating: 2/10
Coeurls are a classic monster in the Final Fantasy series. Their signature “Blaster” attack often has the ability to paralyze or stun your characters in some way, so a tapper is a good choice for its design. Tappers are a bit outdated now and 2 mana is a little too much to activate, so I don’t think Coeurl will be too good. It's still a 2-drop, so it likely has a place in the format.
Crystal Fragments / Summon: Alexander
Rating: 2/10
Short Sword is a fine card that you can sometimes play, but you wouldn’t be excited to pick up. I think that’s about it for Crystal Fragments, because paying 7 mana to transform it into Summon: Alexander doesn’t sound like something that a deck that wants the equipment is likely to do.
The Crystal’s Chosen
Rating: 2/10
Decks that want to play this kind of effect simply can’t play 7-mana spells unless they’re capable of outright winning the game. Not long ago, Imperial Oath surprised us all by being strong enough to buck this trend, but I don’t think The Crystal's Chosen is anywhere near as good. It’s powerful enough that I could see it in a ramp deck of some kind, so it’s not useless, but it’s not all that special.
Delivery Moogle

Rating: 6/10
What a sweet card! Three out of white’s four Draft archetypes have some need for artifacts, so they’re likely to have something you can find with Delivery Moogle. Obviously, you need at least a target to fetch before you play it, but a decently-sized flier that draws you a real card when it enters is very good in any deck.
Dion, Bahamut’s Dominant / Bahamut, Warden of Light
Rating: 8/10
The base rate of a 3/3 plus a 2/2 for just 4 mana is a great start, plus they have flying on your turn. Transforming Dion, Bahamut's Dominant, as well as the other Final Fantasy XVI characters, seems rather difficult to do. Paying 6 mana is a lot, and your opponent has a window to kill it in response to the ability, leaving you with nothing. Still, if you find the right time to do it, Bahamut, Warden of Light does a good job of ending the game for you.
Dragoon’s Lance
Rating: 5/10
Two mana for a 2/1 with flying is an excellent rate, especially as an early play for an aggressive deck. Not only that, but equipment that can grant flying have historically been very powerful, even if they’re expensive to equip. Dragoon's Lance is bound to be a strong card, especially in the equipment deck.
Dwarven Castle Guard
Rating: 4/10
A 2-drop creature that can trade off with an early play and replace itself with a 1/1 token is extremely good. Dwarven Castle Guard especially shines in sacrifice decks, but it’s perfectly reasonable in any white deck.
Fate of the Sun-Cryst
Rating: 4/10
Fate of the Sun-Cryst is a bit on the expensive side, but the flexibility of the ability to destroy anything is pretty nice. Three mana to kill a tapped creature or 5 to kill anything seems like a fair trade off. I don’t think you can run too many copies, but the first one is probably very valuable.
From Father to Son
Rating: 0/10
Oh boy. There are a couple of rules you should always be aware of. Firstly, vehicles suck. Secondly, tutors suck. A tutor like From Father to Son that can search for a vehicle? Unbelievably bad.
G’raha Tia
Rating: 6/10
This is an effect that we’re more used to seeing in black. Morbid Opportunist was one of the best cards in the entirety of Innistrad: Midnight Hunt. While putting the same trigger on a 5-drop rather than a 3-drop is bound to make it weaker, drawing a card is still one of the best possible payoffs for doing something and you don’t even need to build around G'raha Tia to make it good.
Gaelicat
Rating; 3/10
The evil flying cat is a monster design I’m actually more familiar with from the Legend of Heroes series, another excellent story-driven series of Japanese RPGs. Gaelicat is a nice little common that’s a reasonable way to start your curve. The fact that it’s not an artifact might hold it back too much in the end, but I don’t think this is bad by any means.
Machinist’s Arsenal
Rating: 8/10
Assuming you have plenty of artifacts, Machinist's Arsenal looks obscene. You only need a couple of other artifacts for this to be a 9/9 or an 11/11 for just 5 mana. Then you can reequip this to any other creature and turn it into a massive threat. You really need other artifacts for this to be remotely playable, but it’ll be exceptional in the white/blue artifacts deck.
Magitek Armor
Rating: 2/10
Vehicles really suck in Limited. Magitek Armor isn’t quite so bad because at least it creates a token that can crew it, but I still think this is going to fall well short of where it needs to be.
Magitek Infantry
Rating: 4/10
Anyone who’s played Final Fantasy XV knows the pain of just minding your own business in the countryside when an airship carrying a dozen of these lands in front of you and you have to take care of it. Despite my mixed feelings, Magitek Infantry looks really strong. It reminds me of Whisper Squad, which looked really weak at first, but then you’d end up playing against someone with seven of them and the game becomes all about them.
Minwu, White Mage
Rating: 7/10
The power of Minwu, White Mage is of course that it enables its own trigger because it has lifelink, which is pretty good. There are a small handful of other clerics in Final Fantasy, but for the most part Minwu just buffs itself. My only concern is that a 3/3 is too small to get into a lot of combat. Still, there are a lot of random ways to gain life and give Minwu the first couple of counters, so that might not be much of an issue.
Moogles’ Valor
Rating: 7/10
This is a very hard card to evaluate. On the one hand, Moogles' Valor looks obscenely broken in many scenarios. Even if you're just creating a couple of Moogles, doing this on an opponent’s turn and then laying out some very favorable blocks sounds absurd. But on the other hand, what if you have no creatures? A 5-mana instant with literally no text is a major downside. I think on balance this should be good more often than not, but this is one I could very easily be wrong about.
Paladin’s Arms
Rating: 2/10
A 3-mana 3/2 with some minor upsides is a little outdated at this point, but Paladin's Arms slots nicely into the artifact and equipment decks. I imagine it’ll be a decent curve-filler in those decks.
Phoenix Down
Rating: 1/10
Cheap reanimation spells in white have had a storied history in Limited over the last few years. Some have been great, others have sucked. I think Phoenix Down leans towards the latter. It might be relevant that it’s a cheap artifact, but this is quite expensive and there are nearly no skeletons, spirits, or zombies for you to exile. Cool design, but I don’t think it’s very good.
Restoration Magic
Rating: 4/10
Tamiyo's Safekeeping was a sleeper hit in Kamigawa: Neon Dynasty, and I imagine that Restoration Magic will be similar. Most of the time, you’ll just use Cure or Cura to “counter” a removal spell and be done with it, but having Curaga available as a free bonus definitely doesn’t hurt.
Sidequest: Catch a Fish / Cooking Campsite
Rating: 4/10
Firstly, Sidequest: Catch a Fish is an enchantment that does nothing right away, so that’s not great. But you then have a roughly 50/50 chance each turn to trigger this ability’s condition, and it’s very much worth it. Drawing a card, creating a Food token, and transforming this into a land is a great outcome, even if it doesn’t pop right away.
Slash of Light
Rating: 4/10
Your average deck is usually not going to control enough creatures to make Slash of Light a good pick, but the equipment deck should have enough extra permanents around to supplement it. What’s nice is that this should be very good in just one deck while no other deck will be particularly interested, so you should be able to pick it up whenever you need.
Snow Villiers
Rating: 4/10
I don’t remember Snow being any kind of monk, but there we go. Snow Villiers is pretty decent in the right deck. You only need other creatures to make it good, which is trivially easy for most Limited decks. As long as it’s reliably a 3/3 or 4/3 with vigilance, I think it’s definitely worth playing.
Stiltzkin, Moogle Merchant
Rating: 5/10
Donating permanents to your opponent isn’t usually a winning strategy, but there might be something to this. A 1/2 lifelinker for 1 mana isn’t bad. When you get to the late game, giving your opponents some free lands or Treasure tokens is probably worth it to draw a card.
But, I think the best use of Stiltzkin, Moogle Merchant is probably in response to removal. If your opponent points a removal spell at your creature, you can Donate that creature to your opponent and draw a card, then the removal spell still kills that creature. This is by no means a bomb, but I think there’s enough tricksy stuff going on to make it decent.
Summon: Choco/Mog
Rating: 4/10
Summons that have four chapter abilities as opposed to three should stick around long enough to feel more like a regular creature. As such, Summon: Choco/Mog look pretty good. Three mana 3/3 is always a good start and a nice little stat bump to your other creatures is very welcome, especially in the go-wide decks.
Summon: Knights of Round
Rating: 8/10
Resolving Summon: Knights of Round is utterly absurd. If the game in any way revolves around racing on the ground, you can’t possibly lose. That said, it’s a lot of mana to cast, so you really need to go out of your way to enable it. If you can, it’s really worth it, but you can’t put this summon into every white deck and expect it to work.
Summon: Primal Garuda
Rating: 7/10
Your summons eventually sacrifice themselves, so you ideally want to get some good value out of them before they go away. Straight up killing a creature on entering is perfect for that. Summon: Primal Garuda simply looks incredible and is surely one of white’s stronger non-rare cards.
Ultima
Rating: 8/10
Presumably named for the original inspiration for the series, Ultima is the ultimate magic spell in most of the Final Fantasy games. As with most sets, board wipes are very strong in Limited, especially when you’re falling behind. We can’t do much with the end the turn clause without a way of casting it at instant speed, but destroying all artifacts is a very nice bonus for this set. The “end the turn” clause has a few benefits too, like stopping death triggers.
Venat, Heart of Hydaelyn / Hydaelyn, the Mothercrystal


Rating: 8/10
Right away, the ability to draw a card whenever you cast a legendary spell is awesome. There are 105 legendary spells in this set, so your average deck is going to have quite a few of them. Venat, Heart of Hydaelyn’s stats also aren’t embarrassing, so I doubt you’ll ever want to cut it from your white deck. Seven mana to transform this into Hydaelyn, the Mothercrystal is a lot, but well worth it. Exiling a permanent and turning into an indestructible god that distributes counters and draws more cards is… well, ridiculous.
Weapons Vendor
Rating: 4/10
Four mana is a little overcosted for a cantripping 2/2, but I really like drawing cards so I’m sure I won’t mind. Still, unless my deck can make use of Weapons Vendor’s second ability, I’m probably skipping this. The equip costs are the biggest hurdle for equipment to function effectively, so getting this big reduction on them is great for any deck built around them.
White Auracite
Rating: 5/10
This is an interesting, fresh take on the typical Oblivion Ring design. It’s a little on the expensive side, but you’re paid off by having this ramp you to something bigger. White Auracite is simply good removal for any white deck, and some will be able to make more use of it than others.
White Mage’s Staff
Rating: 3/10
The base rate of a 2/2 creature for 2 mana is a great start, but the upsides keep coming. It’s good for artifacts, equipment decks, and even lifegain. All decks require 2-drops, and White Mage's Staff looks like a very solid one for Final Fantasy Limited formats.
The Wind Crystal
Rating: 3/10
Let’s talk about this cycle for a bit. The idea of casting a 4-mana artifact that has no impact on the board until you pay 6 mana to activate it fills me with sheer dread. For the most part, these are straight-up unplayable. Their only redeeming feature in my eyes is that they’re a strong way of spending large amounts of mana in the late game. If these games go really slow, then some of these might be good at breaking those stalled boards, especially this Crystal. This also means they might end up being fine in Sealed but bad in Draft. Overall, I don’t think they’re good, but at least The Wind Crystal might find a good home depending on how the format shapes up.
You’re Not Alone
Rating: 3/10
+4/+4 for 1 mana is an excellent rate on a combat trick, and You're Not Alone looks pretty easy to enable in white. Even if you don’t have the three creatures you need, +2/+2 isn’t a terrible backup plan. I imagine I’d want one of these in most decks and I’d be happy to pick it up.
Zack Fair
Rating: 7/10
Resolute Watchdog was a very powerful card back in the day, and it couldn’t even attack. Zack Fair is a great 1-drop for aggressive decks in particular. Any time you get to buff it with equipment or additional counters, it gets so much more powerful. It’s a premium uncommon for sure and a huge flavor hit for fans of Final Fantasy VII.
Blue
Astrologian’s Planisphere
Rating: 6/10
Astrologian's Planisphere is a really interesting card. A souped-up prowess trigger that gives you counters looks very powerful, but it does have a big downside that it only starts out as a 1/1 for 2 mana. Fortunately, it shouldn’t take too long to grow that 1/1 into a legitimate threat. Remember that since you draw a card for your turn, you only need to draw two more cards to get your extra trigger. Brainstorm is on the Through the Ages bonus sheet and combos really nicely with this, too.
Cargo Ship
Rating: 5/10
Oaken Siren rose through the ranks and ended up as the best blue common in The Lost Caverns of Ixalan. Not being a creature all the time might actually work in Cargo Ship’s favor, since it can tap for mana right away and your opponents can’t interact with it quite so easily. The artifact decks look pretty sweet, and this is likely one of the key pieces for them.
Combat Tutorial
Rating: 4/10
Always love a Divination. Simple card draw is good for making sure you can hit your land drops on time and just for digging into more cards. The +1/+1 counter is a nice upside, but it isn’t a necessary one to make me want to put Combat Tutorial in my deck.
Dragoon’s Wyvern
Rating: 5/10
Time and time again we’ve seen that two creatures for a single 3 mana card is very good in Limited. One of these creatures has flying too, which gives you even more free value. Dragoon's Wyvern ought to be a good curve filler in just about any blue deck.
Dreams of Laguna
Rating: 4/10
I’ve always been a big fan of Think Twice, and Dreams of Laguna looks quite a bit better. There are spell-based decks to build in this format, and this is exactly the kind of card they need to cast multiple spells throughout the course of a game.
Edgar, King of Figaro
Rating: 8/10
I’m sure this goes without saying, but winning coin flips isn’t the ability we care about here. In a dedicated artifacts deck, if Edgar, King of Figaro comes down and draws you three or four cards, it’s absolutely busted. You need to build around it for sure, but the payoff is huge and well worth the effort.
Eject
Rating: 6/10
Repulse is one of my favorite cards in Limited and making it cost 1 more mana isn’t enough to dissuade me. Eject is good for interacting with your opponent’s creatures at all sorts of opportune moments, but it often feels even better to bounce your own creature. You can protect them from removal, reuse an enters trigger, or sometimes both. This kind of card is always sweet to have, and I’m excited to get to play with it.
Ether
Rating: 1/10
Ethers aren’t just a mainstay item for restoring your MP in Final Fantasy games, but in a wide variety of other RPGs too. However, I really don’t get this design. You spend 4 mana up front, get 1 mana back when you exile it, and your payoff is the ability to copy your next instant or sorcery spell? Copying spells already isn’t that powerful because lining the copy card up with a card worth copying is quite difficult to do. Maybe the blue/red deck is fine with this because it costs 4 mana, but otherwise I think it’s too weak.
Gogo, Master of Mimicry
Rating: 4/10
I’m sure Gogo, Master of Mimicry is capable of some really dumb interactions, but it seems too situational and expensive to be quite as broken as I’m sure it might be in other formats. Still, the opportunity cost of playing it is fairly low since it has good stats, but I just don’t think this is something that you can prioritize.
Ice Flan
Rating: 3/10
Six mana is likely a little too much to pay for a Frost Lynx variant, but islandcycling pulls a lot of weight here. Ice Flan is solid mana fixing and is definitely not embarrassing if you need to cast it.
Ice Magic
Rating: 4/10
Ice Magic’s Blizzaga mode is a bafflingly bad spell to cast, but Blizzard and Blizzara are excellent. We’ve seen the Blizzara mode in just about every set for the past few years, and it’s pretty much always a solid removal spell for blue decks.
Il Mheg Pixie

Rating: 5/10
You don’t need to do much to sell me on a 2/1 flier for 2 mana. Il Mheg Pixie is a great aggressive play in the early game, and the surveil on its attack trigger is a really good bonus.
Jill, Shiva’s Dominant / Shiva, Warden of Ice
Rating: 8/10
Jill, Shiva's Dominant’s base rate as a literal Man-o'-War is already fantastic; it doesn’t even need to transform into Shiva, Warden of Ice. But hey, it can also transform into Shiva. Since you’d always play it as the front side, everything else is pure upside, even if transforming this noble is a little bit on the costly side and Shiva won’t always be that effective.
Louisoix’s Sacrifice
Rating: 1/10
This is a Constructed card, plain and simple. Negate and Stifle aren’t playable main deck cards in Limited, and combining them into the same card doesn’t change that. Louisoix's Sacrifice is a strong sideboard card though, so bear that in mind.
The Lunar Whale
Rating: 7/10
I still don’t like vehicles, but The Lunar Whale looks pretty strong. As a vehicle, it can stay back while being less vulnerable to interaction, and you can crew it up and attack when you know you’ll get value out of it and it won’t be destroyed. Given that the eventual payoff is potentially a lot of free cards, that sounds good in any blue deck.
Magic Damper
Rating: 2/10
This is basically Shore Up, which is always fine, but you want a reason to run it. It’s not worth protecting any random creature, but the stronger the creatures you have, the more likely you are to want a card like Magic Damper.
Matoya, Archon Elder
Rating: 6/10
This looks a little out of place, but there are a few ways to trigger it. Dreams of Laguna looks like a great combo here, for example. A 1/4 is also a reasonably effective defensive creature, so Matoya, Archon Elder looks quite good in a control deck.
Memories Returning
Rating: 6/10
I really love these Fact or Fiction-esque minigames you can play with your opponents. Memories Returning is essentially a draw three for 4 mana, which is particularly good in the blue/red archetype. Nine mana means you won’t flash this back very often, but it’s good enough up front without needing to factor that in.
The Prima Vista
Rating: 1/10
Vehicles really suck. Even an entire set built around vehicles couldn’t change that. More specifically, vehicles that do nothing other than act as efficiently-sized creatures are extremely bad. The Prima Vista is no different. It’s technically playable, but I won’t clamor to get this into any of my decks.
Qiqirn Merchant
Rating: 3/10
Qiqirn Merchant has the makings of something that could end up as my favorite card in the Final Fantasy set. Horned Turtle is a really nice defensive card, especially when it’s also a looter. You can block, smooth out your draws, then cash it in for a nice three cards when the game goes long. I really hope the format is slow enough for this to work.
Quistis Trepe
Rating: 7/10
I do love a Snapcaster Mage, and the ability to steal spells from your opponent’s graveyard is a really nice touch on this classic design. Three mana is a tad on the expensive side given that you also need to pay the cost of the spell you flashback, but it’s still doable. Quistis Trepe just looks like the kind of card you always want to topdeck in the late game, and I’m all here for it.
Relm’s Sketching
Rating: 7/10
It may only be a token, but this is still basically just a Clone, which has proven itself time and time again to be a great card in Limited. Better yet, being a sorcery triggers a lot of synergies within the set, so Relm's Sketching is bound to be one of the better uncommons in blue.
Retrieve the Esper
Rating: 2/10
Casting expensive sorceries should be worthwhile in Final Fantasy Limited, but even with two bites at the apple, casting a very underwhelming creature doesn’t sound too appealing. Four mana for a 3/3 and 6 mana for a 5/5 just aren’t good deals. Still, with all of the set’s synergies, Retrieve the Esper may find a good home.
Rook Turret
Rating: 3/10
I always like the Phantom Monster creatures that we see in these sets. They’ve definitely been getting worse recently, but I still like Rook Turret’s stat line, and fortunately the ability should be very relevant. I think you’ll probably only play this in the artifacts decks, but that’s fine.
Sage’s Nouliths
Rating: 1/10
This feels so bad. Two mana for a 2/1 with a pseudo-vigilance ability just isn’t up to par. The equip ability is also high enough that you’ll probably never want to use it. If your deck needs cheap artifacts, you could probably do worse, but I don’t think you’d play Sage's Nouliths otherwise.
Sahagin
Rating: 2/10
I’m really interested to see how this “big spells” deck pans out, but Sahagin doesn’t seem like it’ll be an important piece of it. I don’t know how many big spells you’ll reliably be able to play during a game, but you need too many of them for this to make much of an impact.
Scorpion Sentinel
Rating: 2/10
What I like here is that a 1/4 for 2 mana starts out as a decent defensive option for a ramp deck. Turning into a 4/4 in the mid-late game is also very relevant. Still, Scorpion Sentinel isn’t the most impactful of cards, and you won’t run it all the time.
Sidequest: Card Collection / Magicked Card
Rating: 1/10
Four mana to draw three cards and discard two is really weak. I know we like drawing cards, but the rate here is extremely bad. You’d hope we’d have some other benefit for playing Sidequest: Card Collection, but the ability to sometimes transform into a 4/4 flying… vehicle? Nah, I’m off it. It’s not completely unplayable, but it’s far from good.
Sleep Magic
Rating: 6/10
Sleep Magic is very flavorful. Sleep is a common status to receive in not just Final Fantasy, but in all RPGs, and you’re typically woken up when you’re hit physically. In Magic, this isn’t much of a downside. A tapped creature is very unlikely to be damaged by anything, so this looks very close to a 1-mana Claustrophobia.
Stolen Uniform
Rating: 0/10
I’m sure you can cook up some cool scenarios with Stolen Uniform, but I wouldn’t bother. Spending a whole card to do this isn’t worth it in the slightest. At best it’s an extremely situational combat trick in the color that wants combat tricks the least, which doesn’t sound very appealing.
Stuck in Summoner’s Sanctum
Rating: 3/10
These kinds of cards have fallen off a lot in recent years, and 3 mana just isn’t a great mana cost for them. There are a couple of bonuses that we can make use of, but I don’t think it’s enough to make Stuck in Summoner's Sanctum more than just a moderate playable.
Summon: Leviathan
Rating: 8/10
A big blue board wipe attached to a 6/6 creature would be absolutely absurd. It’s a board wipe, and that’s huge, but the 6/6 creature is only going to be around for a couple of turns. You do get one attack and one card out of it, so Summon: Leviathan represents a lot of tempo and advantage. It’s a great card in any blue deck, but thankfully its power level is kept in check by virtue of being a saga.
Summon: Shiva
Rating: 6/10
Summon: Shiva may not stick around for too long, but it gives you a good amount of tempo. The temporary nature of these summons scares me, but I think Shiva looks great. You may lose it after two turns, but it at least replaces itself with a free card or two and dominates the board while it’s in play.
Swallowed by Leviathan
Rating: 4/10
This essentially amounts to a counterspell that also lets you surveil 2. That’s pretty good, and it’s definitely an upgrade over a simple Cancel. You’ll need to have some stuff in your graveyard, but blue decks are usually good at enabling Swallowed by Leviathan whether through surveil and self-mill or just naturally casting instants and sorceries.
Syncopate
Rating: 3/10
I’ll resist geeking out over the awesome FFX flavor to this card. We’ve seen Syncopate several times in the past, and it’s always been fine. You can cast it as a Force Spike for 2 mana and counter your opponent’s 2- or 3-mana play, and you can put any amount of mana into it later to counter bigger things.
Thief’s Knife
Rating: 4/10
I do love creatures like Scroll Thief and Thieving Otter. If you can enable a hit or two, the extra cards you get are huge. Not only that, but it’s not unreasonable to equip Thief's Knife to something more evasive later in the game and get a ton of value.
Travel the Overworld
Rating: 6/10
You had me at “draw four cards.” With just two towns in play, Travel the Overworld becomes Tidings, a very strong card in its own right. Any cheaper than that and this starts to become absolutely ridiculous. This is a very real payoff for a towns deck, and if that deck is good, this sorcery is bound to be one of the reasons why.
Ultros, Obnoxious Octopus
Rating: 6/10
Ultros, Obnoxious Octopus is very aptly named, because this card is really obnoxious. Casting 4-mana noncreature spells isn’t easy: If they don’t affect the board in a meaningful way, you often fall too far behind your opponent. Ultros gives you a great way for those kinds of spells to interact with your opponent’s creatures and slow them down, giving you more time to cast awesome spells. Its second ability won’t matter most of the time, but it’s already good enough as an annoying, cheap creature.
Valkyrie Aerial Unit
Rating: 6/10
There is an artifacts deck in Final Fantasy Limited, and this is a fantastic payoff for it. If Valkyrie Aerial Unit costs around 4 mana or less, it looks incredible. You only need three artifacts in play to enable that, which sounds imminently possible. You can’t play this without the artifacts to support it, but it's great with them.
The Water Crystal
Rating: 1/10
My Bruvac the Grandiloquent Commander deck is eating well with this set, but this isn’t good in Limited. You’re actually helping your opponent if you mill them and don’t kill them with it, so The Water Crystal looks like the worst of the Crystal cycle to me.
Y’shtola Rhul
Rating: 1/10
Y'shtola Rhul is a really cool and unique design, but it doesn’t seem to be good enough in Limited. Six mana for a 3/5 is really bad, of course, so you have to lean really heavily into this ability. You essentially get to flicker one creature twice each turn, which might be incredible but it’s usually mediocre. I’m not saying that you can’t make this work, but I’m saying that it’s hard to do so in Limited.
Black
Ahriman
Rating: 3/10
What’s not to like? Three mana for a 2/2 flier is already a good start for Ahriman. Tack on deathtouch and a good sacrifice ability and you have a very solid playable.
Al Bhed Salvagers
Rating: 6/10
Blood Artist is an incredible Magic card, and we’ve seen many variants of it over the years. They’ve pretty much always been good, and given that Final Fantasy has a sacrifice archetype in black and white, I see no reason why Al Bhed Salvagers won’t also be awesome.
Ardyn, the Usurper
Rating: 4/10
I’m sure anyone can read Ardyn, the Usurper and realize that it’s incredibly powerful. Assuming you can use the trigger on the turn you play it, you get a 5/5 demon with lifelink and haste right away. The only issue is that pesky mana cost. Eight is typically too much to pay unless it wins you the game on the spot, and I think Ardyn is just too vulnerable to be as good as the other expensive bombs in this set like Summon: Knights of Round and Summon: Bahamut.
Black Mage’s Rod
Rating: 4/10
This looks like a great early play for the Black Mage deck (who knew?). Not only is it a cheap wizard to start getting your damage pings in, but it’s also a noncreature spell to trigger your other wizards. It’s also just a defensible 2-drop for any deck that needs it, so I’m sure Black Mage's Rod will be a solid card.
Cecil, Dark Knight / Cecil, Redeemed Paladin
Rating: 6/10
Cecil, Dark Knight is a weird one to evaluate. On the one hand, 1 mana for a 2/3 with deathtouch that can transform into a 4/4 lifelinker sounds pretty incredible, but the downside can really add up quickly. Your life total is very much a resource, but without the proper tools to support Cecil, it might be too much a liability. My gut tells me Cecil is good but not broken. The downside is significant enough to keep it in check and make sure it doesn’t run roughshod over the format.
Circle of Power
Rating: 4/10
Circle of Power hits a lot of the right notes. It costs 4 mana for the cards that care about that, it creates a Wizard token for the wizard deck, and it draws you into more cards. Given that the Wizard tokens are 0/1s, giving them +1/+0 is a big deal, potentially even giving you a combat phase that you wouldn’t have otherwise had. These noncreature spell-based decks have a lot of sweet things going for them, and I’m excited to see how this pans out.
Cornered by Black Mages
Rating: 4/10
Cruel Edict effects are pretty undesirable in Limited, but we’re very interested in the black mage token. In fact, we want it enough that Cornered by Black Mage is basically a two-for-one play, like a black mage Nekrataal. Well, it’s definitely not as powerful as that, but this should still be a very strong card for the black mage deck.
Dark Confidant
Rating: 7/10
Dark Confidant is one of my favorite cards in the game, and I’ve played it in a bunch of formats. Now, I get to play it in Standard for the first time! As far as Limited goes, you can’t afford to lose too much life, so Bob is much more powerful in aggressive decks because their mana curve tends to be lower. Regardless of how much life you lose, drawing an extra card each turn is a strong enough effect that it’s worth it to take the risk.
Dark Knight’s Greatsword
Rating: 3/10
I don’t remember the last time I spent 3 mana for a 4/1 creature, but here we are. Paying 3 life to re-equip Dark Knight's Greatsword is potentially very powerful, and WotC of course knew this, which is why it gives such a mediocre buff. +3/+0 doesn’t help most creatures to survive combat, but it’s quite strong on evasive creatures, so the strength of this card is quite variable. Some decks will be very happy with it, while others won’t care too much.
The Darkness Crystal
Rating: 2/10
See what I said for The Wind Crystal. The Darkness Crystal is fine and might actually be a funny sideboard card against the sacrifice decks because it turns off death triggers, but it’s usually not worth the mana investment.
Demon Wall
Rating: 4/10
In these reviews, I always mention how I like the design of a cheap defender creature that can eventually attack. Demon Wall is probably one of the strongest versions we’ve seen, which is likely why it’s bumped up to uncommon. It shouldn’t be too hard to find a way to put a stray counter on this with some other effect, and then you have a big menace creature that you only invested 2 mana into. This is great, and I’ll always play it.
Evil Reawakened
Rating: 3/10
Reanimation spells aren’t often that good in Limited, but Evil Reawakened might have the support it needs. There are a lot of expensive (8 mana or more) rare and mythic creatures that basically win the game by themselves that you'd really like to cheat out, and this is a good way to do that. This won’t come together all the time, but I could definitely start my draft with one of those big win conditions then keep my eye out for this as a way to enable them.
Fang, Fearless l’Cie / Ragnarok, Divine Deliverance
Rating: 4/10
I can’t see a ton of ways to actually trigger Fang, Fearless l'Cie’s ability. There are a couple, including some flashback spells and some graveyard recursion, so triggering it definitely isn’t out of the question. Of course, if you’re a green/black deck and have Vanille, Cheerful l'Cie to pair with Fang, enabling Ragnarok, Divine Deliverance is definitely worth it.
Fight On!
Rating: 3/10
We’ve seen this card plenty of times in past Limited sets, and it usually finds a home somewhere. You can’t run too many copies of Fight On! given that it only works later in the game, but the first copy should be great.
The Final Days
Rating: 2/10
I usually love cards like this, but it has a very significant drawback: The tokens enter tapped. The fact that The Final Days doesn’t actually affect the battlefield the turn you play it likely holds it back. I could however see wanting one copy in a green/black deck to flood the board with tokens as a win condition.
Gaius van Baelsar
Rating: 5/10
Fleshbag Marauder and its variants have always been pretty solid. Gaius van Baelsar is harder to play, but the ability is potentially a lot more powerful. If your opponent is the only one with a token or an enchantment out, this turns into a two-for-one. Of course, choosing the nontoken creature mode is still fine, especially if they only have one creature to hit and you can deal with it cleanly.
Hecteyes
Rating: 4/10
These creatures are always pretty good. Hecteyes is among the simplest ways to get some early card advantage, and it gets even better if you ever get to recur or reanimate it. I’d be happy playing just about as many of these as I could find.
Jecht, Reluctant Guardian / Braska’s Final Aeon
Rating: 8/10
Starting out as a 4/3 menace creature is a decent start. Transforming Jecht, Reluctant Guardian is paramount here, which shouldn’t be too hard to do. Once it’s transformed into Braska's Final Aeon, it becomes a certifiable bomb that provides a ton of free advantage if left alone. The only major downside I can see here is that it’s pretty easy to interact with Jecht before you transform it, but that’s about it. This is still a great card.
Kain, Traitorous Dragoon
Rating: 4/10
While Kain, Traitorous Dragoon is a really cool and flavorful design, it just doesn’t work for me. Getting to draw cards and create Treasures is great, but not at the expense of losing this creature that you already spent your mana on. It’s not a terrible play, but it requires too much support to enable it properly. It does work quite nicely with pump spells though, so that might be a nice combo to help you draw a ton of cards.
Malboro
Rating: 2/10
Malboros are probably the one creature that Final Fantasy players most fear to encounter. Their signature “Bad Breath” attacks tend to inflict your party with multiple debilitating status effects and they're really hard to fight back against. This one's a swampcycler, which is always a fine card if you want some more fixing. It has a nice trigger, though it’s one that doesn’t look great on such an expensive creature.
Namazu Trader
Rating: 2/10
This card is on the weak side in terms of a sacrifice payoff, but it gives you two permanents to sacrifice to better payoffs. You can usually do better, but Namazu Trader should still get the job done if you’re short on enablers.
Ninja’s Blades
Rating: 6/10
Not only will successful hits of Ninja's Blades dig you deeper into your deck, but it could potentially hit for a lot of extra damage too. Moving this to something more suited to wield it could be extremely valuable. The base 2/2 isn’t great, but at 2 mana to re-equip, it’s pretty easy to give it to something better.
Overkill
Rating: 6/10
This is a cool reference, mostly to the fact that the amount of damage you can deal in Final Fantasy is often capped at 9,999, until of course you find a way to break the damage limit. Overkill is a nice, clean answer to just about everything in Final Fantasy Limited, and it’s even splashable.
Phantom Train
Rating: 6/10
Trample and the ability to grow as large as you want are enough to like Phantom Train, despite it being a vehicle. It’s a little awkward that it has no crew cost, but the sacrifice theme looks well supported enough that I doubt it’ll be an issue. You really need to be in that deck to play this, but it should be an excellent addition.
Poison the Waters
Rating: 3/10
A split card of Divest and Shrivel for 2 mana is interesting. Poison the Waters ought to be an excellent sideboard card, and it’s probably good enough to make the main deck in more controlling black decks.
Qutrub Forayer
Rating: 3/10
Finishing off a creature that’s been dealt damage is something that has proven too situational to want to spend a card to do it. At least Qutrub Forayer is a reasonable size and has the ability to snipe a couple of flashback cards out of the graveyard if you need it to.
Reno and Rude
Rating: 3/10
I get what they’re trying to do with this card, but there are far too many hurdles to jump for Reno and Rude to be playable. In the early game, you won’t have the creatures to sacrifice or the mana to spend on the card you exile. In the late game, a 2/1 menace creature just isn’t likely to get through in combat. There are much better payoffs for the sacrifice deck, so I’m looking at this as little more than a slightly evasive 2-drop in aggressive decks.
Resentful Revelation
Rating: 4/10
Like many similar spells, filling your graveyard while you draw a card for just 2 mana is a great deal. If you want to fill your graveyard, Resentful Revelation is exactly how you want to go about doing it.
Sephiroth, Fabled SOLDIER / Sephiroth, One-Winged Angel
Rating: 9/10
This is the big bad of the most famous game in the whole series, Final Fantasy VII, and his card really packs a punch. Sephiroth, Fabled SOLDIER is both an enabler and a payoff for the sacrifices deck, and it’s exceptional at both of those roles. Transforming it into Sephiroth, One-Winged Angel is kind of difficult, but its abilities become that much stronger if you’re able to do it. Even if you’re not built to maximize Sephiroth, it’s still great in any black deck and worth picking highly.
Sephiroth’s Intervention
Rating: 5/10
Four mana is a lot, but gaining 2 life is a highly desirable upside to have on a removal spell. Sephiroth's Intervention is just a nice, clean answer to any creature in Final Fantasy Limited, and you’ll want to play however many copies you can find.
Shambling Cie’th
Rating: 3/10
Shambling Cie'th seems really at odds with itself. A creature that recurs itself in this way would be a great defensive option in a control deck, but entering tapped stops that from being an effective option. It could be nice in an aggressive deck, but recurring it also feels too slow for that. I just don’t think the numbers line up correctly for this card and it will just stay mediocre.
Shinra Reinforcements
Rating: 4/10
If you’re on the self-mill plan, what could be better? A half-decent body, some cards into your graveyard, and 3 extra life just to be safe? Even if you’re not in the dedicated mill plan, there’s still good value to gain from Shinra Reinforcements.
Sidequest: Hunt the Mark // Yiazmat, Ultimate Mark
Rating: 6/10
Yiazmat is the ultimate postgame boss in Final Fantasy XII. With over 50 million HP, it takes well over an hour to defeat it, even with a high level party. Given that, the card version is kind of disappointing. It's certainly a very good card though. It takes a little while to transform Sidequest: Hunt the Mark into Yiazmat, Ultimate Mark, but you do get a removal spell up front, and it costs nothing to get your free Treasures. You could even transform it ahead of time if you already have some Treasures from other sources.
Summon: Anima
Rating: 6/10
One of the best scenes in Final Fantasy X is when Seymour summons Anima for the first time. This intimidating, gargantuan horror does an excellent job of showing you just how dangerously powerful Seymour is. As the game progresses, you end up having to fight her during a boss fight, and you can even recruit her as a summon during the postgame. The card itself is reminiscent of Phyrexian Gargantua, which we know is a very powerful card. Summon: Anima looks like a great 6-drop in any black deck, and it should help you to take over a game in short order.
Summon: Primal Odin
Rating: 9/10
Now this has all the makings of a great bomb rare. Destroying a creature is always a great start, and the ability to literally win the game in one hit is the kind of upgrade I wouldn’t have expected to see. A 5/3 on its own isn’t very likely to get that necessary hit, but you could give Summon: Primal Odin a little push with some evasion or by killing potential blockers. If you can’t, you always have the buyout of trading this off in combat or waiting for chapter three to draw some cards. No matter what, this card is excellent and should swing a lot of games in your favor.
Tonberry
Rating: 3/10
The Tonberry is one of Final Fantasy’s most classic and recognizable monsters. The creepy, slow-moving lizard that can kill you with a single stab just wreaks havoc on you in every game it appears in. Its card is a really flavorful design. It doesn’t do anything for two turns, which is a hefty downside, but since it’s a 1-drop that shouldn’t be too bad. Then, it comes in swinging and basically can’t be blocked. It balances out quite nicely and I think it'll be playable, but it isn’t too impactful.
Undercity Dire Rat
Rating: 4/10
This is an excellent common to have access to. Dire Fleet Hoarder put in a lot of work in Limited formats, and I expect Undercity Dire Rat will do much of the same.
Vayne’s Treachery
Rating: 6/10
Like Vicious Offering and Final Flourish, Vayne's Treachery is bound to be one of the best commons in the set. -2/-2 is already a reasonable removal spell for the early game, but you can easily sacrifice a throwaway artifact/creature to kill just about anything in the format. That’s a lot of flexibility on a 2-mana common.
Vincent Valentine / Galian Beast
Rating: 9/10
Vincent Valentine only has one major downside: It’s extremely vulnerable on its front side. And that’s it. Otherwise, Vincent is absolutely absurd and nearly unbeatable. It picks up +1/+1 counters pretty much for free, transforms into a huge lifelinker on a whim, and is impossible to kill once it does. This reminds me a lot of Unstoppable Slasher, and I expect it to be just as brutal to play against.
Vincent’s Limit Break
Rating: 1/10
These spells have a tendency to hit or miss depending on how the numbers line up. The problem is that Vincent's Limit Break does very little without investing a ton of mana, which puts it on the weak side. Note that the power/toughness adjustment happens upon resolution of the spell, not when the creature returns to play.
Zenos yae Galvus / Shinryu, Transcendent Rival
Rating: 9/10
Like Massacre Wurm or Harvester of Misery, the absurdity of a creature that comes down and has the potential to wipe the board with little effort is hard to ignore. Except neither of those had the ability to transform into a flying 8/8 when they were done. Zenos yae Galvus is an incredible black rare that requires little to no effort on your part to be a strong asset.
Zodiark, Umbral God
Rating: 0/10
This rating is entirely based on one simple thing: Zodiark, Umbral God is uncastable. In your average 2-color deck, quintuple black mana just isn’t attainable. You could pick this early and try going mono-black, but I don’t even think Zodiark looks good enough to stretch to that. Thanks to the “rounded down” wording, your opponent is always left with at least one creature, so they can always keep their best creature alive. This just doesn’t look worth it at all, so avoid at all costs.
Red
Barret Wallace
Rating: 3/10
It’s of course thematic for Barret Wallace to have reach, but reach on a creature that wants to attack just feels weird. Four mana for a 4/4 reach creature is already a good enough stat line that any red deck will happily play it. Barret’s attack trigger is fine, but it’s little more than a nice bonus that can come up every so often.
Blazing Bomb
Rating: 4/10
I’m really trying to get into the habit of not underestimating every 1-drop I come across. This honestly looks quite strong, assuming you can get some triggers out of it. It’s very unassuming, but it starts to look very dangerous once it picks up even a single counter, much like the bomb creatures it represents.
Call the Mountain Chocobo
Rating: 3/10
This hits a lot of good notes in the set. It’s a 2/2 chocobo that draws you a land, and it helps you to trigger your landfall abilities while being a solid two-for-one. Call the Mountain Chocobo is also a 4-mana spell that you can cast twice for blue/red. It generally looks like a solid role-player in those decks.
Choco-Comet
Rating: 7/10
Red X spells that deal X damage have fallen out of favor in recent years. Or to be more precise, the versions we’ve had have been a lot worse than previous ones. Choco-Comet however stands out because it also gives you a chocobo token, essentially turning it into a Flametongue Kavu that deals X damage. That’s absolutely incredible, and I’d be surprised if this weren’t one of red’s stronger cards in Final Fantasy.
Clive, Ifrit’s Dominant / Ifrit, Warden of Inferno
Rating: 10/10
Okay, let’s talk about Clive, Ifrit's Dominant. It has to be the best possible play when it’s the last card in your hand, letting you refresh and draw at least two new cards. All you need is a few more red permanents and suddenly you’re drawing a whole new hand. On top of that, you have the ability to transform it into Ifrit, Warden of Inferno, an obscene summon that kills a creature right away and eventually transforms back and draws you more cards.
Clive has a significant downside in that your opponent can interact with it. Instant speed removal can take its red mana symbols off the table so you draw fewer cards. Overall, Clive looks absolutely incredible. You just need to be careful to play it in the right scenarios.
Coral Sword
Rating: 3/10
Kindled Fury is always a fine combat trick, though not one you’ll play too often. Coral Sword is a fair bit better, leaving behind a worthwhile permanent. This looks very good in the equipment-based deck, though likely a little too weak to see play in other red decks.
The Fire Crystal
Rating: 0/10
Another crystal, another whiff for Limited. The Fire Crystal just does too little for far too much mana, so just leave it in the sideboard.
Fire Magic
Rating: 4/10
Fira on its own is a card we’ve seen many times before, and it’s generally playable in any non-aggressive red deck. Fire and Firaga look considerably weaker, but still very nice bonuses to have on an already good card like Fire Magic.
Firion, Wild Rose Warrior
Rating: 6/10
In most sets, Firion, Wild Rose Warrior wouldn’t look all that impressive. Yet in Final Fantasy, the job select mechanic gives us a whole new perspective. Any job select equipment that you copy gives you a free 1/1 token, even after you sacrifice the equipment token copy at the end of the turn. You clearly need to be heavy on equipment to use Firion, but assuming you are, it should be pretty strong.
Freya Crescent
Rating: 6/10
Now this is a unique card that we’ve never seen before. A 1-drop red mana dork is unprecedented, even if it only helps you to cast equipment cards. Freya Crescent not only helps you to accelerate out equipment, many of which are also creatures, but it’s also a solid aggro creature in its own right as a 1/1 flier. I’m not sure if the equipment deck will finally work in this set, but Freya looks to be an incredibly powerful part of it.
Gilgamesh, Master-at-Arms
Rating: 8/10
Given that most of Final Fantasy’s equipment cards are also creatures, you can typically run more of them in your deck than you normally would. As such, the chance to hit at least one thing with each of Gilgamesh, Master-at-Arms’ triggers goes way up. Assuming you can regularly hit cards with it, Gilgamesh looks very powerful, but completely unusable outside of that.
Haste Magic
Rating: 3/10
Combat tricks giving haste are a bit weird, but it does give this trick a little bit of extra reach. You can use it in the middle of combat to win a fight you’d otherwise lose, or you can surprise an opponent with a hasty threat out of nowhere. On top of that, Haste Magic essentially draws you a card, which I think makes this a decent card overall.
Hill Gigas
Rating: 3/10
Six is a little too expensive for a creature of this size, but trample and haste is a deadly combination that even turned Charging Monstrosaur into the mythic uncommon of Ixalan. Given how this can come out of nowhere to change your combat math and you can cycle it in the early game when you need to, I’d be happy with Hill Gigas in most red decks.
Item Shopkeep
Rating: 3/10
White/red equipment will be a very aggressive deck, so a serviceable 2-drop that can give equipped creatures a little bit of evasion looks decent to me. You probably don’t want Item Shopkeep in most other decks, but it should be good with the right support.
Laughing Mad
Rating: 1/10
Spell-based decks are often fine with playing cards like Thrill of Possibility, but they just aren’t very palatable when they cost 3 or 4 mana. I can see Laughing Mad being desirable with the right setup, given that some cards care about the amount of mana spent on a spell, but I don’t think that will happen too often.
Light of Judgment
Rating: 3/10
Five mana is a lot to spend on a simple removal spell, so you can’t afford to have too many of these in your deck. Still, Light of Judgment kills most creatures in the set and can even clear up annoying equipment when you do, so the first copy should be worth running.
Mysidian Elder
Rating: 4/10
These black mage tokens are going to be very valuable in the black/red deck, and Mysidian Elder is a pretty decent way to get one. I doubt you’ll want this in any other kind of red deck, but the spell-based decks will be very happy with it.
Nibelheim Aflame
Rating: 10/10
These sorts of red spells have always been powerful, yet none of them have been as good as Nibelheim Aflame. Not only does this cost 1 mana less than its counterparts in Chandra's Ignition and Waltz of Rage, but you can also cast it a second time while refreshing your hand. This card seems truly absurd to me and likely one of the most impactful spells in Final Fantasy.
Opera Love Song
Rating: 3/10
The mode that matters the most on Opera Love Song is the ability to essentially draw two cards. This is good in an aggressive deck, and I think black/red will be especially interested in this, just make sure you’re likely to maximize both cards as much as possible.
Prompto Argentum
Rating: 3/10
A 2/2 with haste for 2 mana is pretty solid, but Prompto Argentum’s triggered ability isn’t particularly inspiring. I don’t think Prompto is going to do much beyond just be that cheap, aggressive creature, and it’s fine doing that.
Queen Brahne
Rating: 5/10
I do love to see simple triggered abilities that give you free value like this one. Even though Queen Brahne is likely to die in combat, it should be able to trade off with something in the process and leave you up one Wizard token, which is a pretty good deal. You might even get more than one wizard from time to time, and that’s bound to feel great.
Random Encounter
Rating: 0/10
Six mana is a hell of a lot of mana to spend on a card that might do nothing. It’s as simple as that. Don’t get me wrong, the upside on Random Encounter is very high, and it sounds hilarious to resolve and get a good hit from it. However, if your objective is to win your draft, you shouldn’t go anywhere near this.
Raubahn, Bull of Ala Mhigo
Rating: 3/10
Equipment build-arounds tend to be a lot better than this. The only upside is the ability to cheat on the mana for an equip cost, which is already a pretty situational benefit. There are some big high rolls that might happen, like if you play Raubahn, Bull of Ala Mhigo on 2, Buster Sword on 3, then attack and equip for free. But situations like that aren’t going to happen often enough for this to be better than mediocre.
Red Mage’s Rapier
Rating: 3/10
This equipment is quite interesting. It’s an aggressive card, but its reliance on noncreature spells leads me to think that only black/red is interested in it. Black/red should be able to pick up as many Red Mage's Rapiers as it wants, and that’s a pretty nice place to land.
Sabotender
Rating: 3/10
I don’t know if the landfall deck is going to come together, but this little guy looks kind of annoying in any red deck. If you play Sabotender early and it survives, it represents quite a bit of free damage without even attacking. It also gets really obnoxious in multiples, so it might be really dumb to play against out of some decks.
Samurai’s Katana
Rating: 5/10
The base rate on this card is already excellent. Three mana for a 3/3 with haste and trample is a strong card that any aggressive deck would be happy to play. Even if Samurai's Katana costs 5 mana to reattach it to something else, leaving the equipment behind is an entirely free bonus on what’s already a strong creature.
Sandworm
Rating: 5/10
The joke with Sandworm is that while you tend to want to use land destruction on your opponent’s lands, it’s actually more beneficial to hit your own land with this. You don’t lose any lands, but it ends up maybe fixing a color you were missing, and most importantly you get an additional landfall trigger for the turn. Fixing and extra landfall on top of a big haste creature makes this quite the powerful play for the end of your curve.
Seifer Almasy
Rating: 8/10
Seifer Almasy looks absolutely incredible. Firstly, you can get a trigger from Seifer the same turn you play it by attacking with a different creature, so that’s already a good impact on the board. Then, Seifer is a huge threat when it attacks alone. Three power with double strike is hard to block profitably, but your opponent has to block it to prevent the combat damage trigger. It’s especially dumb when you combine it with Blitzball Shot, as you could even cast that combat trick with the first damage trigger and get extra damage with the second hit. Siefer is just awesome, and a massive threat.
Self-Destruct
Rating: 2/10
I’m sure you can engineer some scenario with an indestructible creature or something with a lot of toughness, but for the most part this is just Fling. Not the strongest of removal spells, but Self-Destruct is great at sacrificing a creature that’s already about to die, and you might even have some fun with Jumbo Cactuar.
Sidequest: Play Blitzball / World Champion, Celestial Weapon
Rating: 4/10
Love it or hate it, blitzball was a key part of Final Fantasy X’s backdrop and one of its most beloved sidequests. Sidequest: Play Blitzball seems quite good, giving a nice power boost upfront and eventually transforming into quite a powerful equipment, World Champion, Celestial Weapon. The downside is that it does very little to affect the board. Fortunately, in a world where most of the equipment doubles up as a creature, you can probably afford one that doesn’t.
Sorceress’s Schemes
Rating: 4/10
Sorceress's Schemes is a really nice card to have access to in this set. Firstly, it’s a 4-mana spell for blue/red, and it has flashback for a second bite at the apple. You can even loop two of these to keep up your spell triggers. Of course, this is only as good as the spell you get back, and a flashback card that you get back from exile is like drawing two whole cards for the price of one. I do like this, and I think it might even have a home in Constructed, but it might end up falling short in Limited.
Summon: Brynhildr
Rating: 5/10
Summon: Brynhildr is very close to simply being a cheap, aggressive creature that draws a card. That’s pretty nice, though the fact that it goes away means you’re heavily incentivized to trade it off when you can.
Summon: Esper Ramuh
Rating: 5/10
Even though it requires some setup, Summon: Esper Ramuh is essentially a Flametongue Kavu. This is a clearly strong payoff for red’s spell-based decks, and it seems like a good early pick to set you up for one of those strategies.
Summon: G.F. Cerberus
Rating: 6/10
The issue with Summon: G.F. Cerberus is that while it’s obvious how much value you could get by tripling up some ridiculous spell, the floor on it is abysmally low. Sometimes this ends up being little more than just a Hill Giant. If you can surround it with a high enough density of instants and sorceries, it ought to be very strong, but you need to build around it to an extent.
Summon: G.F. Ifrit
Rating: 3/10
This is pretty much what I expect out of a common summon. Summon: G.F. Ifrit should last long enough to trade off with something good in combat while it also helps you to filter some cards out of your hand. Not super exciting, but probably solid in any deck.
Suplex
Rating: 5/10
Abrade is a fantastic removal spell, so giving it upgraded abilities in exchange for making it a sorcery like Suplex sounds like a reasonable trade-off to me.
Thunder Magic
Rating: 4/10
The split card between 2 damage for 1 mana or 4 damage for 4 mana is pretty strong. Thunder Magic and Suplex are red’s core burn spells, so you’ll take them and play them in basically every red deck and probably be reasonably happy with them.
Triple Triad
Rating: 0/10
Playing any 6-mana enchantment with no immediate impact on the board is a big ask. If Triple Triad always allowed you to play both exiled cards, it might have been somewhat reasonable. But in my opinion, it’s a step too far to lock your opponent’s card behind the condition that is must be cheaper than your card. This just looks awful, and I’d avoid it wherever possible.
Unexpected Request
Rating: 4/10
Threaten effects are quite strange. Using them just to get a hit in is sometimes good, but not enough to warrant playing an otherwise useless card. However, they’re good at stealing a creature when you can sacrifice it before it goes back to your opponent. Red isn’t looking to do that, which bumps Unexpected Request down a grade, but splashing this in a black/white deck or running it when you have some random sacrifice outlets could be very good.
Vaan, Street Thief
Rating: 2/10
As much as I love Final Fantasy XII, Vaan is by far one of the worst “main” characters in the series, or any other RPG for that matter. He’s just so uninspired and undergoes virtually no development throughout the whole story.
As a card, Vaan, Street Thief doesn’t seem terrible, but it requires too much support that we just can’t provide in a Limited environment.
Warrior’s Sword
Rating: 1/10
A vanilla 4/3 for 4 mana is a pretty terrible base rate for this card, and 5 mana to equip is unreasonably expensive. I could see wanting Warrior's Sword in white/red equipment, but probably nothing else.
Zell Dincht
Rating: 7/10
When landfall was first printed in Zendikar, Living Tsunami was a solid card that guaranteed you’d hit a land drop every turn to trigger your abilities. Zell Dincht does much the same as that, except it doesn’t stop you from missing your regular land drops at the same time. Zell is probably a fine inclusion in most red decks, but it really excels in red/green landfall where multiple landfall triggers each turn help you to press your advantage much more effectively.
Green
Airship Crash
Rating: 2/10
There aren’t quite as many flying creatures in this set as there normally might be, though there are a bunch of artifact and enchantment creatures. It couldn’t hurt to try out and Airship Crash in the main deck at first, but this might end up just being a great sideboard card.
Ancient Adamantoise
Rating: 7/10
The adamantoise is a recurring monster type throughout the Final Fantasy series, but it took on this absurd new form in Final Fantasy XV, where it was as big as a mountain and was an incredible post-game boss to fight. Eight mana is quite a lot, but green should be capable of accelerating into an Ancient Adamantoise fairly well, and it literally dominates the board while in play. It’s a very unique design that I’m sure I’ll enjoy casting whenever I see it.
Balamb T-Rexaur
Rating: 5/10
This is quite easily the best landcycler in Final Fantasy. Honey Mammoth variants have historically been among the best big creatures to ramp into. Balamb T-Rexaur is not only one of those creatures, but it also has trample and you can even trade it for a Forest in a pinch. If green ramp is a playable deck in Final Fantasy Limited, this will be one of its key players.
Bard’s Bow
Rating: 3/10
Six mana is absurdly expensive to move Bard's Bow onto a new creature, but when the base rate you get is a 3/3 with reach for just 3 mana, that’s already not bad to run by itself.
Bartz and Boko
Rating: 7/10
We’re obviously not in the market for a 5-drop 4/3 vanilla creature, so we have to be able to build around Bartz and Boko to some extent. There’s a good number of other chocobos in the set to support it and the upside is absolutely massive. You only really need one chocobo to make it good, so I expect I’ll be able to play this card more often than not.
Blitzball Shot
Rating: 3/10
A +3/+3 combat trick with trample can vary wildly in effectiveness. We’ve seen it many times before: Sometimes it was weak, other times it can be among the best commons in a set, like in Bloomburrow. Blitzball Shot will probably be just fine, but if aggressive green decks are any good, this will be one of the reasons.
Cactuar
Rating: 2/10
This is a wonderfully flavorful design, as Cactuars are very hard to hit and often run away from you after they deal you a bunch of damage. However, I don’t think this Cactuar card is good. A 3/3 isn’t so big that recasting this in the late game will actually do anything worthwhile, and it gets too few hits when you can cast it early.
Chocobo Kick
Rating: 5/10
It’s always good to see a 2-mana bite spell in green, even if it’s only a sorcery. The kicker cost looks weird, but bouncing a land can often be advantageous, as it lets you guarantee a landfall trigger for the turn in addition to buffing the spell’s damage. Chocobo Kick is premium removal for green, so it’s one of the most important commons for the color.
Chocobo Racetrack
Rating: 5/10
The landfall deck doesn’t look particularly good to me (famous last words), but it does look quite aggressive, which is at odds with a card like Chocobo Racetrack. If Final Fantasy Limited proves really slow, this card’s stock goes way up, as it’s really hard to beat as games go really long. But the more aggressive the format is, the worse this looks, to the point where it might end up being unplayable.
Clash of the Eikons
Rating: 3/10
Fight spells are incredibly hit and miss. They’re just weak removal spells compared to their bite counterparts. Clash of the Eikons is no different, and I don’t think the saga-related modes change the equation by much.
Coliseum Behemoth
Rating: 5/10
This looks like an extremely good ramp payoff. I love getting to draw a card, though I reckon we’ll actually end up using the Naturalize mode more often than not. Seven mana isn’t something you can just put in your average deck and expect to happen though, but if your deck is slow or has some acceleration, Coliseum Behemoth should be fine to play.
Commune with Beavers
Rating: 2/10
While this is extremely unlikely to completely miss, cheap cantrips aren’t really where green needs or wants to be. Commune with Beavers is playable, but it’s very easily cuttable and probably not something you ever want to prioritize.
Diamond Weapon
Rating: 6/10
Yep, this is excellent. I’m excited to play Diamond Weapon alongside Up the Beanstalk in Constructed, and it also looks very solid in Limited. That 9-mana cost needs to come down quite significantly, but any reasonable amount of milling should fill your graveyard with permanents very quickly. Making this cost just double green doesn’t sound totally implausible, and even if it only costs 5 or 6, it’s still a very strong play.
The Earth Crystal
Rating: 3/10
The Earth Crystal looks about on par with The Wind Crystal as the best in this cycle, but all of the same points apply. This is far too expensive, and it’s only good if you expect games to go really long.
Esper Origins / Summon: Esper Maduin
Rating: 7/10
Flashing back Esper Origins sounds awesome. Gain 2 life, surveil two, make a 4/4, and then draw a permanent card. It doesn’t get much sweeter than that. The only real downsides are that the 4/4 is temporary and that initially casting this from your hand isn’t ideal. That seems like a fair trade. I’d still play this in any green deck and be very happy with it.
Galuf’s Final Act
Rating: 1/10
For this to work, you need to nearly be or already be winning a combat. Then, your big payoff is just a bunch of +1/+1 counters? That’s kind of good, but too much has to go right for Galuf's Final Act to interest me.
Gigantoad
Rating: 1/10
We’ve moved past 4/4 vanilla creatures for 4 mana being good enough to play on their own. Becoming a 6/6 in the late game is nice, but I doubt that Gigantoad will make the cut all that often. It feels more like a card you’ll play because you need to fill out your curve and can’t find anything better.
Goobbue Gardener
Rating: 4/10
Mana dorks are always good in Limited. We’ve even seen this exact card before in Druid of the Cowl. It was very good then, and Goobbue Gardener is probably very good now.
Gran Pulse Ochu
Rating: 4/10
Cheap deathtouch creatures always play out better than they look. The fact is, they can trade off with anything at any point in the game, and they pair extremely well with Rabid Bite variants. It’s pretty cool that Gran Pulse Ochu might even get to attack as a 10/10 in the late game for good measure, so I don’t think I’m likely to cut this from any green deck.
Gysahl Greens
Rating: 3/10
Two mana for a 2/2 chocobo token sounds good to me. There are a few cards that really care about having chocobos out, and Gysahl Greens is the cheapest, simplest way to get one. The flashback cost is weirdly expensive, but a nice free bonus on what’s already a strong 2-drop.
Jumbo Cactuar
Rating: 1/10
The cactuars might be one of Final Fantasy’s most recognizable monsters, and Jumbo Cactuar is beautifully thematic. However, it’s ultimately just an enormous vanilla creature, which isn’t a good place to be. I think back to how stupid Yargle and Multani looked at first, yet it ended up doing nothing in March of the Machine.
Loporrit Scout
Rating: 2/10
Getting to attack as a 4/3 isn’t the most impressive ability, but in the go-wide deck, Loporrit Scout should be able to attack as a 5/4 or a 6/5 from time to time. That seems good, but the floor is so low that you often won’t want to run it at all.
Prishe’s Wanderings
Rating: 3/10
Prishe's Wanderings is a really neat take on the typical 3-mana ramp spell formula. Searching for a town is nice given how many good cards care about having a lot of towns in play. But most importantly, instant speed might allow this to double up as a combat trick, and the extra +1/+1 counter adds to that. I usually hate 3-mana ramp spells (reprint Rampant Growth you cowards!), but I like this one well enough.
Quina, Qu Gourmet
Rating: 3/10
Free 1/1 tokens are great, but since Quina, Qu Gourmet doesn’t create any tokens by itself, it might just be a weak vanilla creature on a lot of boards. We saw a similar issue play out with Peregrin Took, which looked like a great card at first but ended up floundering in Lord of the Rings Limited.
Reach the Horizon
Rating: 4/10
Four-mana spells that don’t affect the board can often be a liability, so the faster the format is, the less likely I am to want to play Reach the Horizon. But if we can take our time to ramp into big spells, this Explosive Vegetation variant should be pretty good.
A Realm Reborn
Rating: 0/10
Do you really need more mana once you already have the 6 to pay for A Realm Reborn? No, no you don’t. This is complete garbage that should never end up in your main deck.
Ride the Shoopuf
Rating: 4/10
Ride ze Shoopuf? Any Final Fantasy X fan knows this line and can hear it playing in their heads. Frankly, the best reason to play Ride the Shoopuf is to say it every time you cast it. We’ve seen some versions of this card before, and the most recent version saw basically no play. I’m hedging my bets and assuming this will be fine, but it could easily be a miss.
Rydia’s Return
Rating: 1/10
+3/+3 to your team isn’t particularly strong unless you’re also giving them a way to actually get through chump blocks. Similarly, a Restock that only gets back permanents sounds quite weak. I just think Rydia's Return is overcosted and not good enough, though it does seem good out of the sideboard for slower matchups.
Sazh Katzroy
Rating: 8/10
Right away, Sazh Katzroy draws you a card when it enters. Hopefully you’ll have a chocobo to find, but getting a basic land isn’t a terrible backup plan. You can notably use its second ability on Sazh itself, so it can attack as a 5/5 at minimum and potentially even more if you have other ways to place +1/+1 counters on it. I’m always wary of Hill Giants, but Sazh has some great upsides, and I expect it to be a solid card in any deck that plays it.
Sazh’s Chocobo
Rating: 4/10
If you ever get to play Sazh's Chocobo early, it should pick up enough +1/+1 counters over the course of the game that it’ll become incredibly strong. There are also great landfall and chocobo cards that synergize well with it. It's a horrible topdeck to draw late, but the upside is high enough that it’s worth taking that risk.
Sidequest: Raise a Chocobo / Black Chocobo
Rating: 5/10
The opportunity cost of Sidequest: Raise a Chocobo is extremely low, since you get a 2/2 for 2 mana right off the bat. The issue is that getting to four birds doesn’t seem very easy. With the right support, it could definitely come together, and the payoff of getting an additional 2/2 plus a land is definitely worth going for.
Summon: Fat Chocobo
Rating: 4/10
Fat Chocobo is my spirit animal. Enough said. I love this guy, and I’m so happy Summon: Fat Chocobo is good. Five mana for a 4/4 plus a 2/2 is great. Giving your team trample for the next few turns seems kind of random, but I bet it’ll matter more often than not.
Summon: Fenrir
Rating: 6/10
Any creature that ramps you on turn 3 is worth a second look. Summon: Fenrir might only be temporary, but you can get your free land and then trade off this saga creature for value, effectively giving you an easy two-for-one. If this isn’t possible, just getting to attack once and hopefully draw a card is still well worth it.
Summon: Titan
Rating: 8/10
There’s a lot to like with this particular summon. Milling a bunch of cards then putting all your binned lands onto the battlefield sounds great for both ramp and landfall. It’s pretty huge, so Summon: Titan has a meaningful impact on the board, and it gets two big hits in. Once with its own attack, and then again by giving a huge bonus to another creature. All-in-all, this is a great summon that fits well in most of green’s strategies.
Summoner’s Grimoire
Rating: 2/10
When a card’s only job is to cheat out other cards, it’s probably quite bad in Limited. In general, I wouldn’t play Summoner's Grimoire, but given the sheer number of very expensive rares and mythics in Final Fantasy, you could use it every so often to cheat some of those into play.
Tifa Lockhart
Rating: 5/10
Like many similar cards in the past, Tifa Lockhart has received a lot of attention on social media lately for the ease with which it can win a game. A good pump spell plus a fetch land can give you a turn 3 kill in some formats. The issue is that without that support, it’s too weak. If you can support Tifa with ways to buff its power and perhaps some additional land drops, it definitely has the potential to be a powerhouse in your deck.
Tifa’s Limit Break
Rating: 3/10
+2/+2 for 1 mana isn’t great, and doubling a creature’s power and toughness is only good if the creature was already quite big to begin with. I think Tifa's Limit Break is too situational to be actively good, but the thought of killing someone by doubling my 7/7 trample creature sounds kind of appealing. At that point, even tripling it doesn’t seem too unrealistic.
Torgal, A Fine Hound
Rating: 7/10
Two-drop mana dorks are always good in Limited. Ramping out your plays a turn ahead of time is worth spending a card on, and you can always trade it off if you have to. On top of that, most of Final Fantasy’s creatures are humans, so Torgal’s triggered ability is extremely relevant.
Town Greeter
Rating: 4/10
This is another iteration of a design we’ve seen plenty of times in the past, just like Ainok Wayfarer in Tarkir: Dragonstorm. Town Greeter is just a great 2-drop. It mills you, it usually guarantees you a land drop for the next turn, and it can even gain you a bit of life. All good things.
Traveling Chocobo
Rating: 9/10
Even just getting to play lands off the top of your deck would make Traveling Chocobo a really good card, but it can do so much more than that. Double landfall triggers aren’t all that important, but it’s the ability to cast birds from the top of your library that really sells it for me. Even a single spell cast with this is like you drew a real card. I’d play this in any green deck regardless, but I’d also hunt for any chocobos I could possibly find for the chance to get some free cards.
Vanille, Cheerful l’Cie / Ragnarok, Divine Deliverance
Rating: 7/10
Before we consider the meld ability, Vanille, Cheerful l'Cie is basically just Acolyte of Affliction, which is a great card in its own right, so this makes the cut in basically every green deck. Melding with Fang, Fearless l'Cie sounds like it will happen very rarely. Controlling both shouldn’t be too hard, but you have to have them survive until your next turn. Your opponent can see it coming and has a lot of time to interact. But if you do get it to happen, Ragnarok should win you the game by itself, so it’s worth trying.
Multicolored
Absolute Virtue
Rating: 1/10
The thing is, Absolute Virtue doesn’t protect itself in any way, which is kind of weird. Sure, your opponent can’t do anything to you, but this creature still dies to a lot of removal spells while it gives you no value. I’m not saying the card is completely unplayable, but a card better win you the game if you’re spending 8 mana on it, which this is really far from doing.
Balthier and Fran
Rating: 3/10
They’re the best pair of characters in Final Fantasy XII, and yet they really suck in Limited. Don’t get me wrong, Balthier and Fran is quite strong, but there are so few vehicles in Final Fantasy that you can play in a red/green deck that this just feels incredibly out of place. Cool card though.
Black Waltz No. 3
Rating: 6/10
The black mages deck looks to flood the board with as many of these damage pings as possible. To that end, Black Waltz No. 3 is like having two of those Wizard tokens at once, and that piles on a ton of extra damage very quickly. This deck looks quite dangerous, and this is a great addition to those decks.
Choco, Seeker of Paradise
Rating: 7/10
What an excellent build-around for a chocobo deck. You don’t even need other chocobos, since Choco, Seeker of Paradise just draws you a card whenever you attack with it, but additional birds really make it that much better. Choco doesn’t even need to declare an attack to trigger, so having a chocobo or two on the battlefield before you play is is hugely beneficial.
Cid, Timeless Artificer
Rating: 6/10
Cid, Timeless Artificer is already great as a 4/4 for 4 mana with cycling. I’d be happy to play that in basically any deck. The fact that it’s also basically a lord that buffs all of your heroes and artifact creatures is a sweet bonus, and sometimes it might even give an absurd +3/+3. As an aside, because there are 15 different versions of this card, it’ll be very highly sought after, so grab whatever copies you can see. Remember the nine different versions of Nazgûl?
Cloud of Darkness
Rating: 7/10
I do love an easy two-for-one, and they don’t get much easier than this. We saw this exact effect on Chupacabra Echo in LCI, and it was great then. Cloud of Darkness is two colors, and I think that’s a fair way to balance it a little because the ability to kill a creature and get a 3/3 flier is extremely powerful.
Emet-Selch, Unsundered / Hades, Sorcerer of Eld
Rating: 8/10
If we discount Emet-Selch, Unsundered’s ability to transform, it’s clearly a good card but not terribly exciting. You need to be able to enable it. Fourteen cards is a lot to get into your graveyard, though there are quite a few good ways to fill your graveyard, so it seems possible. Needless to say, once you transform it into Hades, Sorcerer of Eld, a permanent Yawgmoth's Will is extremely good. It’ll be interesting to revisit this card once Final Fantasy Limited has been around for a bit to see where it lands.
The Emperor of Palamecia / The Lord Master of Hell
Rating: 7/10
Mana acceleration plus a payoff is a perfect combination for this “spend 4 mana to cast a spell” strategy. If you can play The Emperor of Palamecia on turn 2, then you get to cast your first 4-drop spell on turn 3 and start the engine right away, which is bound to be awesome.
Exdeath, Void Warlock / Neo Exdeath, Dimension’s End
Rating: 5/10
A 3/3 that gains 3 life is great. Exdeath, Void Warlock is the perfect card to help a black/green deck stay alive long enough against aggro decks to put together all of its synergies. Then, you get paid off by turning Exdeath into Neo Exdeath, Dimension's End and absolutely going to town. Awesome card.
Garland, Knight of Cornelia / Chaos, the Endless
Rating: 6/10
Garland, Knight of Cornelia isn’t broken by any means, but in a spells deck there are few better turn 2 plays. A 3/2 hits really hard and trades off with a lot of creatures in combat, and a few early surveils help to set up your early turns. What I really like about this card is that you can transform it from the graveyard, because needing 7 mana while it’s still on the battlefield is far too restrictive. Rather, it can be a free 5/5 you get out of your graveyard when you eventually reach 7 mana, which is awesome.
Garnet, Princess of Alexandria
Rating: 7/10
As far as saga build-arounds go, Garnet, Princess of Alexandria is one of the better ones that I’ve seen. With the sagas being creatures, keeping them around for longer is a very worthwhile effect. Plus, having Garnet pick up counters at the same time when it also has lifelink is just brutal. It’s hard to know just how many sagas you can end up with in your deck, but this card is a big reason to want to pick up as many as you see.
Giott, King of the Dwarves
Rating: 4/10
Double strike is a great ability to pair with equipment, so it’s easy to see what you’re supposed to do with Giott, King of the Dwarves. While that’s a good pairing, Giott is a little lackluster when you don’t have that going, which definitely knocks it down a couple of points. Even in the equipment deck, you sometimes won’t be able to enable Giott and it’ll just sit there doing not much of relevance.
Gladiolus Amicitia
Rating: 6/10
By itself, Gladiolus Amicitia looks pretty awesome. A 6/6 for 6 mana is pretty standard, but it also gives you an immediate buff to one of your other creatures. The problem is that the landfall deck lacks identity. What is it trying to do? On the one hand, it has aggressive 1- and 2-mana creatures, but then its big payoff costs 6 mana? I think the deck will probably suck, but Gladiolus is probably good enough regardless of where the deck ends up.
Golbez, Crystal Collector
Rating: 4/10
Golbez is a classic Final Fantasy villain, yet the card is so out of place in this set. Blue/black is bound to have some artifacts in it thanks to overlapping into white/blue’s artifact theme and white/black’s artifact sacrifice theme. But Golbez, Crystal Collector is far from being as good as something like Contraband Kingpin since there just won’t be enough cards to synergize with it. With more artifacts to surround it, Golbez could be absurdly strong, but I have a feeling you’ll fall short too often.
Hope Estheim
Rating: 2/10
Hope Estheim seems like a really cool build-around in some other context, but there’s a problem for us in Limited. First is that there are only two other mill cards in Final Fantasy and all three of them are rares. Milling your opponent is actually positive for them unless you can finish them off, and there simply isn’t enough lifegain to enable Hope as a potential win condition. It’s not unplayable, but I don’t think it’s that good either.
Ignis Scientia
Rating: 4/10
Elvish Rejuvenator is a very solid card in any setting and Ignis Scientia is just as good. It can also attack the graveyard quite effectively, so Ignis might be really annoying for the black/green decks to play against. For the most part, it’s a good ramp enabler and I’m happy with that.
Jenova, Ancient Calamity
Rating: 10/10
The Luminarch Aspirant design has proven itself time and time again. While Jenova, Ancient Calamity is 4 mana and two colors, it also comes with some significant benefits to outweigh those extra costs. We can buff Jenova to place even more +1/+1 counters and also draw a ton of cards when one of our other mutant creatures dies. This is just absurd, and the constant flow of advantage tells me this will be an absolute bomb in the set.
Joshua, Phoenix’s Dominant / Phoenix, Warden of Fire
Rating: 8/10
Joshua, Phoenix's Dominant is already quite a good card even before it transforms into Phoenix, Warden of Fire. But Phoenix is the real payoff here. Right away it deals 2 damage, which means you gain 2 life thanks to lifelink. Then for the next two turns, like most lifelink fliers would, Phoenix dominates the board and makes it almost impossible for you to lose a damage race, before it floods the board with creatures and gets ready to transform again. These dominants from Final Fantasy XVI all look extremely powerful, and I’m curious to see how they play out given that transforming them is so costly.
Judge Magister Gabranth
Rating: 6/10
Gabranth was annoying to fight in Final Fantasy XII, and his Magic card will be annoying to play against here. Judge Magister Gabranth is a fairly bad card to draw much later in the game, but establishing it early is extremely threatening. Even without sacrificing much, having your creatures trade off in combat triggers this creature and makes it very big very quickly.
Kefka, Court Mage / Kefka, Ruler of Ruin
Rating: 8/10
Kefka is the big bad of Final Fantasy VI and one of the most famous villains in the entire series. The card is also pretty good. We mainly care about the first trigger here, which at minimum lets you rummage away a card and force your opponent to discard a card, but it can do so much more. You and your opponent have to discard at the same time, so there’s a chance you’ll discard different card types and you get an extra card out of it. Or you could discard an artifact/enchantment creature and draw at least two cards. The 8 mana to transform Kefka, Court Mage into Kefka, Ruler of Ruin sounds prohibitively expensive, but if it does come up you’ll be buried in even more cards. Kefka is a little difficult to enable at three colors, but if you get it early enough you can build towards it.
Kuja, Genome Sorcerer / Trance Kuja, Fate Defied
Rating: 7/10
I’ve already mentioned that the wizard tokens are incredibly valuable, so creating a free one every turn sounds awesome. Given that Kuja, Genome Sorcerer is itself a wizard, it should also be relatively easy to transform it and double up all your damage pings. I think this is going to be my favorite deck in the format, and this is a sweet rare to headline it.
Lightning, Army of One
Rating: 9/10
As the card for the badass protagonist of Final Fantasy XIII, Lightning, Army of One practically dominates combat all by itself, as its moniker “Army of One” suggests. First strike, trample, and lifelink are a powerful combination that make this creature extremely hard to get into combat with. Then, its combat damage trigger accelerates your clock by buffing the damage that all of your other creatures deal for the turn. I can’t imagine many better creatures for an aggressive deck, and the only thing keeping it from a 10/10 in my eyes is that at 2 toughness, it’s pretty easy to kill with removal.
Locke Cole
Rating: 6/10
Blue/black is just trying to be a control deck in Final Fantasy, and Locke Cole does everything you want a control deck to do. Deathtouch lets it trade for any creature, hitting your opponent lets you dig through your deck to find better cards, and lifelink helps you stay alive against aggro. This is just pure upside, and I love it.
Noctis, Prince of Lucis
Rating: 5/10
Noctis, our protagonist from Final Fantasy XV, can control the 13 Royal Arms, so it makes sense that his card would be centered around artifacts. Getting to recast artifacts from your graveyard is quite situational because they don’t end up in your graveyard as often as other card types. We do have sacrifices and creatures that trade in combat, so it definitely can happen, but there’s a chance Noctis, Prince of Lucis isn’t very effective, and at three colors it takes a lot to put Noctis into a deck in the first place.
Omega, Heartless Evolution
Rating: 4/10
Even though blue/green’s thing is supposed to be towns, I don’t like that the strength of Omega, Heartless Evolution’s ability is linked to how many towns you currently control. It already costs 7 mana, and for a cost like that, I want to know that the card I play is always good.
Rinoa Heartilly
Rating: 5/10
Rinoa is responsible for what might be the weirdest and most unique attack in the entire world of RPGs. If you’ve never witnessed the Angelo Cannon in action, do yourself a favor and find it on YouTube. The card itself looks pretty good to me. You get 5/5 worth of stats across two bodies, and they attack as much more than that. While the joke is to always buff Angelo with Rinoa Heartilly’s attack trigger, buffing something with flying or lifelink is often much stronger, so it’s great to have that flexibility.
Rufus Shinra
Rating: 6/10
What’s great about this card is that even though you can only control one Darkstar, you can sacrifice it for value and then just make another one. Given how easy it is to create the Darkstar token and that it doesn’t cost any additional mana, Rufus Shinra is a great card for giving you continual fodder for your sacrifice outlets, but also just for good board presence. Darkstar could always trade off with stuff in combat, after all.
Rydia, Summoner of Mist
Rating: 4/10
The trick with Rydia, Summoner of Mist is that you can use it to discard a saga and then play it from the graveyard. That’s not bad, but it’s also not particularly good. It takes too much setup for my liking, but with the right amount of support it could do some work.
Serah Farron / Crystallized Serah
Rating: 8/10
Serah was a central character to the plot of Final Fantasy XIII. Having been turned to crystal for completing her l’Cie focus, her sister Lightning sets out to find a way to revive her. Her card looks incredibly powerful. Cost reduction isn’t usually the best Limited ability, but reducing legendaries by 2 mana is a big enough reduction that I’m interested. Final Fantasy has over 100 legendary creatures in it, which plays right into Serah Farron’s hands. Once transformed into Crystallized Serah, the +2/+2 to all your legendary creatures is something that makes it incredibly hard for your opponent to catch up to you.
Shantotto, Tactician Magician
Rating: 5/10
Drawing a card is a great reward for casting expensive spells. If Shantotto, Tactician Magician isn’t drawing you those cards, then it looks incredibly weak. Not having any power to attack with unless you’re able to cast a spell is a feature that’s been the downfall of many similar creatures, but hopefully the draw mode is enough to save Shantotto from mediocrity.
Sin, Spira’s Punishment
Rating: 8/10
Three colors is still a lot, but Sin, Spira's Punishment rewards you for this quite well. Since the ability says that you repeat its ability whenever you hit a land, you’re guaranteed to get a free nonland permanent. Plus, you can repeat the ability any time you attack. Given this, Sin operates very similarly to a flying Sun Titan, depending on what’s in your graveyard. If not for being 7 mana and three colors, this would be one of the biggest bombs in the set.
Squall, SeeD Mercenary
Rating: 8/10
Squall is Final Fantasy VIII’s protagonist and his card is designed almost identically to his rival, Seifer Almasy.
The turn Squall, SeeD Mercenary enters, you can give double strike to a creature, giving you immediate impact. Then, if Squall gets into the red zone itself, the potential threat of two free permanents is enough to make it so that your opponent either answers it or falls too far behind.
Tellah, Great Sage
Rating: 9/10
This is such a great payoff for casting big noncreature spells. Draw two cards? Plus a 1/1? This is just awesome. Tellah, Great Sage is a little vulnerable to removal since it’s only a 3/3, but untap with this in a good spells deck and I can’t imagine you’d lose very often.
Terra, Magical Adept // Esper Terra
Rating: 4/10
Terra, Magical Adept is a weird one to evaluate. To me, it seems quite out of place in red/green, especially with the self-mill plan being green/black. In my opinion, it requires too much support to really pop off, and we just don’t have the ability to do that in Limited. It seems potentially very powerful in Constructed, though.
Tidus, Blitzball Star
Rating: 5/10
What can we say about Tidus, the somewhat embarrassing protagonist of Final Fantasy X? Not only is Tidus, Blitzball Star a decent artifact build-around, but it’s one of my favorite Limited card designs: a Master of Diversion. This is a very powerful effect for any aggressive deck, letting you tap the best blocker your opponent has and swinging a combat in your favor.
Ultimecia, Time Sorceress / Ultimecia, Omnipotent
Rating: 3/10
I’m not buying it here. Sure, Ultimecia, Time Sorceress is groundbreaking as the first real card to take an extra turn without being at least a rare. But the cost is so absurdly high that I can’t see it happening often enough to be reliable. There are worse 5-drops to play, so it might be worth running Ultimecia on the off chance you can pay the cost, but I don’t think I’d go out of my way to pick it in a draft.
Vivi Ornitier
Rating: 7/10
Despite being blue, Vivi Ornitier is like the black mage of your dreams for the black/red deck. Not only do you get a damage ping for each spell cast, but Vivi starts to grow and then gives you access to a bunch of extra mana, probably enabling your bigger spells for the blue/red archetype. Vivi looks like a great build-around for the spells deck. And it should be, as Final Fantasy fans’ favorite little black mage.
The Wandering Minstrel

Rating: 1/10
While I love seeing a potential payoff for being all five colors, I don’t think this works very well. The Wandering Minstrel does basically nothing until you get to a whopping five towns in play, which isn’t great given that a lot of town builds might only end up with that many in the whole deck. I think this requires too much effort to pull off and the upside isn’t there to warrant it.
Yuna, Hope of Spira
Rating: 8/10
The story of Final Fantasy X revolves around Yuna, a summoner setting out on a pilgrimage to rid the world of Sin. So naturally, Yuna, Hope of Spira is designed to work in conjunction with summons. Given that summons frequently end up in the graveyard without trying too hard, playing Yuna and immediately getting one back for free sounds incredible. Then, you can keep doing that every turn. Yuna is a must-kill threat on a lot of boards, and it should be easy to set up since white and green have some of the better summons.
Zidane, Tantalus Thief
Rating: 6/10
The gimmick here is that Zidane, Tantalus Thief creates a Treasure token when you give back the creature you steal with the first ability. Of course, you ideally won’t give it back, but it’s nice that you get a little bonus. Zidane is basically a redesign of Zealous Conscripts, which is very fitting given the character’s story in Final Fantasy IX, and this card seems pretty decent overall.
Colorless
Summon: Bahamut
Rating: 8/10
If you get to put Summon: Bahamut into play, it’ll probably dominate the game. A 9/9 that blows up two permanents and draws two cards over the next few turns is absurd, though you’ll probably win before that point. Is it castable? I honestly don’t know. You have to build around Bahamut, making sure you can either cheat it out or reliably get to 9 mana. I hope the format can accommodate this awesome bomb, though it’s just as likely that it’ll be unplayable if Final Fantasy Limited is too fast.
Ultima, Origin of Oblivion
Rating: 4/10
Five mana for a 4/4 flying creature that any deck can play sounds perfectly reasonable, but Ultima, Origin of Oblivion’s other abilities don’t seem all that good in Limited. You can put the blight counters on your own lands and use this to ramp up into something silly, like Bahamut, but I don’t think that really factors in here.
Adventurer’s Airship
Rating: 1/10
I’ve said it a few times already, but vehicles suck. Adventurer's Airship flies and has a relevant ability, but it’s a poor imitation of Smuggler's Copter and I don’t think it’ll be that playable (unlike the original).
Aettir and Priwen
Rating: 1/10
Aettir and Priwen is just far too expensive for not enough payoff. Even if this turns a creature into a 20/20, your opponent can still chump block it, which is a heck of a downside for the amount of mana you’ve invested. On top of that, if your life total dips below 10 or so, it starts to look even worse. I don’t think this is anywhere near worth the effort, even in the equipment deck.
Blitzball
Rating: 4/10
Dragonstorm Globe surprised a lot of Magic fans by being the breakout star of Tarkir: Dragonstorm Limited, and this mana rock might also get there. Unlike Tarkir, we don’t have much of an incentive to go five colors, so the mana fixing part isn’t that relevant. However, a lot of decks have the ability to easily deal combat damage with legendary creatures, turning Blitzball into a colorless Divination that any deck can run. I think this will see quite a bit of play, and I’d be surprised if it didn’t.
Buster Sword
Rating: 10/10
Cloud’s iconic weapon from Final Fantasy VII really packs a punch and might be one of the best cards in the entire set. To start, +3/+2 is a big bonus for just 2 mana to equip, turning even the smallest creatures into legitimate threats on the board. The combat damage trigger is absurd, not only drawing you a card, but letting you cheat on mana by casting virtually any spell for free. On top of all that, Buster Sword is colorless, and equipment is a supported theme in the set. Everything is set up perfectly for this card and I expect it to do great things.
Elixir
Rating: 1/10
The joke of course is that this classic Final Fantasy item should mimic Elixir of Immortality. Yet, the original elixir was only borderline playable in Limited, and Elixir looks a lot worse to me. I can see it being a useful sideboard card, but very infrequently.
Excalibur II
Rating: 0/10
While there’s sort of a lifegain theme in Final Fantasy, it’s not a supported archetype. Excalibur II needs to pick up at least three charge counters before it’s worth equipping, and that’s just not going to happen often enough to justify running it.
Genji Glove
Rating: 3/10
I think it’s probably obvious to most players that the abilities on Genji Glove are really powerful. The question is whether the cost is worth what you get out of it. At first glance, I’d say no, but if Final Fantasy Limited ends up being quite slow, then paying 8 total mana for this starts looking a lot more desirable.
Instant Ramen
Rating: 2/10
Final Fantasy XV had cooking meals as a major theme, and they landed a big contract with Cup Noodle to sponsor the game, which meant that eating instant ramen was part of a key gameplay feature. The Instant Ramen card is perfectly fine, but you likely won’t need it in most decks. If you’re built around artifacts, a cheap one that cantrips is definitely something I’d be after.
Iron Giant
Rating: 2/10
We’ve honestly had worse ramp payoffs that weren’t colorless. This is fine if you really need it, and it might be a great sideboard option for decks that don’t normally use 7-drops to help fight against slower decks, but the other 7-drops in the set are a lot stronger for ramp.
Lion Heart
Rating: 4/10
Two mana to equip for +2/+1 is a fairly good deal, and the high casting cost is mitigated by the fact that it’s capable of killing a creature on entering. Lion Heart is a pretty nice card that you might not always want, but the white/red equipment deck will love it.
Lunatic Pandora
Rating: 2/10
A cheap artifact that you can sacrifice to destroy something is rarely playable. The ability to surveil each turn is interesting though, giving a control deck a good way to spend its excess mana whenever it needs to. I don't think Lunatic Pandora is particularly good, but I think it could have a home.
Magic Pot
Rating: 2/10
Just like the Magic Pots in Final Fantasy games, this Magic Pot card is pretty weak but incredibly annoying. It’s certainly not unplayable and can fit well in some control decks, but the colors likely have better options and don’t need to resort to this.
The Masamune
Rating: 4/10
Not a lot of creatures have a trigger that’s compatible with The Masamune, but Sephiroth does, which I suppose is what it’s going for. The part I’m more interested in is giving first strike and forcing something else to block, which kind of acts like removal. Your opponent still has agency over what they block with, so it’s not too devastating, but it could definitely be good with the right support.
Monk’s Fist
Rating: 2/10
Since the effect on Monk's Fist is so minimal, the equip cost is significantly lower than on the other job select cards. That alone saves this from being basically unplayable. It’s not great, but it’s likely a lot closer to Glimmerlight (a great common) than to the useless Bronze Sable.
PuPu UFO
Rating: 2/10
While we enjoy mana acceleration in Limited, getting to play additional lands from the hand isn’t a very good way of going about it. PuPu UFO looks incredibly mediocre to me, and I’m only hedging with the rating because the ability to play a 4-drop on turn 3 is extremely powerful, even when done inefficiently.
The Regalia
Rating: 6/10
It’s kind of a shame that this doesn’t have flying, given that it can fly in Final Fantasy XV. Regardless, I quite like The Regalia. Its stats are decent, it’s easy to crew, and it ramps you every time it attacks. I think that’s enough to break away from the fact that vehicles suck (I bet you’re tired of hearing that by now).
Relentless X-ATM092
Rating: 4/10
If Final Fantasy Limited ends up as slow as I think it might be, this should be very strong. It’s not just a big threat, but you get two of them out of a single card, so it’s great to sink your mana into in the late game.
Ring of the Lucii
Rating: 3/10
Ring of the Lucii is a really poor imitation of Icy Manipulator, a card which would honestly still be incredible if printed today. It’s more interesting as a big mana rock, especially with how many cards we’ve seen that make you want to spend 7 or even 8 mana to use them.
World Map
Rating: 2/10
There are probably no lands good enough that it’s worth putting 3 mana into World Map, but Traveler's Amulet is a perfectly reasonable way to fix your mana and so is this.
Lands
Adventurer’s Inn
Rating: 1/10
Adventurer's Inn is a nice, functional reprint of Radiant Fountain, a card I’ve played plenty of in Pauper and Modern, but it doesn’t quite cut it here. If you want more towns in your deck, this isn’t terrible, but not tapping for any colored mana is a big downside that you’ll want to avoid.
Balamb Garden, SeeD Academy / Balamb Garden, Airborne
Rating: 6/10
Since you’ld always play this as a blue/green dual land, the opportunity cost to put this into your blue/green deck is nonexistent. I don’t know how highly you’d want to take it in draft, but I’d literally never cut it from any deck that could use it.
The Town Duals
Rating: 4/10
Mana fixing is always good to have if a land in your colors comes your way, and it can even help you splash a third color. However, they’re by no means necessary, so you should pretty much always take good, playable cards over them.
Capital City
Rating: 4/10
Cycling lands are always excellent. They give you necessary land drops in the early game and turn into (hopefully) real cards when drawn later. That said, unless you have town synergies, you don’t need to pick Capital City highly, though it’s likely better than most mediocre commons.
Clive’s Hideaway
Rating: 5/10
Hideaway is a mechanic with a lot of potential. Controlling four or more legendary creatures is quite hard to do, even in a set with as many legends as Final Fantasy. Still, as long as I had a bunch of them in my deck, the upside of a free spell is worth the inherent risk of putting a colorless land in my deck. I’d probably want at least six or seven, but once I have that, Clive's Hideaway should be worth trying.
Crossroads Village
Rating: 4/10
Just like the common duals, Crossroads Village is essentially the town version of Evolving Wilds, giving you access to whichever color you most need as you play it. You should probably never cut this, unless you’re trying to be really aggressive, and it’s good to take in the middle of a draft to fix your mana.
Eden, Seat of the Sanctum
Rating: 6/10
Having a card in your land base that you can cash in for any permanent out of your graveyard is obscenely good. I’ve played cards like Haunted Fengraf in the past for this very reason, and Eden, Seat of the Sanctum looks so much better. You can even use it to fuel self-mill and not sacrifice it if you absolutely had to. What a great card.
The Gold Saucer
Rating: 3/10
A land that’s an artifact sacrifice outlet is a nice card to have around for the sacrifice deck, but running a colorless land is too high a price to pay for any other deck. The Gold Saucer isn’t good enough to just casually run, but it has a home.
Ishgard, the Holy See
Rating: 5/10
In most sets, the adventure spell on this wouldn’t be too interesting, but Final Fantasy has plenty of nice artifacts and a bunch of enchantment creatures in the form of summons. Ishgard, the Holy See is always worth including in a white deck, even with only a couple of available targets for the spell, but it gets more desirable the more invested you are in artifacts and/or enchantments.
Jidoor, Aristocratic Capital
Rating: 2/10
Traumatize isn’t a remotely playable card in Limited. Say it’s late in the game and your opponent has 15 cards left in their library. Is milling seven of them really going to make a difference? I highly doubt it. Jidoor, Aristocratic Capital is still functional as a blue town, but the spell is incredibly weak.
Lindblum, Industrial Regency
Rating: 7/10
These Wizard tokens really start to stack up and Lindblum, Industrial Regency has so little cost to end up in any red deck. I don’t know if you should pick it up early, but you should always play it in any red deck.
Midgar, City of Mako
Rating: 7/10
Midgar, City of Mako is my pick for the strongest of this rare town cycle. A Village Rites built into a land has such an unbelievably low opportunity cost with such a high potential upside that you’ll never cut this from any black deck. It’s even something I’d take quite highly if I was trying to do the sacrifice theme.
Starting Town
Rating: 4/10
Starting Town is essentially a pain land (like Adarkar Wastes) for any color combination you’re in. That’s pretty good if you can pick it up, but it’s not something you likely need to prioritize. It’s nice that it’s a town, and it can go up in your pick order if you have synergies for it.
Zanarkand, Ancient Metropolis
Rating: 7/10
Now this is what I want out of a land with an adventure on it. I can make my land drops early if I need to, and if I draw Zanarkand, Ancient Metropolis late, it’s just a 6-mana spell that creates a 7/7 token plus my land drop for the turn? Love it.
Final Fantasy: Through the Ages Bonus Sheet
Final Fantasy comes with a bonus sheet of 64 cards that reimagine classic MTG cards as Final Fantasy characters, locations, and moments with absolutely spectacular artwork. These appear in approximately one out of every three Play boosters, so it’s important to evaluate them too.
White
Hero of Light (Adeline, Resplendent Cathar)
Rating: 9/10
Adeline, Resplendent Cathar has really proven itself over the last few years. Not only is it a very legitimate threat in its own right, but it doesn’t even need to declare an attack to give you a bunch of value. If you curve a 2-drop into Adeline on turn 3, your 2-drop will trigger it by attacking, giving you a free token right away. There are few better 3-drops for an aggressive white deck than this.
Knights of San d’Oria (Ranger-Captain of Eos)
Rating: 7/10
The power level of Ranger-Captain of Eos obviously hinges on how many 1-drops you have in your deck. As long as you have about two or three of them, I’d always play this. A 3-mana 3/3 that draws you a nonland card is always quite powerful.
Firion, Swordmaster (Sram, Senior Edificer)
Rating: 4/10
Sram, Senior Edificer is a little hard to build around in Limited, but there are quite a few nice equipment cards that we want to get into our decks. It’s not unreasonable to assume you might get to draw one or even two cards from Sram, but you shouldn’t play it without enough ways to trigger it.
Blessing of the Oracle (Akroma’s Will)
Rating: 6/10
Well, obviously we can’t use both modes of Akroma's Will in Limited, but one or the other still seems good. Flying, vigilance, and double strike make for quite an effective Overrun, whereas lifelink, indestructible, and protection are excellent defensive options that help you catch back up. Either of those seems decent to me, and the choice of either/or gives this a nice amount of flexibility.
Squall Leonhart (Danitha Capashen, Paragon)
Rating: 3/10
Danitha Capashen, Paragon isn’t a bad card by any means, but it’s also not that exciting. It has a good collection of keywords, but a 2/2 for 3 mana is far too small to be able to take full advantage of them. I’m sure Squall will find a home somewhere, but it’s not a guarantee that you’d want to play it in every white deck.
Noctis Lucis Caelum (Kenrith, the Returned King)
Rating: 10/10
Okay, so Kenrith, the Returned King is absolutely nuts. First, let’s assume you’re mono-white. It’s a 5/5 for 5 which can gain you 5-10 life per turn if you untap with it. Your opponent needs an obscene amount of pressure just to keep up with that. Then, Kenrith has other great abilities depending on which other color(s) you happen to be, each of which put you way ahead. Simply put, your opponent has to kill this creature or they have virtually no chance of winning, which is the simplest definition of a 10/10 card.
Garnet Til Alexandros 17th (Loran of the Third Path)
Rating: 6/10
Loran of the Third Path has proven itself as one of the better artifact/enchantment hate cards printed in the last few years. Killing the summons before they sacrifice themselves sounds like a waste of a removal spell, but when that removal comes as a free bonus on a creature, it doesn’t feel quite so bad. As such, Garnet is probably very good in Final Fantasy Limited and a welcome addition to any white deck.
Minwu, Rebellion Strategist (Mangara, the Diplomat)
Rating: 5/10
While it’s very possible to just not attack with two creatures or cast two spells in the same turn, forcing your opponent out of that play pattern is still a worthwhile effect. A 2/4 with lifelink is also a really nice defensive card to sit behind. I doubt you’ll want Mangara, the Diplomat in an aggressive white deck, but if a slower, more controlling one exists, this is bound to fit right in.
Memories of Nibelheim (Stroke of Midnight)
Rating: 1/10
We’ve seen this in the past, as well as many other variations on it, but it’s never been all that good. Destroying a rare bomb is one thing, but the fact is that Stroke of Midnight is incredibly weak at removing middle-of-the-road creatures, and removal really should be good at doing that.
The Imperial City of Archades (Wall of Omens)
Rating: 4/10
Wall of Omens is a very solid card. Most of the time, we don’t care about 2-drop walls that do nothing but block, but it feels free when you get a card out of the deal, and it can also synergize with anything that might let you reuse the ability.
Blue
Wild Rose Rebellion (Counterspell)
Rating: 5/10
The OG Counterspell is always nice to see, but these spells are tricky to play in Limited and double blue is quite a restrictive mana cost. Any blue deck ought to be happy to pick it up, but bear in mind that it might be too slow for some matchups. It’s definitely a card you can and should sideboard out in the right situation.
Terra Branford (Urza, Lord High Artificer)
Rating: 9/10
Urza, Lord High Artificer is an incredible card. Simply being two good creatures for one card is a great start, but it then turns any and all of your artifacts into mana rocks to fuel its final ability, giving you free cards off the top of your deck. Urza has been a powerful mainstay across multiple Constructed formats and is a staple in Vintage Cube. This set also has plenty of artifacts to fuel Urza’s abilities, so I have to imagine it’ll be pretty broken in Final Fantasy Limited.
Master Xande (Venser, Shaper Savant)
Rating: 8/10
Venser, Shaper Savant has proven itself time and time again as one of the most flexible and versatile creatures in the game. The ability to cast it at any time while interacting with the board or temporarily countering a spell gives you a lot of available plays. On top of everything else, being a creature lets you utilize Venser a lot more than a regular instant, either by flickering or recurring it from the graveyard.
Endwalker (Brainstorm)
Rating: 2/10
Brainstorm is a classic, but it’s not often a desirable card in Limited. Just like other cheap cantrips like Opt or Consider, Brainstorm is worth playing in spell-based decks, but probably not in anything else.
To the Crystal Tower (Cryptic Command)
Rating: 7/10
In a world where spending 4 mana on noncreature spells is a supported archetype, I can’t think of many better cards to spend my 4 mana on than Cryptic Command. All four modes are excellent and useful in different scenarios, and each has a big impact on the game. Triple blue to cast is a bit restrictive, but the power level is well worth the price.
Vana’diel Adventurers (Laboratory Maniac)
Rating: 0/10
Laboratory Maniac isn’t a remotely playable Limited card. Even in a set with a dedicated self-mill archetype, a 2/2 like this is far too fragile to expect to be your win condition.
Stay with Me (Rhystic Study)
Rating: 0/10
Rhystic Study might be played a bunch in Commander, but it’s awful in Limited. It adds nothing to the board, and making spells cost an additional mana isn’t a particularly desirable effect unless it comes with a creature attached. If you see this in an in-person draft, you should absolutely take it given that it’s bound to one of the most expensive cards in Final Fantasy, but don’t expect it to do anything in your Draft deck.
Edea Kramer (Teferi, Mage of Zhalfir)
Rating: 7/10
I’m sure there are some Seinfeld fans that can make some good jokes about Edea Kramer. The original Teferi, Mage of Zhalfir design is nearly 20 years old by now and still quite powerful. The best use in Limited is getting to flash it in as a blocker knowing that your opponent can’t respond with a removal spell or a combat trick. That’s already incredibly good, and it then shuts off so many plays if it survives the turn.
Black
Kefka’s Tower (Bolas’s Citadel)
Rating: 9/10
Bolas's Citadel was a very real bomb when we first saw it in War of the Spark. I even remember splashing it as a win condition in a green deck once and winning every game I used it. The constant stream of free spells off the top of your deck is just too much value for your opponent to deal with, and the ability to hit your opponent for 10 life with Kefka's Tower shouldn’t be underestimated either.
Darkness of Eternity (Dark Ritual)
Rating: 0/10
As much as I’d like to cast some big threat two turns early, throwing away a card to do so is rarely going to be worth it. Even worse, what if you draw this when you don’t need extra mana? Dark Ritual is a classic Magic staple, but it’s not what we want to do here.
Battle at the Big Bridge (Fatal Push)
Rating: 6/10
While it has no chance of killing big bomb rares, the simple fact that Fatal Push costs just 1 mana makes it extremely powerful. It nearly always trades up on mana, which is excellent efficiency that you don’t usually get from cheap removal.
Golbez, Clad in Darkness (Syr Konrad, the Grim)

Rating: 7/10
We’ve already seen a couple of Blood Artist variants, so why not have one more? I think Syr Konrad, the Grim surprised a lot of players with just how powerful it was in Throne of Eldraine Limited. It has its own sacrifice archetype to slot into, but it's honestly just great in any black deck. Those points of damage really add up fast.
The Emperor, Hell Tyrant (Yawgmoth, Thran Physician)
Rating: 8/10
Yawgmoth, Thran Physician really does it all. Most of Final Fantasy’s creatures are humans, so the protection is extremely powerful here. There’s a lot of sacrifice fodder available to throw -1/-1 counters around, and the proliferate ability can help you to speed up sagas, kill bigger creatures with the previous ability, and grow some of your own creatures. Yawgmoth's good enough to have an entire deck built around it in Modern, and it’s bound to be incredible here too.
Baron Rivalry (Deadly Dispute)
Rating: 5/10
Deadly Dispute has become known as perhaps the best variant of the classic Village Rites card design, even to the point where it was banned in Pauper. Drawing two cards and creating a Treasure token, while also being able to sacrifice an artifact instead of a creature, is just enough value to push it over the edge of other similar cards.
Shantotto’s Coercion (Diabolic Intent)
Rating: 0/10
Not even Demonic Tutor is playable in Limited, so Diabolic Intent is a non-starter. This is because even the best cards in your deck usually aren’t worth paying an additional 2 mana to play.
The Shadow Lord (Gix, Yawgmoth Praetor)
Rating: 10/10
Gix, Yawgmoth Praetor is clearly a very powerful creature. The line of play usually involves playing it on a turn when you’re already able to attack with some creatures and get your combat damage triggers right away. From that point on, your opponent is heavily incentivized to block every creature you attack with, which is something you can use to your own advantage. Then, if you ever get up to the 7 mana for its activated ability, you’ll probably just win the game.
This just has such a profound impact on the board that it’ll be a huge bomb in any deck that can run it.
Emet-Selch, Ascian (K’rrik, Son of Yawgmoth)
Rating: 0/10
We saw this play out when K'rrik, Son of Yawgmoth was reprinted in Modern Horizons 3. The card is just awful. Without the ability to build around and perfectly utilize it, this version of Emet-Selch is just far too weak to make much of an impact.
Ardyn Izunia (Varragoth, Bloodsky Sire)
Rating: 6/10
Varragoth, Bloodsky Sire is somewhat unassuming. A 2/3 with deathtouch is a great body on defense, but if you get to attack with it, you’ll be able to set up your best possible draw for the next turn and easily trade with anything your opponent blocks with.
The downside is that since you have to attack with Varragoth, you have very little agency over what it trades for, but that seems like a fair trade-off for a free Vampiric Tutor.
Red
Dragon of Mount Gulg (Ancient Copper Dragon)
Rating: 5/10
This is a card that was designed with Commander play in mind, where creating an average of 10 Treasures whenever you hit an opponent is a big deal. In Limited, it doesn’t matter quite so much, as by the time you’ve played the dragon, you’ve probably played most of the cards you have access to anyway. Still, this is a big dragon and the ability isn’t completely irrelevant. It’s just not a bomb rare and nowhere near as exciting as it is in other formats.
Gilgamesh, Weapon Collector (Godo, Bandit Warlord)
Rating: 6/10
Godo, Bandit Warlord cheats out an equipment card from your library directly onto the battlefield, which is basically like getting a free creature in Final Fantasy Limited. Right away that seems strong: Picking up one of the 3- or 4-mana job select cards gives you some great board presence for just playing one card.
Gilgamesh, Weapon Collector’s second trigger isn’t that impressive, but it’s good enough without it.
Kefka Palazzo (Purphoros, God of the Forge)
Rating: 8/10
Purphoros, God of the Forge guarantees a lot of extra damage, and all you need to do is play more creatures. It shouldn’t even be too hard to reach five devotion to red and start getting into combat
On top of that, this god is so hard to deal with that it might just be enough to win the game.
Vaan, Aspiring Sky Pirate (Captain Lannery Storm)
Rating: 7/10
Cheap haste creatures are obviously very strong in aggressive decks. Even though Captain Lannery Storm is quite small, you can usually trade it off in combat and be left with a Treasure token to ramp out a much stronger play on the next turn. If it ever goes unblocked, it accelerates you even faster.
A Promise Fulfilled (Light Up the Stage)
Rating: 4/10
A weak Divination is still somewhat serviceable, and getting to cheat it out for just a single red mana is perfect for aggressive mana curves. Light Up the Stage is a good card that helps you to smooth out your draws, but it’s also something you won’t particularly miss.
Thrum of the Vestige (Lightning Bolt)
Rating: 8/10
Lightning Bolt was first printed in Alpha, back in 1993, and to this day it remains one of the best burn spells ever printed. And now it gets the Final Fantasy treatment as Thrum of the Vestige. You just can’t beat the pure efficiency of 1 mana for 3 damage to any target.
Dawn Warrior’s Legacy (Mizzix’s Mastery)
Rating: 7/10
When we saw Mizzix's Mastery on the Mystical Archive bonus sheet, the card was a certifiable bomb that nearly always won the game on the spot. However, that was entirely a product of the Strixhaven Limited format being slow enough to accommodate an 8-mana spell, and the set was built around instants and sorceries, so it often just cast 10 spells every time you used it.
Its Final Fantasy reprint as Dawn Warrior’s Legacy won’t be anywhere close to the same power level as in Strixhaven, but it’s still a fantastic card for any deck built around instants and sorceries.
Cloud Strife (Najeela, the Blade-Blossom)
Rating: 4/10
A lot of Najeela, the Blade-Blossom’s power comes from its activated ability, which is wildly unusable in Limited. Not only are five colors hard to pull off, but it’s downright impossible in the type of aggressive deck that would want a card like this.
In a set like Final Fantasy, this is effectively just a 3/2 that creates a token on attacking. It’s perfectly fine, but nothing to write home about. It can synergize with other warriors if you have them, but they’re not a supported type, so it won’t happen too often.
Zidane Tribal (Ragavan, Nimble Pilferer)
Rating: 8/10
Oh boy, are we about to see another format dominated by Ragavan, Nimble Pilferer? We saw this when Ragavan was also on the Multiversal Legends bonus sheet. Ragavan is basically one of the best 1-mana creatures ever printed. If you can resolve it turn 1 on the play, it often dominates the game, which is why it’s banned in Legacy.
It loses some power in Limited, and it’s much easier for it to be outclassed, but it’s still absurdly powerful and you should definitely play Ragavan’s Zidane reskin.
Green
Princess Sarah (Azusa, Lost but Seeking)
Rating: 0/10
Azusa, Lost but Seeking is a powerful combo card and an abysmally weak Limited one. It’s very hard to be able to utilize the extra land drops, and a 1/2 for 3 otherwise is just awful.
Princess Sarah reskin or not, this card is so bad that you might actually make it easier for your opponent to win by playing it, so just don’t bother.
The Cloudsea Djinn (Nyxbloom Ancient)
Rating: 0/10
Sorry Commander fans, but as silly as this card might sometimes be, that’s entirely a product of being able to build around it, a luxury we don’t have in games of Limited. You’ve already cast a 7-drop, you don’t need more mana beyond that point, so Nyxbloom Ancient is an overcosted vanilla creature and nothing more.
Fal’Cie Paradise (Carpet of Flowers)
Rating: 1/10
Carpet of Flowers is a very powerful card, but it shouldn’t go in your main deck when 60% of decks don’t contain any Islands. It’s great out of the sideboard though, accelerating out whatever big threats you can find.
Newfound Adventure (Farseek)
Rating: 5/10
Two-mana ramp spells like Farseek/ are pretty great in Limited. They make for awful late game topdecks, but they can fix your colors and accelerate out a 4-drop on turn 3, which is something nearly every green deck is interested in doing.
Vayne Carudas Solidor (Fynn, the Fangbearer)
[cg set=FCA]Fynn, the Fangbearer[/cg]Rating: 4/10
[card]Fynn, the Fangbearer is a powerful creature, but without the right support, you’re never going to win the game via poison counters. In Final Fantasy Limited, I’d just look at Fynn as a 2-drop 1/3 with deathtouch, which is honestly decent in its own right.
Search for the Frozen Esper (Nature’s Claim)
Rating: 1/10
Final Fantasy has quite a few artifact creatures, plus the summons are all enchantments too, so there’s a chance you’ll want to play Nature's Claim in your main deck. However, the fact that the summons are going to die in a couple of turns anyway makes me think this is more likely to be just a strong sideboard card.
Astral Titan (Primeval Titan)
Rating: 5/10
Primeval Titan is one of my favorite cards in the game, but its power level is severely impacted without access to the broken lands that make it a powerhouse in other formats. It’s still good as a Colossal Dreadmaw that pulls a lot of lands out of your deck to smooth out your draws, but it does very little else.
Multicolored
Warrior of Light (Jodah, the Unifier)
Rating: 1/10
This set has a far higher-than-average number of legendary creatures, so if you can actually land Jodah, the Unifier, it should be game-breakingly powerful. That said, five colors of mana is far too big of an ask in a regular 2-color Limited format. I’d love to see it happen, but I just don’t think it’s likely.
Cecil Harvey (Tymna the Weaver)
Rating: 6/10
Tymna the Weaver power level is somewhat held back by the fact that you only have one opponent in Limited, but that doesn’t stop it completely. The best use-case is to simply play an evasive creature on turn 2, then you can play Tymna on 3, attack, and immediately draw a card. That’s perfectly fine, and if you can keep attacking with evasive creatures, you can potentially draw a lot more cards without paying any mana, which is a great deal.
Bartz Klauser (Winota, Joiner of Forces)
Rating: 7/10
Winota, Joiner of Forces is a powerful threat that gives you a rare source of card advantage in any aggro deck. The only hurdle to jump is to make sure you have a good balance of humans and non-humans, but as most of Final Fantasy’s creatures are humans, that shouldn’t be too difficult to accomplish.
Sephiroth, the Savior (Atraxa, Grand Unifier)
Rating: 8/10
Seven mana over four colors is a big ask, but Atraxa, Grand Unifier is unbelievably powerful. Slamming Atraxa on most boards wins you the game outright, and you just draw a bunch of cards to make up for it if your opponent can answer it. I don’t know if casting this Sephiroth variant will be viable in Final Fantasy Limited, but know that doing so is well worth the effort.
Hugo Kupka (Bruse Tarl, Boorish Herder)
Rating: 7/10
Immediately granting double strike and lifelink is already a powerful ability, but you then get to keep doing this each turn you attack with Bruse Tarl, Boorish Herder. It can even target itself to make its attack safer. This looks incredibly hard to beat in a race and should be perfect in any red/white deck in the format.
Shadowbringers (Dovin’s Veto)
Rating: 1/10
A counterspell that only targets noncreature spells isn’t usually worth a main deck slot. There’s a spells deck to build in Final Fantasy Limited, so Dovin's Veto is still a very solid sideboard card.
Kuja, Mage Manufacturer (Inalla, Archmage Ritualist)
Rating: 1/10
Inalla, Archmage Ritualist looks like it could be incredibly powerful at first. The issue though is that Final Fantasy only has two wizards that it works with: Mysidian Elder and Summon: Esper Ramuh. Every other wizard is legendary or not worth copying. When you consider that, Inalla doesn’t seem worth playing at all.
Benedikta Harman (Ishai, Ojutai Dragonspeaker)
Rating: 1/10
Ishai, Ojutai Dragonspeaker is a card that was designed for Commander, so it doesn’t quite work in 1v1. You need your opponent to have cast at least three spells for it to be worth the 4 mana you invest into it, which happens in a single turn cycle in Commander but takes far too long in Limited. I’d generally stay away, though it’s technically playable if you need it to be.
Lightning, Lone Commando (Isshin, Two Heavens as One)
Rating: 2/10
Isshin, Two Heavens as One naturally lives and dies by what kinds of attack triggers you have access to, because a 3-color vanilla creature is clearly unplayable. Even then, three colors is a lot to ask for, especially in the aggressive colors of the game, so I don’t see this coming together.
Seymour Guado (Kinnan, Bonder Prodigy)
Rating: 1/10
I’m actually a little bit annoyed that Kinnan, Bonder Prodigy cosplaying as Seymour Guado is the only version of Seymour in the main Final Fantasy set. Seymour is the psychotic main villain of Final Fantasy X, whose plan is to become Sin itself. I wanted to see a cool double-faced card of him transforming into one of his overpowered bosses, but alas, the designers didn’t do him justice. Anyway, Kinnan is a fairly weak card in Limited at the best of times, and it’s even weaker when you consider that most of this set’s creatures are actually humans.
Barnabas Tharmr (Kraum, Ludevic’s Opus)
Rating: 8/10
Five mana for a 4/4 with flying and haste is very good by itself. There are going to be times when you drop Kraum, Ludevic's Opus out of nowhere and your opponent will just be dead, so that’s pretty awesome. The card draw ability is a nice touch, but far less likely to be relevant compared to the sheer size and speed of this, but it’s still a fine bonus to have.
Orphan, Cocoon fal’Cie (Muldrotha, the Gravetide)
Rating: 5/10
Muldrotha, the Gravetide is a powerful card and naturally a very popular card in Commander, but it’s not all that exciting in Limited. The turn you play it, you probably won’t have enough mana left over to play anything significant, so you’re typically going to have to wait until your next turn. Still, if you untap with it and get to cast a couple of spells, you’ve been paid off handsomely. It’s slow and costs three colors, which are significant downsides, but Muldrotha could be good in the right deck.
Tidus, Zanarkand Fayth (Thrasios, Triton Hero)
Rating: 4/10
Thrasios, Triton Hero basically reads as a harder-to-cast Azure Mage. It’s hard to know where to land on it because variations on this have seen differing amounts of play in previous formats. I think it’s good, but it’ll get a lot better if Final Fantasy Limited ends up slow and in need of good ways to spend your mana in the late game.
Clive Rosfield (Vial Smasher the Fierce)
Rating: 9/10
Three-drops that are capable of winning the game virtually by themselves are few and far between. Vial Smasher the Fierce inflicts so much free damage that you might not even need to get into combat to close out a game. Your opponent must kill this on sight or you should win very comfortably.
Yuffie Kisaragi (Yuriko, the Tiger’s Shadow)
Rating: 4/10
This isn’t Commander, but commander ninjutsu still functions the same as regular ninjutsu, which means Yuriko, the Tiger's Shadow will basically work like a Ninja of the Deep Hours in Final Fantasy. That seems fine, though its power is limited in a set that isn’t built to accommodate it.
Artifacts
Giant of Babil (Traxos, Scourge of Kroog)
Rating: 8/10
I remember Traxos, Scourge of Kroog being quite a powerful rare back when it was first printed in Dominaria, so will it be good enough here as Giant of Babil? The key is how many artifacts, sagas, and legends you can get into a deck, because if you can untap it a few times, this card will win a game for you in short order. The original Dominaria had 97 historic cards to untap it. This set has 164 with 40 more on this bonus sheet, more than twice as many! I’d say Traxos is as good as it ever was and maybe even better.
Crystal of Altar Cave (Chromatic Lantern)
Rating: 1/10
Mana rocks aren’t really necessary in a 2-color format. Even if they were good, like Dragonstorm Globe was in Tarkir: Dragonstorm, they need to do a little more than Chromatic Lantern to be worth playing.
The Strahl (Smuggler’s Copter)
Rating: 10/10
If you don’t know the story, Smuggler's Copter is the most powerful vehicle ever printed. It was banned in Standard barely a month after is was released. A 3/3 flier for 2 mana and the minimal crew cost is already extremely efficient, but the loot ability pushed it over the top. It especially shines in aggressive decks that are happiest to see it come down on turn 2, but it'll be great in any deck. I’ve said a few times already that vehicles suck, but every rule has its exception.
Luka Stadium (Strixhaven Stadium)
Rating: 0/10
Mana rocks are barely playable when they can produce any color and have a nice upside. One like Strixhaven Stadium that only makes colorless mana and has no relevant upside just isn’t going to cut it. In your average Limited game, how have you not won the game normally if you’ve dealt combat damage to your opponent over 10 times?
Lands
Balamb Garden (Command Beacon)
Rating: 0/10
Well, we don’t have any commanders in Limited, so Command Beacon is strictly worse than a basic land. It could technically do something alongside Ultima, Origin of Oblivion, but that’s still not going to be worth it.
Wrap Up

Sephiroth's Intervention | Illustration by Joshua Raphael
I’m really looking forward to this set. Final Fantasy means a lot to me, as I’m sure it does to many other fans around the world. If you enjoy this set and haven’t played the games before, I highly recommend giving them a go, especially Final Fantasy X. If you’re a fan of Final Fantasy and want to explore the world of JRPGs a little more, I recommend any of the following amazing games:
- Metaphor: ReFantazio
- Persona 5
- Ys VIII: Lacrimosa of Dana
- Tales of Berseria
- Tales of Vesperia
- The Legend of Heroes: Trails from Zero
- The Legend of Heroes: Trails to Azure
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Until next time, take care of yourselves!
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