Last updated on June 8, 2025

Absolute Virtue | Illustration by Toni Infante
Greetings planeswalkers! Final Fantasy is the first Standard legal Universes Beyond set, and it also happens to be the best selling set of all time. But how does it actually play in Limited?
Here is my Day 0 guide to the Final Fantasy Sealed format, and Iโll touch on all sorts of important things like mechanics, archetypes, bombs, and more. There should be more than enough information here for you to feel confident at the Final Fantasy Prerelease and first few drafts.
Saddle up on your Chocobo and letโs get moving, for Final Fantasy adventures await!
Mechanics

Cid, Timeless Artificer | Illustration by Jason Kiantoro
Final Fantasy features several new mechanics, plus a couple of returning old ones.
Legendaries
Final Fantasy has an absurd number of legendaries in it! There are actually 99 legendary creatures in the set, which gives it a unique texture for Limited. Expect to occasionally decline on cards youโd otherwise have taken or played to avoid stacking the same legendary. This also means that legendary-matters cards like Clive's Hideaway and Serah Farron are much more practical than they would be in a โnormalโ Limited set.
Job Select
When an equipment with โjob selectโ enters, you create a 1/1 colorless Hero creature token, then attach that equipment to it. This mechanic is highly reminiscent of for Mirrodin!, which had the token + auto-equip functionality (those tokens were 2/2 red Rebels though).
Job select is a clever way for WotC to fit more equipment into the set. When evaluating cards with this mechanic, treat them like creatures of that cost. White Mage's Staff, for instance, is effectively a 2/2 creature with upside (as you can always move the equipment around later). Extra equipment is also a nice way to power up some artifact payoffs.
Job select appears in every color, though itโs best represented in white and red (which have two commons with the mechanic). Most job select cards range from filler to pretty good, with no major stinkers or absurd bombs (Machinist's Arsenal is the closest to the latter).
Tiered
Tiered is a new โkickerโ style mechanic that represents spell levels from the Final Fantasy games. You can cast cards like Fire Magic as one of three different modes, and these cards scale in power with how much mana you spend. Tiered cards have remarkable flexibility, which is a quality that tends to shine in Limited.
There arenโt very many tiered cards in the set though; red has two total, and every other color has just one. Youโll mostly feel the impact of tiered from Thunder Magic, which looks to be one of the setโs best commons.
Saga Creatures (Summons)
Saga creatures are my favorite mechanic from this set, and theyโre definitely a challenge to evaluate. While weโve seen sagas plenty of times now, making them into temporary creatures completely changes how they play. Letโs start with a simple one, Summon: Fenrir.
Turn 1: Summon: Fenrir enters as a 3/2 for , then immediately Rampant Growths you. Youโre free to block with it if youโd like next turn, as it should trade with most of the setโs 2- or 3-drop creatures.
Turn 2: Chapter II gives you a small bonus on the next creature spell you play this turn. Fenrir is now free to attack for 3 damage or block for another turn.
Turn 3: Chapter III draws you a card if you can tie with the strongest creature on board (including Fenrir). Afterwards, you sacrifice Fenrir.
If youโre trying to curve out aggressively with summons, prepare to be underwhelmed. Three-chapter summons like this are only good for one attack or two block steps, so most of their value is tied into their abilities. To go back to Fenrir for a second, letโs evaluate the card in terms of card economy:
- Fenrir replaces itself on ETB with a land, putting you at card parity.
- You can get to +1 either by trading off Fenrir or successfully tying in power with Chapter III.
- Your opponent may not want to trade with Fenrir, as itโs going away anyways.
- If that ends up being the case, congratulations; the game has now slowed down for two turns.
Most summons in Final Fantasy have three chapters like Fenrir, so always remember the โ2 blocks 1 attackโ rule. There are exceptions though, like the three common summons (Summon: Fat Chocobo, Summon: G.F. Ifrit, and Summon: Choco/Mog), which have an extra chapter. Those are safer to treat as actual creatures on your mana curve, whereas cards like Summon: Primal Garuda and Summon: Esper Ramuh are closer to sorceries than creatures.
Summons appear in all colors, but mostly in Naya colors () (which have the only common summons). There are also several rare creatures that can transform into sagas.
One last note: Final Fantasy also includes a couple of legendary creatures that work well with Summons like Rydia, Summoner of Mist and Yuna, Hope of Spira. Itโs definitely a subtheme at best, but itโs pretty powerful when you can assemble it.
Transforming Double-Face Cards (TDFCs)
Final Fantasy features 27 different transforming double-faced cards. These will transform after you fulfill some kind of condition on the card, usually either an activated ability (i.e., paying to exile Terra, Magical Adept) or triggered ability (i.e., having six permanents in the yard for Exdeath, Void Warlock at end of turn).
TDFCs appear in all colors, though predominantly in black or multiple colors. There are no common TDFCs, so expect to mostly see them in the form of rares or mythics.
Cycling
Cycling is also back on a handful of commons and uncommons. This hopefully smooths out the Limited environment, and it has two forms:
- Basic landcycling on a cycle of common creatures, one for each color (Cloudbound Moogle, Ice Flan, Malboro, Hill Gigas, Balamb T-Rexaur), and they each grab their corresponding basic.
- General cycling, which appears on Airship Crash, Capital City, and Cid, Timeless Artificer.
Cycling has some synergies in this set with cards that care about the graveyard like Evil Reawakened and Exdeath, Void Warlock, but for the most part itโs rather self-contained.
Adventure Lands
Final Fantasy includes a cycle of rare adventure lands (one for each color). As with previous adventures, you can choose to play these lands for their spell mode to put them into exile, where you can play them for value. While they enter tapped, these are largely pretty solid in Limited, as most mana bases can easily support a couple of taplands. Zanarkand, Ancient Metropolis is definitely the best one for Limited, and the runner up is either Midgar, City of Mako or Lindblum, Industrial Regency.
Though value is always tempting, donโt be afraid to play these as simple taplands when your hand needs it
Towns
Final Fantasy also introduces a new land subtype called โtown.โ Thereโs nothing intrinsically special about towns, though there are several cards that care about them specifically (which is actually UGโs focus in Draft).
As for towns themselves, Final Fantasy includes 23 in total:
- 10 dual land towns, which work as entry-level Limited fixing. These appear in the land slot of your pack 55% of the time, so you can expect your prerelease pool to have roughly 3.3 dual lands on average.
- Two common towns, which are Radiant Fountain and Uncharted Haven equivalents.
- Three uncommon towns (Capital City, The Gold Saucer, and Eden, Seat of the Sanctum).
- Three rare towns (Starting Town, Clive's Hideaway, and Balamb Garden, SeeD Academy).
- Five adventure lands, which are also towns.
Most decks wonโt find themselves concerned with town synergies, though Iโd play some dual lands and Capital City in just about any deck.
Archetypes

Source: WotC Final Fantasy Prerelease Guide
Final Fantasy features the standard 10 archetypes weโve come to know and love, with one for each color pair. Each archetype has a pair of signpost uncommons to encourage players to play/draft them, although a couple of them feel somewhat out of place. These arenโt the strictest archetypes Iโve seen, so think of them more as guidelines than any sort of hard rule.
WU Artifacts
Signpost Uncommons: Cid, Timeless Artificer and Tidus, Blitzball Star
WU clearly cares about artifacts in this set. Playing artifacts pumps up Tidus, Blitzball Star, makes Gaelicat into a formidable threat, or even draws you a ton of cards later with Edgar, King of Figaro. Job select cards are especially valuable in WU because you can fill out your mana curve with equipment artifacts.
In terms of pace, WU looks decidedly midrange. Itโs not a passive archetype like UG Towns or a hyper aggressive one, so stick to a solid โgood stuffโ plan with an eye towards artifact synergies. Fliers like Rook Turret and Gaelicat should prove useful if the format trends towards board stalls.
UB Control
Signpost Uncommons: Locke Cole and Ultimecia, Time Sorceress
UB has one of the softer themes in the set, and itโs a typical control strategy. It gets some value out of its graveyard though, which both Locke Cole and Ultimecia, Time Sorceress do well. Youโll want to focus on bombs, efficient removal spells, and 2-for-1s like Retrieve the Esper and Combat Tutorial, while also maintaining a decent mana curve.
BR Black Mage Aggro
Signpost Uncommons: Black Waltz No. 3 and Garland, Knight of Cornelia
โBlack Mage Aggroโ is WotCโs title for this one, but Iโd classify this as more of a โbleederโ archetype if anything. You arenโt going to come roaring out of the gates, but rather youโre looking to play a ton of removal and win with incremental damage. Cards like Circle of Power and Cornered by Black Mages are the crux of this strategy because you can stack up Wizard tokens and eventually burn your opponent out.
RG Landfall Aggro
Signpost Uncommons: Gladiolus Amicitia and Rydia, Summoner of Mist
Landfall is a classic RG mechanic thatโs somewhat well represented in this set. It comes mostly in the form of Chocobos, which are generally 2/2 Bird creature tokens with โLandfall: This creature gets +1/+0.โ There are also some great support cards for landfall like Chocobo Kick, Prishe's Wanderings, and Zell Dincht, which can return lands for extra landfall triggers. RG is on the bigger side of aggro, but it definitely punches hard.
GW Go Wide
Signpost Uncommons: Garnet, Princess of Alexandria and Rinoa Heartilly
Going wide is a classic strategy for this color pair, so itโs no surprise to see a repeat performance in Final Fantasy. Go wide is a simple A + B strategy, where you curve out and pair cards like Aerith Rescue Mission and Rinoa Heartilly with Auron's Inspiration for big damage. There arenโt a ton of token generators or Overrun effects though, so Iโd expect my GW decks to feel pretty midrangey in most cases. You can also try to incorporate Summon synergies with Garnet, Princess of Alexandria, Summon: Choco/Mog, and Summon: Fat Chocobo, all of which would work fine in a GW go-wide shell.
WB Artifact & Creature Sacrifice
Signpost Uncommons: Judge Magister Gabranth and Rufus Shinra
Sacrifice is another classic mechanic for this color pair. Your goal here is to pair fodder cards like Hecteyes, Undercity Dire Rat, and Instant Ramen (yes thatโs a real card) with sacrifice outlets like Vayne's Treachery or Ahriman. Doing so can further pay you off with cards like Judge Magister Gabranth or Sephiroth, Fabled SOLDIER, which care about stuff dying. Note that job select equipment cards are great here, as both the equipment and 1/1 Hero tokens can work as sacrifice fodder.
BW tends to be on the slower side of archetypes, and it generally wants to play a longer game with lots of card advantage and removal spells.
UR Big Noncreatures
Signpost Uncommons: Shantotto, Tactician Magician and The Emperor of Palamecia / The Lord Master of Hell
UR charts โfamiliar but differentโ territory in Final Fantasy, with a focus on casting big spells. Many UR cards want you to cast spells that cost 4 or more mana, and 4 is the sweet spot. Note that โmana spent to castโ and โmana valueโ are different things; Thunder Magic and Dreams of Laguna, for instance, can fulfill URโs condition despite having respective mana values of 1 and 2.
UR will likely play out like a โtempoโ strategy of sorts, neither fully aggro nor fully control. This may vary from build to build, though youโll need some help from blue to answer large creatures like Balamb T-Rexaur.
BG Graveyard Value
Signpost Uncommons: Cloud of Darkness and Exdeath, Void Warlock
BG is a straightforward midrange strategy that gets extra value from filling up its graveyard. Doing so powers up cards like Cloud of Darkness, Gran Pulse Ochu, and Diamond Weapon. To aid you in this endeavor, Final Fantasy includes some decent self-mill creatures like Town Greeter and Shinra Reinforcements, which are both good in this archetype.
Another cool thing about BG in Final Fantasy is that it actually has an uncommon meld pair, which no other color combination has. If youโre lucky enough to open both Vanille, Cheerful l'Cie and Fang, Fearless l'Cie and get them into play, you may be able to meld them into Ragnarok, Divine Deliverance! Theyโre also both pretty solid cards in general, so donโt be afraid to play them alone.
RW Equipment Aggro
Signpost Uncommons: Giott, King of the Dwarves and Zidane, Tantalus Thief
RW is a classic aggressive archetype that wants to attack early and often, as in most formats. It has a particular focus on equipment, which once again makes job select cards great here. Stacking up equipment can power up various cards like Adelbert Steiner, Giott, King of the Dwarves, and Slash of Light. All the different equipment in this set gives RW a bit of flood insurance, as youโll at least have something to do late game.
GU Town Ramp
Signpost Uncommons: Ignis Scientia and Omega, Heartless Evolution
GU wants to take you on an all expenses paid trip to Durdle Town. If things go according to plan, youโll draw cards, play some lands, draw some more cards, and play some more lands. If you play some extra colors and cool, splashy cards alongside those lands, thatโs even better. You may want to win the game eventually, though thereโs never any rush in Durdle Town.
As you might have surmised, this is all a colorful way of saying that GU is a very passive archetype. Cards like Qiqirn Merchant and Travel the Overworld excel in a more defensive strategy, so try to strike a balance of bomb rares, removal, blockers, card draw, and towns.
Set Architecture
Themes and Archetype Overlap
Final Fantasyโs archetypes are hardly monolithic, and they overlap in a number of ways. These are the kinds of small things to look for in drafting and deckbuilding to maximize your cards:
- WU, WB, and RW all have their own reasons to want job select equipment cards, so something like Dragoon's Lance is pretty desirable in all three.
- UB and BG both play well with graveyards, and GU is also value oriented. You could try to use Town Greeter and dual lands to play all three colors, reaping the best cards and synergies from each.
- The Wizard tokens that I associated with BR can make great sacrifice fodder, especially with Vayne's Treachery.
- Cards like Dreams of Laguna can work with multiple archetypes at once; itโs value + graveyard synergy for UB, has a 4-cost flashback for UR, and value for GU.
Final Fantasy: Through the Ages (Bonus Sheet)

Source: Collecting Final Fantasy
Final Fantasy also includes a bonus sheet called Final Fantasy: Through the Ages, which functions as a collection of desirable reprints with classic Final Fantasy arts. Unlike past sets like Wilds of Eldraine, these reprints donโt share any particular theme or card type, and they seem to have been selected largely for their appeal in EDH. Only one in three packs has a bonus sheet card, so donโt expect to see rare/mythic ones very often. Iโll include a full review for each card in my Final Fantasy Draft guide, but for now know that they probably wonโt come up much at your prerelease.
Gameplay Specifics
Itโs hard to give a perfect picture of how the set will play day 0, but I can at least try to make some predictions.
Format Pace
Iโd be surprised if Final Fantasy was an especially fast set. Job select creatures will often trade with other job select cards, and Summons may also gum up the board. The common creatures in this set are largely toughness-slanted (i.e., Shinra Reinforcements, Qiqirn Merchant, and Scorpion Sentinel) too. None of the common 2-drops attack especially well into these, though decks like RW might be able to punch a hole with pump spells like You're Not Alone and Haste Magic.
Final Fantasy has a ton of expensive cards in it, like Iron Giant, The Crystal's Chosen, Coliseum Behemoth, and Ardyn, the Usurper. This is in addition to expensive activated abilities on Qiqirn Merchant, Crystal Fragments, Gran Pulse Ochu, Ride the Shoopuf, and several rares. There are also extra mana sources in commons like White Auracite, Namazu Trader, and Goobbue Gardener, suggesting that WotC really wants you to cast some clunkers.
Common Removal Spells
White
Slash of Light (mediocre)
Whiteโs first common removal spell is rather conditional, though job select equipment works nicely with it. Iโd expect Slash of Light to be good only in specific decks, as thereโs a real risk that this wonโt kill what you need it to. It seems best in RW, which has lots of equipment and wants efficient ways to remove blockers.
White Auracite (great)
White Auracite is an unusual Stormplain Detainment variant, as itโs more expensive but also acts as a mana rock. Itโs also an artifact, rather than an enchantment. Timing this one is tricky, as thereโs definitely some tension with when you should play it (earlier is better for the mana rock aspect, but it could lead to you answering irrelevant threats).
If White Auracite sticks around, itโs effectively a 2-for-1 since it works as both a land and removal spell! That makes it a rather powerful common, and it also increases the utility of artifact removal like Suplex and Airship Crash.
Fate of the Sun-Cryst (decent)
Fate of the Sun-Cryst is whiteโs final removal spell, and itโs reminiscent of a card like Seized from Slumber. Sun-Cryst is pricier but more flexible, as this destroys nonland permanents rather than creatures. The tap mode discount makes this reasonably efficient when under pressure, so Iโd expect this to be fairly solid removal for more controlling decks.
Blue
Ice Magic (decent)
Ice Magic is basically Unsummon, Griptide, and a weird 8-mana removal spell all at once. Youโll usually play this for 2 or 4 mana, both of which are pretty solid modes. Blizzaga mostly just offers a way to trigger Tellah, Great Sage or Ultros, Obnoxious Octopus.
Stuck in Summonerโs Sanctum (decent)
Stuck in Summoner's Sanctum is a fairly-costed answer to big vanilla creatures and some artifacts, though it doesnโt remove abilities like Tamiyo's Compleation did. It still reliably answers many rares in Final Fantasy, while it misses particular blind spots like Traveling Chocobo, Kuja, Genome Sorcerer, and Tellah, Great Sage.
Syncopate(decent)
Iโm never sure whether to list counterspells as โremovalโ or not, but either way, Syncopate is the only common counterspell in this set. You can certainly play around it if youโre aware of it, though that wonโt always be realistic to do with expensive cards. Try to pair it with other instants like Dreams of Laguna to keep your opponent guessing.
Itโs also neat that you can trigger URโs 4+ theme with this, which wouldnโt be the case with your average Quench variant.
Black
Cornered by Black Mages (mediocre)
This is a tricky card to evaluate that will likely have some variance to it. When Cornered by Black Mages works, you get to kill your opponentโs 3- or 4-drop and net something extra. When it doesnโt, this trades with an irrelevant Hero token while it makes a 0/1 body. The key is to have tons of other removal to pair with this, especially cheap removal like Fire Magic and Thunder Magic. Youโll also want to be heavily black for this, as missing an edict window on curve can be a disaster.
Sephirothโs Intervention (great)
Four mana is a fair price to kill just about anything, and the 2 life is a welcome bonus. Sephiroth's Intervention and Fate of the Sun-Cryst are the most likely common removal spells that players will splash.
Vayneโs Treachery (great)
Vayne's Treachery is also strong, though youโll need some help from your deck to kill large creatures with it. Fodder creatures, Treasure tokens, and Food tokens are easy pairings for this, though you can also just use a chump blocker in a pinch. Either way, itโs useful early on and it scales, so it should be excellent just like Final Flourish was.
Red
Blazing Bomb (mediocre)
Blazing Bomb is an unusual removal spell thatโs tied to a 1-drop creature at sorcery speed. UR is the main deck that wants it, as you could realistically grow this a couple of times and then trade it for something better. Itโs a poor topdeck though, so I donโt expect to be thrilled by it.
Light of Judgment (mediocre)
Even in a slower set like Final Fantasy, you can only play so many cards like Light of Judgment. Five mana to answer one creature just isnโt very efficient, and the equipment destruction upside is tied to this evaluation as well. The first copy is still probably better than this effect usually is, but donโt prioritize it.
Suplex (great)
Three damage for 2 mana is a strong rate, and Suplex also exiles and acts as a Shatter if needed. These upsides are more than enough to justify the sorcery speed, so expect to take this early and often.
Thunder Magic (best)
Thunder Magic is my pick for the best common removal spell. It efficiently kills any small creature, and you can also scale it to deal 4 damage for just 4 mana. Going by common creatures, this is enough to remove everything except for Balamb T-Rexaur, Iron Giant, and a Gigantoad with 7+ lands out.
But waitโฆ thereโs more! It can even answer those for 7 mana, which makes this supremely efficient and flexible. Thundara is also perfect to trigger URโs 4+ theme, and this is another spell you can hold up while you threaten to flashback Dreams of Laguna.
Green
Airship Crash (decent)
Broken Wings has cycling now apparently, so Iโm definitely on board (pun intended) with the first copy of Airship Crash. I also wouldnโt hate to play a second, and Iโll certainly look to board more if I have them. Theyโll generally be strongest vs. white and blue decks thanks to fliers and White Auracite.
Chocobo Kick (great)
Chocobo Kick has a nice Rabid Bite baseline with powerful upside for landfall decks. RG will want many copies, though itโs pretty good in just about any green deck (assuming you have some bite-worthy creatures).
Splashing in Final Fantasy
Splashing looks fairly easy to do in Final Fantasy, so Iโd expect to see decks that are two colors + a splash somewhat frequently. This is still mostly a 2-color set though, so donโt expect to draft many โ5-color pilesโ like in Tarkir: Dragonstorm. Most of the fixing in this set is tied to green or lands, so any rainbow builds should be base-green.
Common Nonlands
Namazu Trader
Namazu Trader is primarily a filler creature for sacrifice decks, but it can also work to splash powerful expensive rares.
Undercity Dire Rat
Undercity Dire Rat also works in sacrifice decks and helps you to splash, but itโs less reliable because the Treasure token is tied to this ratโs death.
Commune with Beavers
Commune with Beavers is soft fixing at best, but it still helps to increase the consistency of your 3-color base green decks.
Prisheโs Wanderings
Prishe's Wanderings can fetch the common town dual lands, which potentially enables some very greedy splashes. Itโs also a mediocre combat trick in a pinch, though 3 mana makes Wanderings rather clunky.
Town Greeter
Town Greeter is excellent with graveyard synergies, but it also happens to be another way for base green decks to get greedier.
Blitzball
This is your standard issue โManalith with upsideโ that we see in so many sets these days. The upside is very flavorful, but not especially good, so youโll mostly play Blitzball if you need a Manalith.
Magic Pot
Itโs an insult to other Final Fantasy cards to call Magic Pot โfixing,โ though I suppose it technically counts.
World Map
World Map, on the other hand, is totally reasonable. Youโll mostly grab basics with this, though tutoring Zanarkand, Ancient Metropolis for value is definitely on my to-do list for this format.
Common Lands
10 Town Dual Lands
Yep, these are dual lands alright.
Crossroads Village
Uncharted Haven cards arenโt technically a dual land, but they generally play like one. Crossroads Village is decent fixing that can go in any deck.
Adventurerโs Inn
Adventurer's Inn is what we call anti-fixing. Youโre risking getting color screwed for the town subtype and that sweet, sweet 2 life. Itโs correct to play it sometimes (usually with town synergies), but losses to this kind of thing are just the worst feeling in Magic.
Top Commons
I also always like to try and guess the top three commons for each color. I was planning to do four for each color, but three is fine for now. You can compare this directly to Draftsim's best commons/uncommons list for Final Fantasy and see how the Limited specialists' thoughts line up.
White
1. White Auracite
I could be wrong about this one, but the 2-for-1 potential and decent rate here have me mighty tempted. So long as your opponent doesnโt remove White Auracite, youโre getting a great deal, and even that will happen on a 1-for-1 basis. The main question is what to do with the extra mana.
2. White Mageโs Staff
White Mage's Staff looks great to me, as itโs a bear baseline with multiple upsides, plus synergy with three archetypes. It even turns on a handful of lifegain payoffs like Minwu, White Mage and Aerith Gainsborough.
3. Weapons Vendor
Weapons Vendor has admittedly poor stats for its cost, but it replaces itself and saves a ton of mana long term. Strong job select cards like Dragoon's Lance and Samurai's Katana have steep equip costs, which you can offset with this.
Blue
1. Dragoonโs Wyvern
There are only four commons that can effectively block this (Bard's Bow, Gaelicat, Rook Turret, and Cloudbound Moogle). Dragoon's Wyvern also comes with a free 1/1, so this should be very good even if it falls a little short of Preening Champion (which was one of the best commons in years).
2. Dreams of Laguna
Dreams of Laguna seems like an awesome smoothing/value spell for any blue deck, and itโs even a 4+ trigger for UR. Think Twice was great in Foundations, and Final Fantasy looks like it could be even slower than Foundations.
3. Rook Turret
Rook Turret is even harder to block effectively than Dragoon's Wyvern, and offers valuable card selection in addition to a Phantom Monster rate. You do need artifacts for that, but either way the stat line looks good for this format.
Black
1. Sephirothโs Intervention
Whether Sephiroth's Intervention or Vayne's Treachery is better will depend on if Iโm right about the formatโs speed. Both should be good either way, but itโs a close struggle like Stab vs. Bake into a Pie was.
2. Vayneโs Treachery
Vayne's Treachery will be good, no matter what. You can take out most creatures in the set if you kick it, and thereโs plenty of sacrifice fodder to do so.
3. Ahriman
Ahriman dies to lots of things, but itโs pretty rewarding if it sticks. It pecks decently well, lets you draw cards off chump blockers and Treasures, and even trades with Balamb T-Rexaur.
Red
1. Thunder Magic
Yeah, Thunder Magic is dope.
2. Suplex
Did you see the art on Suplex? Heโs literally suplexing a train!
3. Sabotender
Moving Spitfire Lagacโs trigger to a 2-drop is interesting, and it could make for a pretty solid common. Sabotender attacks a little early, then it stacks up incremental damage as the game goes on. Youโll also have the option to trade it for fliers like Dragoon's Wyvern and Ahriman.
Green
1. Balamb T-Rexaur
You may have noticed how many times Iโve mentioned Balamb T-Rexaur. That was my attempt to instill in your subconscious how utterly ridiculous this common is. The last thing Ravenous Lindwurm needed was trample + cycling, so this dinosaur absolutely mogs all the other (comparatively) tiny common cyclers. We may have another Aetherdrift on our handsโฆ.
2. Chocobo Kick
Rabid Bites with upside like Chocobo Kick are great. Just beware of instants!
3. Goobbue Gardener
There should be enough to do with your mana for Goobbue Gardener to be pretty useful. It also blocks just about all common 2-drops, including several of the job select ones that I otherwise like.
Best Uncommons
Rather than going by color, here Iโll just give a list of 10 mono-colored uncommons that seem clearly strong (ordering is by power level, but even the 10th is still great).
1. Choco-Comet
โFried chickenโ is an easy pick for the mythic uncommon of Final Fantasy. Choco-Comet is good at just about every point in the game, though thankfully your opponent canโt splash it easily.
2. Travel the Overworld

Yes, you read โdraw 4 cardsโ right. Itโs not hard to make Travel the Overworld into Tidings, and the potential for it to be better than that is frankly ridiculous.
3. Samuraiโs Katana
Brazen Scourge base rate with an easier cost and substantial upside makes Samurai's Katana one of the best uncommons in the set.
4. Overkill
The flavor here is dope, though in practice Overkill is mostly just an easier to cast Murder in Limited. Thatโs still good though, and it can also occasionally answer something like Summon: Knights of Round.
5. Summon: Anima
Summon: Anima is slow and painful, but it also represents a potential 4-for-1 over the course of a long game. This is the kind of card worth building a control deck around in Limited.
6. Diamond Weapon
Diamond Weapon is utterly massive, impossible to kill in combat, and easy to discount with simple cards like Town Greeter. Casting The Abyss for is definitely a worthwhile endeavor in Limited.
7. Fire Magic
Fire Magic is an unusually good instant sweeper effect at uncommon. Itโs realistic to get to Firaga in Limited, though youโll often find yourself using Fira as well. Try to build your deck with x/3s and x/4s to make this potentially one-sided.
8. Rydiaโs Return
Rydia's Return has an Overrun rate (albeit with no trample), and it even acts as a double Nature's Spiral when that isnโt good enough. It wonโt usually catch you up when youโre behind, but it looks strong at parity and deadly when youโre ahead.
9. Il Mheg Pixie

Il Mheg Pixie is a great way to get off to a head start, with legitimate beats plus card selection starting on the second turn.
10. Crystal Fragments / Summon: Alexander
Short Sword with tremendous late game upside is an interesting design. Crystal Fragments is a cheap aggressive card that can transform into a genuine win condition if the game goes long enough.
Good Rares
Bomb rares are a Sealed staple, and Final Fantasy certainly has its fair share of those. Iโm not sure if there will be any Jeskai Revelation rares in this set, but thereโs only one way to find outโฆ.
Mythics
Cloud, Midgar Mercenary
Cloud, Midgar Mercenary isnโt technically a bomb, but all the common equipment makes it very easy for this to be an efficient 2-for-1. The main gripe is the cost, so youโll want 9+ Plains ideally.
Summon: Knights of Round
Summon: Knights of Round, on the other hand, is an utterly ridiculous bomb. This is fairly close to โ: You win the game,โ and itโs definitely worth building around if you open it.
Clive, Ifritโs Dominant / Ifrit, Warden of Inferno
Clive, Ifrit's Dominant is super messed up in Limited. Even with minimal devotion to red, you should be near empty-handed by the time you play this, netting an easy +3-4 cards with your 5/5. As if that werenโt enough, Clive can then flip into Ifrit, Warden of Inferno and become a 9/9 creature that instantly fights something. Eventually, it flips back into Clive again and you draw more cards andโฆ wait am I still typing this?
Nibelheim Aflame
Nibelheim Aflame is a cheaper Chandra's Ignition with incredible late game upside. Itโs almost like a ticking time bomb of sorts in a long game, as youโll slowly progress towards four cards and another board clear after the first one. Nibelheim Aflame is vulnerable to bounce and instant speed removal, but definitely worth the risk.
Ancient Adamantoise
If you can get to 8 mana and play Ancient Adamantoise, you will be incredibly well-protected. White and black decks can at least remove this, while RG decks are almost comically out of luck (deathtoucher + Chocobo Kick maybe?). It also should be able to win you the game by crunching in for 8 over and over.
Traveling Chocobo
Traveling Chocobo is fragile, but it offers strong card advantage that scales with the number of birds in your deck. Youโll also get double landfall triggers on everything.
Absolute Virtue
For whatever reason, Final Fantasy includes three 8-drop mythics that are all pretty nasty in Limited. Absolute Virtue is pretty simple to play against; either you answer it (and the game continues), or you lose the game. This and Ancient Adamantoise are definitely build-arounds, as the average deck may struggle to get to 8 mana consistently.
Emet-Selch, Unsundered / Hades, Sorcerer of Eld
Emet-Selch, Unsundered has solid base stats and an incredibly powerful backside for long games. Shinra Reinforcements, removal spells, and repeated attacks can eventually get you there, but this is mostly good because of how reliable it is.
Lightning, Army of One
Lightning, Army of One dies to a lot of things, but when it doesnโt, your opponent is in serious trouble. It also has an incredible base rate thanks to its 3 power and three relevant keywords.
Kefka, Court Mage / Kefka, Ruler of Ruin
Youโll need to splash for this one, but Kefka, Court Mage is really good. Youโll usually be at least +1 from the trigger, and it even happens on attack as well. Kefka can also flip into an obscenely powerful flier that draws a million cards, so all in all this is a clear bomb.
Buster Sword
This is a busted rare that goes in just about any deck. If your opponent canโt answer your Buster Sword (or every relevant creature you play), youโll eventually connect and start a vicious snowball.
Summon: Bahamut
We already had three 8-mana mythics, which Summon: Bahamut seems to have taken as a challenge. Nine is even more ridiculously expensive than 8, but this is another โyou win the gameโ effect if you can afford it. Itโs also possible to reanimate this with Evil Reawakened or Yuna, Hope of Spira.
Rares
Dion, Bahamutโs Dominant / Bahamut, Warden of Light
Dion, Bahamut's Dominant is effectively a 5/5 flier for with upside. Do I even need to say anything else? Pick it, play it, splash it, just donโt pass it.
Machinistโs Arsenal
Machinist's Arsenal requires a bit of building around, but it takes just one or two other artifacts for it to be good. The initial Hero token will often be a 5/5, and any future threats could be even larger.
Mooglesโ Valor
Woo boy this card is a blowout. You do have to run into it, but suffice to say that โfive open white manaโ is going to be terrifying in this format. Moogles' Valor is best on defense in a blowout scenario, but itโs still a powerful go-wide card even if your opponent knows about it.
Ultima
Ultima is an incredible reset button that can trump most of Final Fantasyโs busted rares. It even clears all equipment/artifacts in addition to creatures. The โend the turnโ line also stops โdiesโ triggers.
Venat, Heart of Hydaelyn / Hydaelyn, the Mothercrystal


There are 99 legends in this set, so Venat, Heart of Hydaelyn is in very good company. The raw card advantage here would already be bomb status, but you could get an amazing backside later plus an Unmake.
Astrologianโs Planisphere
Deeproot Champion base rate with a free equipment to move around makes Astrologian's Planisphere a strong rare. Youโll want to have a good spell count for this, but thatโs not a huge ask in UR or UB.
Edgar, King of Figaro
Drawing 2-3 cards is perfectly realistic with Edgar, King of Figaro, so itโs an amazing rare for Limited. The coin flip mode was almost flavor text, but The Gold Saucer means youโll occasionally get some cheeky upside.
Jill, Shivaโs Dominant / Shiva, Warden of Ice
Exclusion Mage baseline + a powerful flip mode make Jill, Shiva's Dominant a great card for any deck. Itโs not an uber bomb like some of the others, but itโs still a clear P1P1 level card.
Memories Returning
This is a draw spell that gives you the 1st, 3rd, and 5th best cards from the top five cards of your deck. Thatโs about as good as a Concentrate, so Memories Returning is a nice value spell. The flashback mode is comically expensive though, so I wouldnโt count on it much.
Summon: Leviathan
Summon: Leviathan is a strong tempo play that should be good for one attack, which will draw you a card to replace it. You can try to make this somewhat one-sided with Sahagin or Ultros, Obnoxious Octopus, but it looks solid in any deck.
The Lunar Whale
The Lunar Whale has excellent stats and a cheap crew cost, and it works as a Future Sight if you attack with it. Itโs also incredibly splashable too, and itโs easily blueโs best rare.
Ardyn, the Usurper
This is the fifth 8+ MV creature Iโve covered so far, which is pretty absurd. Ardyn, the Usurper is definitely powerful though, and it can easily run away with the game if it sticks. You obviously canโt play all 8s or anything, but beware of dragging out games if you donโt have them.
Cecil, Dark Knight / Cecil, Redeemed Paladin
Cecil, Dark Knight is an incredibly efficient creature for just 1 mana, and it flips into an even more efficient lifelinker after youโve taken enough damage. It seems like a skill-testing card to play with, as attacking, blocking, and simply not attacking can all be correct lines. Either way, the rate is just so good that you should be happy to play it.
Jecht, Reluctant Guardian / Braskaโs Final Aeon
Jecht, Reluctant Guardianโs transformed state is dangerous, as Braska's Final Aeon represents a potential 6-for-1 thatโs also good for a 7 damage swing. While your opponent may remove this, the upside is just so high (even if the base stats are mediocre). Jecht also pairs well with cards that can jump over blockers like Dragoon's Lance and Summon: Primal Garuda.
Ninjaโs Blades
The ninja that this makes will have some trouble connecting on its own, so try to pair this with fliers if you can. Either way, Ninja's Blades is a solid deal with a large payout when it connects, so it should be a good rare in Limited.
Summon: Primal Odin
Six mana is a totally fair rate to pay for a big Nekrataal in Limited, and Summon: Primal Odin also has two other interesting chapters. You can combo Chapter II with flying granters for an instant win, or just ride it out to Chapter III to collect your 3-for-1. Itโs all upside with Primal Odin, and 6 mana even feels โcheapโ compared to some of these other cards.
The Darkness Crystal
Most of the Crystals seem a little underwhelming for Limited play, but The Darkness Crystal might be an exception. Passively gaining life from trades and removal could buy you time to use The Crystalโs powerful exile mode, giving you powerful inevitability.
Vincent Valentine / Galian Beast
Though it starts tiny, Vincent Valentine can be devastating when you combine it with removal spells like Sephiroth's Intervention. Two notes with this one: First, it keeps the counters when it flips because itโs never exiled. Second, this card is pretty bad with Vayne's Treachery, as -X/-X effects reduce the number of counters it gains.
Zenos yae Galvus / Shinryu, Transcendent Rival
Mass -2/-2 is a powerful effect in Limited, as we saw from The Big Scoreโs Harvester of Misery in OTJ Limited. Zenos yae Galvusโs dragon flip mode is also fairly easy to pull off, as youโll just need a Sephiroth's Intervention for its so-called โfriend.โ
Seifer Almasy
Rafiq-style double strike is a great start, but Seifer Almasy has plenty more to offer. If it connects with your opponent, you can play up to two free spells from your graveyard, and it even has solid base stats to boot. This is easily redโs best rare.
Zell Dincht
Even without landfall synergies, the extra land playing velocity should make Zell Dincht a 3/3 at minimum. Those arenโt too hard to come by either, so expect Zell to excel in your GR decks and be fine otherwise.
Bartz and Boko
Birdtongueโฆ Kavu? Does that make any sense? Either way, if you can field some extra Chocobos for Bartz and Boko, the rate here is pretty impressive. Just be sure to leave it at home if youโre lacking feathery friends.
Esper Origins / Summon: Esper Maduin
Esper Origins is really good to discard or mill, and it can make an awesome value play with cards like Town Greeter and Laughing Mad. Itโs also solid just to cast it and then flash it back, though Iโd definitely try to include ways to 2-for-1 with it.
Sazh Katzroy
Sazh Katzroy is a guaranteed 2-for-1 that attacks as a 5/5 the turn after you play it. Itโs easily one of the best non-mythics in the set, provided you can play 2-3 birds for it to tutor.
Summon: Titan
Summon: Titan is a huge body that ramps you a bunch, crunches in for 7, and then boosts another creature for a potentially game-winning swing on the way out. Thatโs a great deal for , and a card well worth P1P1โing.
The Earth Crystal
Easily the best of the Crystal cycle. While youโll need some time to develop The Earth Crystal, the ability to Strength of the Pack two creatures over and over makes board stalls unlosable. It also gets even better with Sazh's Chocobo and other +1/+1 counter cards.
Kuja, Genome Sorcerer / Trance Kuja, Fate Defied
Kuja, Genome Sorcerer is another clear bomb rare, especially if you have other Wizard generators. Itโs a decently statted value creature that turns into an 8/6 win condition once it flips into Trance Kuja, Fate Defied. Definitely play/splash this one if you can.
Squall, SeeD Mercenary
Squall, SeeD Mercenary is very similar to Seifer (his rival from Final Fantasy VIII), and this card is just as bomby. It plays well with WBโs larger sacrifice theme, but it hardly needs any support to be great.
Tellah, Great Sage
This fragile old man is a really powerful spells payoff, and itโs definitely a kill-on-sight level rare. Youโll mostly just hope to chain 4s with Tellah, Great Sage, but the characterโs iconic Meteor moment may also come up.
Joshua, Phoenixโs Dominant / Phoenix, Warden of Fire
Joshua, Phoenix's Dominantโs base stats are quite generous for a creature with free rummaging, and it also has a powerful flipside if it sticks around. Joshuaโs card isnโt quite as broken as his brother Cliveโs card, but itโs definitely one of the setโs best rares.
Choco, Seeker of Paradise
Even with zero other birds, Choco, Seeker of Paradise is still effectively a 4/5 that draws a card when it attacks. While itโs in awkward colors (Chocobos are mostly RG but this is Bant ()), Iโd still be happy to splash this if my mana could support it.
Sin, Spiraโs Punishment
Sin, Spira's Punishment is a very powerful late game card that can randomly get back a permanent when it enters/attacks. Youโll need to be controlling to play this, but that overlaps well with all three of the 2-color decks it encompasses.
The Regalia
The Regalia is quite efficient for its cost as an easy-to-crew haste beater that nets you a free land each time it attacks. Itโs also colorless, so itโll be great in just about any deck.
Zanarkand, Ancient Metropolis
All the adventure lands are decent, but Zanarkand, Ancient Metropolis is the only one Iโd be excited to play. Itโs a tapped Forest when youโre light on lands, and a 7/7 or bigger creature (plus a land) when youโre flooded.
Balamb Garden, SeeD Academy / Balamb Garden, Airborne
Balamb Garden, SeeD Academy is a strange but powerful creature land that flips into an excellent vehicle. Itโs a good payoff for the Towns subtheme as you can deploy this much earlier in the right deck. Even with minimal towns, Iโd always play this in the right colors since itโs a Guadosalam, Farplane Gateway baseline.
Bad Rares
Aettir and Priwen
I donโt care how many times Iโve called this format slow, itโs probably not โpay 6 and then pay 5 for an uncertain boostโ levels of slow!
From Father to Son
โSon, I want you to have this useless bulk rare. It used to rot in my trade binder when I was your age, so take good care of it.โ
The Water Crystal
The Water Crystal wouldnโt be my first choice for a win condition, but hey, if the format is actually slow enough you could maybe attempt it. Thereโs no other mill support though (just Jidoor, Aristocratic Capital and Hope Estheim), and itโs absurdly slow to activate. Youโll need an average of about three to four activations to kill with this, so be warned.
Zodiark, Umbral God
Zodiark, Umbral God is only bad because it costs , so by all means slam this if you can somehow draft mono-black. For 99% of decks though, Zodiark is 100% unplayable.
The Fire Crystal
The Fire Crystal has some powerful abilities, but itโs hard to take turn 4 off for such an unreliable effect. The repeated Heat Shimmer mode is also very expensive, and itโs only good with specific creatures with enters abilities or huge threats.
Triple Triad
Triple Triad is a super durdly card with a high failure rate and a tough mana cost. It could theoretically win a long game, but itโll never do so consistently and it does nothing the turn you play it.
A Realm Reborn
If you can somehow field a ton of Foods and Treasures, maybe A Realm Reborn could do something. Itโs weird to spend 6 mana for more mana in Limited, and unlikely to be any good.
Hope Estheim
WU Bishop's Soldier isnโt a terrible rate, but I wouldnโt expect to mill anyone out with Hope Estheim. Itโs colorful filler that will occasionally hurt you vs. graveyard decks.
Golbez, Crystal Collector
Golbez, Crystal Collector is probably the best rare on this list, but it functions more like a glorified Contraband Kingpin than anything bomby. Iโll be curious if four or more artifacts feel practical, as UB has some ways to pull it off (mostly Treasure and blue artifacts).
Excalibur II
Youโll need a ton of lifegain support for Excalibur II to be good, as it does absolutely nothing without it (unlike Minwu, White Mage or Aerith Gainsborough). It could be strong in the right deck, but Iโd want like 4+ White Mage's Staffs + several other enablers.
Genji Glove
No stats is a tough sell on a 5/3 equipment like this, so everything about Genji Glove screams โwin moreโ and โCommander cardโ to me.
The Masamune
The Masamune is great with Sephiroth, Fabled SOLDIER and deathtouch creatures (especially Gran Pulse Ochu), but otherwise it seems like a tough sell.
Building Your Pool
The only thing left to do now is to build your pool. Hereโs a summary of how to do that with our โSeven Steps for Sealed Success,โ which is a good blueprint for how the process can play out.
Seven Steps for Sealed Success
- Open your boosters and sort your cards by rarity and color. Note any bombs or exceptional cards.
- Set unplayable cards aside (mostly trash rares, Stolen Uniform, Elixir), then assess which of your colors are deepest. Iโm mostly looking for the best commons/uncommons here, with particular importance given to efficient removal, Balamb T-Rexaur, or anything else thatโs clearly above average.
- Start to lay out builds, and try to include your best cards. Final Fantasy is mostly a 2-color set, so youโll usually be either two colors or two colors with a splash.
- Consider colorless costs and whether splashing makes sense for your Limited pool. The best cards to splash are single pip removal and busted rares. Some cards you might want to splash are Sephiroth's Intervention, Kefka, Court Mage, Machinist's Arsenal, and Seifer Almasy.
- Keep working on your deck, and aim for a good balance of bombs, removal, card advantage, and mana curve. If youโre worried about build time (which is usually about 50 minutes), you can mitigate time anxieties by having a baseline done early (i.e., โI know Iโm playing UB because I have Edgar, Sephiroth, Odin, and Ultimecia, Time Sorceress, but should I splash red for anything?โ).
- Settle on a final product, then battle it out! Feel free to change your deck between rounds to fix errors and/or try new things. Prereleases are a great place to learn a new set in a relaxed environment, so donโt feel like you need to do everything perfectly immediately.
- And lastly, donโt forget that you can use Draftsim's Sealed pool generator to practice the set before attending your prerelease!
Wrap Up

Nibelheim Aflame | Illustration by Arou
Whew! And with that, we have reached the end of our first installment of Final Fantasy Limited. While this guide wonโt have 15 sequels like the franchise does, you can expect another Draft guide in two weeks.
Which archetype are you hoping to build from your Sealed pool? Which cards do you think will perform well in this format? Let me know in the comments below or over on the Draftsim Discord.
Until then, good luck, and have fun at the prerelease this weekend!
Follow Draftsim for awesome articles and set updates:



































































































































































Add Comment