Last updated on June 13, 2025

Summon: Shiva - Illustration by Fajareka Setiawan

Summon: Shiva | Illustration by Fajareka Setiawan

Final Fantasy finally arrived in MTG, and it brought a whole lot of cards between the Standard set, good value reprints, and the now-mandatory Commander offerings. Whether you’re a FF fan or just looking for the newest cardboard, I’m here to guide you to the best blue offerings. Some of you are probably only looking for your favorite characters represented on MTG cards, and you might be surprised that they are, indeed, very good. So, let’s take a look at the best blue cards available in the Final Fantasy MTG set.

What Are Blue Cards in Final Fantasy?

The Water Crystal - Illustration by Pablo Mendoza

The Water Crystal | Illustration by Pablo Mendoza

Blue cards in Final Fantasy are cards with a mono-blue color identity that were released in the Final Fantasy set (FIN) or in the Final Fantasy Commander (FIC) set. We’re considering mono-blue cards only, as well as lands or artifacts that have a blue ability or color identity.

In this set, blue has the following themes: spells with mana value 4 or greater, artifacts, cards in graveyard (threshold), and even towns. Cards from the Commander sets also have themes regarding counters and moving counters around, given the context of the Counter Blitz Commander precon.

Honorable Mentions: Through the Ages Cards

These are all blue reprints from the Through the Ages bonus sheet. They’re Final Fantasy characters and locations depicting high-powered blue cards like Rhystic Study, Counterspell, Urza, Lord High Artificer, and Cryptic Command. I’m including these here to give the new cards a place to breathe, otherwise they would dominate the list.

#32. Summon: Shiva

Summon: Shiva slows the game a lot, considering that you tap two creatures they control while adding a 4/5 to the board. If it survives, you'll almost surely be drawing some cards, and your opponents probably won't be making great attacks while Shiva's around. In EDH, you could slot this card in many decks that care about tapping creatures or stun counters. There’s also a magical world where you proliferate a bunch and draw many cards with Shiva in the same turn.

#31. Syncopate

Syncopate is a meta counterspell for when exiling what you counter is very relevant, or when you’re playing against a deck that taps out every turn. This card being in Standard again makes you think twice before casting an expensive spell into open blue mana, for example.

#30. Cargo Ship

Cargo Ship does many little things right, so you should consider putting this into artifact decks. It’s a 2-drop, a mana dork, and it can attack and generate mana in the same turn.

#29. Stolen Uniform

Stolen Uniform is like blue’s Act of Treason for equipment, except it’s an instant, so you can do a lot of trickery. A dream would be stealing The Aetherspark to immediately draw cards, or use red or black cards to sacrifice the equipment for value. It’s a very niche card, but problematic equipment like Cori-Steel Cutter exist, and Final Fantasy is introducing powerful equipment pieces.

#28. Swallowed by Leviathan

Swallowed by Leviathan is a kind-of Circular Logic that sets up your future draws and your graveyard. Three mana for a situational counter spell isn’t the best, but some graveyard-heavy decks will be interested in playing this.

#27. Travel the Overworld

Into the Story was a pretty strong card in past Standard rogue decks, and Travel the Overworld can also be strong, but it’s much harder to set up. There’s a deck in Limited and Constructed that can take advantage of this cost reduction, but towns are like clunky guildgates, and most of them enter tapped. It’s a noteworthy card for sure; it’s good if you can get a 2-3 mana discount, and if towns were better, I’d put this even higher on the list.

#26. Relm’s Sketching

Relm's Sketching is different enough from most Clone variants to catch my attention. It’s also an uncommon card. Not every 4-mana Clone spell lets us copy that many different targets, including your opponents’. Being a sorcery lets you establish loops with cards like Archaeomancer.

#25. Torrential Gearhulk

One good reprint from the Commander decks is Torrential Gearhulk, or T-hulk. Not only is it a strong 5/6 flash threat, but it also offers great value since you’re casting another spell for free, be it a counterspell, a removal spell, or just card draw.  

#24. Edgar, King of Figaro

Mulldrifter gets better with each passing year in MTG. With a few artifacts and artifact lands, you should be drawing many cards each time Edgar, King of Figaro enters play. Plus, if you wanted to build a Commander deck around coin flips, now is the time.

#23. The Water Crystal

The Water Crystal is the kind of card that interests most blue decks, especially in EDH, where permanent cost reduction sets up many combos. It’s also an artifact that opens more synergies, depending on what your commander cares about, and a mill card. In Standard you can devise a control deck that’s built around this card, Jace, the Perfected Mind and Riverchurn Monument.

#22. Jill, Shiva’s Dominant / Shiva, Warden of Ice

Jill, Shiva's Dominant can be good in Esper Pixie decks, even as a one-of, as you want more redundancy for your Nurturing Pixie engine. It’s also a pretty cool Man-o'-War card. Their transformed side adds more juice by giving unblockability twice and tapping their lands. It’s a pretty cool card overall for a tempo deck, and if you need more support for a commander that wants to hit your opponents.

#21. Jidoor, Aristocratic Capital

Jidoor, Aristocratic Capital is the blue town of the set, a card some blue control decks will play as late-game gas. It’s good to have a card like Traumatize tied to a land. You can set up a scenario where this + Jace, the Perfected Mind’s ultimate wins on the spot, and decks interested in milling will add this to their land slots for sure.

#20. Matoya, Archon Elder

You’re guaranteed to draw many cards with Matoya, Archon Elder since every card these days seems to have a scry or surveil effect attached to it. You don’t have a limit on draws for the turn, either. This is pretty strong with scry lands and surveil lands while drawing double the cards with Opt and Preordain.  

#19. The Lunar Whale

Cards that say play the top card of your library give you plenty of card advantage and information. You need to attack with The Lunar Whale to play them, but considering its 3/5 flier status and crew 1, this should happen a lot.

#18. Memories Returning

If it wasn’t a sorcery, it’d be my favorite card of the set, and I even like it as is.

I love the minigames Memories Returning provides, and you’re guaranteed to draw three cards after all. Looking back, drawing three cards for 4 mana at instant speed would be kind of broken. The fact that you can even flash it back later is reminiscent of Memory Deluge. All in all, a strong and fun card draw spell.

#17. Ultimecia, Temporal Threat

Ultimecia, Temporal Threat is a very strong “I win” card, and just having it on the battlefield makes players think twice about leaving their defenses open to your attacks. This card doesn’t do much when you’re behind, but with a few creatures in play, the turn it lands is almost guaranteed to see you draw many cards—or just winning immediately.

#16. Observed Stasis

Observed Stasis looks like excellent spot removal for blue Commander decks. It’s a perfect trick to take out their most powerful striker, utilize it, and draw some cards in the process. Flash decks like it, draw-based decks like it, and of course, enchantment decks as well.

#15. Hermes, Overseer of Elpis

Murmuring Mystic already does half of what this card does at uncommon/common, while being a comparable body. Where Hermes, Overseer of Elpis wins is in the scry 2 ability. Scrying every turn is very strong, and there’s a powerful engine together with Matoya, Archon Elder. You really want to follow this up with a card like Battle Screech.

#14. Gogo, Master of Mimicry

Today, many decks – especially EDH ones – rely on strong triggered and activated abilities, making it easy to slot Gogo, Master of Mimicry into them. Gogo’s base ability is already on par with cards like Strionic Resonator, and it’s scalable, so you pay 2 mana for one copy, 4 mana for two copies, and so on.

#13. O’aka, Traveling Merchant

Removing counters and drawing cards is a very powerful and synergistic ability. O'aka, Traveling Merchant can be used to keep summons and sagas on the battlefield a little longer, repeating their effects each turn. You can turn +1/+1 counters into card draw, and reset finality counters. Soul Diviner already does that for non-enchantments, but this is a mono-blue option.

#12. Louisoix's Sacrifice

Louisoix's Sacrifice offers two modes. The “worse” one is a Negate + Stifle at 3 mana, which many blue decks could play. The fact that you can sac a legendary creature to cast this for just is a modal improvement, and some cEDH decks will like the extra option. Some legends even like getting sacrificed to this spell.

#11. Archmage Emeritus

Archmage Emeritus is a staple in UX spellslinger decks. Drawing cards is one of the best incentives for any strategy, and players already know that this card needs to be killed ASAP.

#10. Astrologian's Planisphere

Creating a 1/1 Hero for 2 mana is bad, but in spellslinger decks, you get to grow this little Hero pretty fast. Astrologian's Planisphere has nice synergy with cards like Divination that let us draw two cards + the draw for the turn, effectively triggering twice.

It’s also an artifact and equipment for the decks that care about the permanent itself, and it’s good in multiples because the second Planisphere triggers the first. It’s pretty good on its own, and also strong if you give this benefit to a creature that already has something like prowess.

#9. Y'shtola Rhul

Y'shtola Rhul is one of the weirdest, different, and more creative cards in the set. You get to blink a creature every end step, like Thassa, Deep-Dwelling. You also get another end step to do it again? Getting to blink a creature twice would already be good, but many Magic cards have powerful end step triggers we can maximize by getting them twice.

#8. Rikku, Resourceful Guardian

I’m interested in playing Rikku, Resourceful Guardian just because I want to steal counters. You can only activate it at sorcery speed, but there’s a nice play pattern of stealing counters, strengthening your creatures (probably a commander), and attacking with unblockable.

#7. Hraesvelgr of the First Brood

Hraesvelgr of the First Brood is a pretty powerful blue dragon with a strange name, and it allows you to buff and give unblockability to your creatures. It’s not hard to set up a huge attack just by casting noncreature spells. It’s certainly a reinforcement for blue and red decks interested in playing a 5-mana blue dragon.

#6. Lulu, Stern Guardian

You had me at “4 mana: proliferate.” Proliferating at will is a dream for weird deckbuilding and Johnny purposes. Lulu, Stern Guardian also lets you stun something that’s coming for you, and even lock it down harder with proliferate.

#5. Alphinaud Leveilleur

With Alphinaud Leveilleur you get to draw a bunch of cards by… casting spells. And you can do it on your opponents’ turns as well. It also partners with Alisaie Leveilleur, who makes the second spell you cast cheaper, so it should be very interesting and easy to do these small combos.

#4. Summon: Valefor

Besides being a pretty strong win condition as a 5/4 drake, Summon: Valefor messes with your opponent’s board. You’re getting a strong but temporary creature, and you’re manipulating the board while it’s on the battlefield. Blinking this card is very strong, retriggering its mighty first chapter and bouncing creatures again.

#3. Blue Mage’s Cane

Blue Mage's Cane is an equipment that creates a kind-of Dreadhorde Arcanist, and you can even move the effect between your creatures. You’re paying to cast the copy, no matter which card you exile, so decks that mill a lot and have juicy cards in their graveyard better beware.

#2. Propaganda

Cards like Propaganda and Ghostly Prison are all-stars in EDH decks that want to avoid being hit. Your typical stax/prison card. It’s also an enchantment to synergize with other enchantress stuff you might be running.   

#1. Dig Through Time

Dig Through Time is one of the best draw spells in MTG. Granted, graveyard hate has become a lot stronger over the years, and there are other good options for card draw, like Stock Up, but there’s a reason this card is banned in so many formats.

Wrap Up

Astrologian's Planisphere - Illustration by Josephine Chang

Astrologian's Planisphere | Illustration by Josephine Chang

The blue offerings in this set aren’t weak, and blue has a good variety of cards that will impact a format or two. Thanks to the EDH precon, we have a lot of new ways to play with counters and add stun counters to other creatures. The Standard offerings are on the safer side, seeing as there isn’t a potentially format-defining card—which I don’t mind considering that blue decks are already strong. As such, many of the best cards in this list are Commander-related or tried-and-true reprints.

What do you think of blue in this set? Will any of these cards make it into your Commander decks? Let me know in the comments below, or let’s discuss them over Draftsim Discord. If you’re interested in cards from another color, check out our ranking of the best cards in Final Fantasy by color: White / Black / Red / Green.

Thanks for reading, and stay safe!

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