Dragoon's Lance - Illustration by Josephine Chang

Dragoon's Lance | Illustration by Josephine Chang

For those Magic veterans who fondly remember living weapon and for Mirrodin!, the Final Fantasy x MTG crossover brings another auto-attach trick: job select, now with freshly minted 1/1 heroes rather than germs or rebels.

If you're new to Magic, though, you may be wondering what the heck heroes have to do with germs, and exactly how the job select mechanic works. Worry not! Weโ€™ll dissect every quirk, from what happens when the equipment dies on entry to how Standard legality shakes out between FIN and FIC versions.

Let's get this job done!

How Does Job Select Work?

Machinist's Arsenal - Illustration by Thanh Tuแบฅn

Machinist's Arsenal | Illustration by Thanh Tuแบฅn

Job select is a triggered ability only found on equipment cards. When an equipment with the โ€œjob selectโ€ keyword ability enters the battlefield, you create a 1/1 colorless hero creature token and immediately attach that equipment to that token. You don't need to pay anything extra for this first auto-attach. Afterward, the equipment works normally and you can attach it to another creature by paying the equip cost.

For example, say you cast Reaper's Scythe:

Reaper's Scythe

When Reaper's Scythe enters the battlefield, its job select ability triggers and goes on the stack. If the trigger resolves, you'll create a 1/1 Hero token and automatically attach the Reaper's Scythe to it. Also, any other effect that fires off when creatures enter the battlefield will do so when the Hero enters โ€“ for example, if you have an Impact Tremors in play, you'll ping your opponents when the token shows up.

You can later re-equip the Scythe to another creature by paying the equip cost of (you don't get a new token for re-equiping the Scythe, though; only when it enters the battlefield). This works exactly like any other equipment.

Astrologian's Planisphere

All the job select cards have other abilities. In particular, they all give an additional creature type to the creature they are attached to. For example, Reaper's Scythe adds the assassin creature type, and Astrologian's Planisphere adds the wizard creature type, so the Hero token will be an assassin hero, or a wizard hero, for as long as the equipment is attached.

Note that extra creature type is not part of the job select ability itself, though, just something else the equipment does. The equipped creature gets this extra creature type only while wielding the equipment. If you re-equip the Scythe to another creature, then the Hero token creature will cease being an assassin, and the new creature becomes an assassin.

The History of Job Select in MTG

Job select was introduced with the Final Fantasy x MTG set in June 2025. It's clearly an homage to the Job system from the video game franchise: In the games, you can choose jobs for your characters, which work like character classes in most RPGs. Some FF games also let your character switch jobs.

In Magic, job select is very similar to the for Mirrodin! and living weapon mechanics. All three abilities create a creature token and auto-attach the equipment to it; job select's particular flavor is that the equipment adds an extra โ€œclassโ€ like wizard or assassin.

Job select's flavor is probably too attached to Final Fantasy for the mechanic to become evergreen, but since it's very much for Mirrodin! in a trenchcoat, it's easy to imagine yet another โ€œcreate a token and auto-attach the equipment to itโ€ ability in a future MTG set.

Is Job Select a Triggered Ability?

Yes, job select is a triggered ability.

Specifically, it's what's known as an ETB ability: An ability that triggers when the permanent Enters The Battlefield.

Notice that it doesn't matter how the equipment enters the battlefield: Whether you cast it from hand, blink it, or reanimate it from the graveyard, as soon as the equipment is on the field its ETB ability will trigger.

Can You Kill the Token Before the Equipment Becomes Attached?

Nope, you can't kill the token before the equipment becomes auto-attached to it. There's no window of opportunity between the token being created and the equipment attaching to it.

Sickleslicer

As soon as the job select triggered ability resolves, it creates the token andย the equipment immediately auto-attaches to the token without giving priority to anybody (not even you!). The best way to illustrate this is with job select's older sibling, the living weapon mechanic. Living weapon creates a 0/0 creature token, but it auto-attaches the equipment even before the 0/0 creature dies. No player has time to react between token creation and equipment attaching.

You can kill the token after that point, but the equipment is already attached (and if the token is destroyed, the job select equipment remains on the battlefield as with any other equipment).

What you can do before the attachment is kill the equipment! You can do this while the job select ability is on the stack (see the following section for details).

What If the Equipment Is Destroyed Before the Ability Resolves?

โ€œIf the Equipment is no longer on the battlefield as the job select ability resolves,โ€ explains WotC's Matt Tabak in the official FINAL FANTASY Mechanics article, โ€œyou'll still create the Hero token, although you won't attach any Equipment to it.โ€

Reaper's Scythe

When my Reaper's Scythe enters the battlefield, its job select ability will trigger and put the trigger on the stack. At this point, you can cast Abrade and target my Scythe, destroying my equipment while my job select trigger is still on the stack.

When the trigger resolves it will still create the 1/1 colorless hero creature token, but my Scythe will be gone by that point and nothing will be attached to my token.

Job Select vs. Living Weapon vs. For Mirrodin!

Job select is almost exactly like the for Mirrodin! mechanic and the living weapon mechanic. The only difference is the token's stats: โ€œFor Mirrodin!โ€ spawns a 2/2 red creature token with the rebel creature type, and โ€œliving weaponโ€ gives you a 0/0 black creature token with the Phyrexian and germ creature types.

But the triggered ability works exactly the same: An ETB effect that fires off as soon as your equipment lands on the field, which creates a creature token and auto-attaches the equipment to it.

As far as color distribution is concerned, for Mirrodin! appears primarily in red and white, with a single card in green and one in blue. Living weapon is primarily on colorless cards, though there are cards of all colors except blue. Job select has a fairly even distribution across all colors.

The other big differences are the rest of the abilities that each equipment provides, but that's on a case by case basisโ€“even two job select equipment can have wildly different abilities.

In short: The job select ability itself is pretty much a reskin of for Mirrodin!

How Does Job Select Work with Token Doublers?

Job select works exactly as you'd imagine with token doublers: You get twice as many creature tokens!

Reaper's ScytheAnointed Procession

If I play a Reaper's Scythe with Anointed Procession in play, the job select ability creates two 1/1 hero creature tokens instead of one.

I don't get an extra Reaper's Scythe, though! I get to choose which creature token I want to auto-attach it to, but of course the token doubler doesn't also create another equipment.

Why Is Job Select Important to Final Fantasy?

In the Final Fantasy games, your character can get specific classes (โ€œjobsโ€) like Black Mage, Warrior, or Thief that define their abilities, equipment, and roles in combat. The complexity and scope of the job system, as well as whether or not characters are capable of changing jobs, varies from game to game. Jobs were present in the FF franchise since the first game, and while the system has had a lot of tweaks, it's been a mainstay since then.

Gallery and List of Job Select Cards

The three job select cards from the Commander Precons (FIC) are:

The 16 job select cards from the main set (FIN) are:

Best Job Select Cards

Astrologian's Planisphere

Astrologian's Planisphere

Drawing cards is the best thing in life, and WotC seems to slowly be crawling towards making โ€œdraw your third cardโ€ a thing. Astrologian's Planisphere is Final Fantasyโ€˜s contribution to that archetype, although for now the โ€œbuff when you cast a noncreature spellโ€ will be the most relevant mode.

Blue-leaning Prowess decks are one of the strongest decks in Standard right now, and Astrologian's Planisphere is kind of a โ€œpermanent prowessโ€ that also works wonders with Stock Up โ€“ this blue equipment will very likely have a place in those decks.

Black Mage's Rod

Black Mage's Rod

Black mages are all about dealing damage in the Final Fantasy video games. In other words, what red does in Magic. And WotC acknowledged this when making FF's most famous black mage, Vivi Ornitier, an Izzet commander (and a powerhouse at that!).

But they went with literal black for Black Mage's Rod, giving us Firebrand Archer in mono-black.

Dancer's Chakrams

Dancer's Chakrams

Dancer's Chakrams is one of the three job select equipments in the Scions and Spellcraft EDH precon, commanded by Y'shtola, Night's Blessed, and it's pretty obvious how it works with a commander like Y'shotla, who's fond of pinging the whole table: The cat warlock now gains 8 life whenever it deals 2 damage to three other opponents.

Job select equipment works especially well with Y'shtola, Night's Blessed since theyโ€™re exactly the sort of spell it wants to cast: Noncreature spells that trigger its ability, but then become creatures on the field.

Dancer's Chakrams should work wonders with other white-leaning group slug cards like Duskmournโ€˜s Arabella, Abandoned Doll.

Blue Mage's Cane

Blue Mage's Cane

In the Final Fantasy video games, Blue Mages are a class that gains spells when they see an enemy using it. They basically say: โ€œWhoa, that's a nice spell you've just cast. Would be a pity if somebody were to use it against youโ€ฆ.โ€ And Blue Mage's Cane does exactly that, for a massive flavor win!

Flavor aside, Blue Mage's Cane slots perfectly into spell-stealing strategies, and those with payoffs for playing cards from game zones other than your hand.

Reaper's Scythe

Reaper's Scythe

Reaper's Scythe has an interesting design in that the buff stays on the equipment, rather than the creature. Compare it with Astrologian's Planisphere: If you kill the creature wielding the Planisphere, the creature's +1/+1 counters go โ€œpooff!โ€ But if you kill the creature wielding the Scythe, the Scythe keeps its soul counters and buffs the next creature you re-equip it to.

Also notice the equipment doesnโ€™t need to be equipped to get the counters during your end step โ€“ it keeps getting fatter and fatter even if it's lying there on the field!

Summoner's Grimoire

Summoner's Grimoire

Summoner's Grimoire is the only job select equipment in green. Cheating your big green beatstick for the first time, and just for afterward, is a pretty solid deal.

Machinist's Arsenal

Job select is one of the many Final Fantasy mechanics that create hero tokens, but there's only one Final Fantasy card that cares about Heroes: Cid, Timeless Artificer. Machinist's Arsenal seems custom-built to synergize with Cid, as it's the only job select card that gives the artificer type.

Wrap Up

Black Mage's Rod - Illustration by Nino Is

Black Mage's Rod | Illustration by Nino Is

Alrightโ€ฆ job's done!

None of the job select cards looks likely toย break an MTG format in half, but this third iteration of living weapon in a trenchcoat looks quite solid (and, let's be honest: Final Fantasy trenchcoats kinda rock!). I doubt we'll see this exact mechanic return in the future since its flavor is too tied to the original video game, but it's clear that WotC likes bringing back this core mechanic when the backstory fits.

I hope you've enjoyed this mechanical deep dive, and if you have comments or questions please drop a comment below, or stop by the Draftsim Discord for a chat.

And good luck out there!

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