Final Fantasy

FIN · 594 cards · Released

Swamp
Basic Land — Swamp

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)

Forest
Basic Land — Forest

(: Add .)

Forest
Basic Land — Forest

(: Add .)

Forest
Basic Land — Forest

(: Add .)

Wastes
Basic Land

: Add .

Ishgard, the Holy See
Land — Town

This land enters tapped.

: Add .

A great and proud nation devoted to Halone, the Fury.

Faith & Grief
Sorcery — Adventure

Return up to two target artifact and/or enchantment cards from your graveyard to your hand. (Then exile this card. You may play the land later from exile.)

A great and proud nation devoted to Halone, the Fury.

Jidoor, Aristocratic Capital
Land — Town

This land enters tapped.

: Add .

"You're the spitting image of Maria!"

—Jidoor resident

Overture
Sorcery — Adventure

Target opponent mills half their library, rounded down. (Then exile this card. You may play the land later from exile.)

"You're the spitting image of Maria!"

—Jidoor resident

Lindblum, Industrial Regency
Land — Town

This land enters tapped.

: Add .

A city encircled by the ramparts of a massive castle.

Mage Siege
Instant — Adventure

Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."

A city encircled by the ramparts of a massive castle.

Midgar, City of Mako
Land — Town

This land enters tapped.

: Add .

A triumph of technology and testament to man's potential.

Reactor Raid
Sorcery — Adventure

You may sacrifice an artifact or creature. If you do, draw two cards. (Then exile this card. You may play the land later from exile.)

A triumph of technology and testament to man's potential.

Zanarkand, Ancient Metropolis
Land — Town

This land enters tapped.

: Add .

A city dead for a thousand years. The end of Yuna's journey.

Lasting Fayth
Sorcery — Adventure

Create a 1/1 colorless Hero creature token. Put a +1/+1 counter on it for each land you control. (Then exile this card. You may play the land later from exile.)

A city dead for a thousand years. The end of Yuna's journey.

Ardyn, the Usurper
Legendary Creature — Elder Human Noble

Demons you control have menace, lifelink, and haste.

Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon.

4/4
Kain, Traitorous Dragoon
Legendary Creature — Human Knight

Jump — During your turn, Kain has flying.

Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.

2/4
Sephiroth, Fabled SOLDIER
Legendary Creature — Human Avatar Soldier

Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.

Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.

3/3
Sephiroth, One-Winged Angel
Legendary Creature — Angel Nightmare Avatar

Flying

Super Nova — As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with "Whenever a creature dies, target opponent loses 1 life and you gain 1 life."

Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards.

5/5
Clive, Ifrit's Dominant
Legendary Creature — Human Noble Warrior

When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)

, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.

5/5
Ifrit, Warden of Inferno
Legendary Enchantment Creature — Saga Demon

(As this Saga enters and after your draw step, add a lore counter.)

I — Lunge — Ifrit fights up to one other target creature.

II, III — Brimstone — Add . If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up).

"No matter how bitter the truth that awaits me, I will press on."

9/9
Balthier and Fran
Legendary Creature — Human Rabbit

Reach

Vehicles you control get +1/+1 and have vigilance and reach.

Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay . If you do, after this phase, there is an additional combat phase.

4/3
Lightning, Army of One
Legendary Creature — Human Soldier

First strike, trample, lifelink

Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.

"Moment of truth, Hero."

3/2
Vivi Ornitier
Legendary Creature — Wizard

: Add X mana in any combination of and/or , where X is Vivi Ornitier's power. Activate only during your turn and only once each turn.

Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.

0/3
Kefka, Court Mage
Legendary Creature — Human Wizard

Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way.

: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery.

4/5
Kefka, Ruler of Ruin
Legendary Creature — Avatar Wizard

Flying

Whenever an opponent loses life during your turn, you draw that many cards.

"Life... Dreams... Hope... Where do they come from? And where do they go? Such meaningless things... I'll destroy them all!"

5/7
Terra, Magical Adept
Legendary Creature — Human Wizard Warrior

When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand.

Trance , : Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.

4/2
Esper Terra
Legendary Enchantment Creature — Saga Wizard

(As this Saga enters and after your draw step, add a lore counter.)

I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step.

IV — Add , , , , and . Exile Esper Terra, then return it to the battlefield (front face up).

Flying

6/6
Ultima, Origin of Oblivion
Legendary Creature — God

Flying

Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has ": Add ."

Whenever you tap a land for , add an additional .

4/4
Ambrosia Whiteheart
Legendary Creature — Bird

Flash

When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand.

Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn.

2/2
Moogles' Valor
Instant

For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn.

Stiltzkin, Moogle Merchant
Legendary Creature — Moogle

Lifelink

, : Target opponent gains control of another target permanent you control. If they do, you draw a card.

1/2
Ultima
Sorcery

Destroy all artifacts and creatures. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

Venat, Heart of Hydaelyn
Legendary Creature — Elder Wizard

Whenever you cast a legendary spell, draw a card. This ability triggers only once each turn.

Hero's Sundering , : Exile target nonland permanent. Transform Venat. Activate only as a sorcery.

3/3
Hydaelyn, the Mothercrystal
Legendary Creature — God

Indestructible

Blessing of Light — At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control. Until your next turn, it gains indestructible. If that creature is legendary, draw a card.

4/4
The Wind Crystal
Legendary Artifact

White spells you cast cost less to cast.

If you would gain life, you gain twice that much life instead.

, : Creatures you control gain flying and lifelink until end of turn.

Memories Returning
Sorcery

Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand.

Flashback

Stolen Uniform
Instant

Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it.

The Water Crystal
Legendary Artifact

Blue spells you cast cost less to cast.

If an opponent would mill one or more cards, they mill that many cards plus four instead.

, : Each opponent mills cards equal to the number of cards in your hand.

Dark Confidant
Creature — Human Wizard

At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.

2/1
The Darkness Crystal
Legendary Artifact

Black spells you cast cost less to cast.

If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life.

, : Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it.

Zodiark, Umbral God
Legendary Creature — God

Indestructible

When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down.

Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark.

5/5
The Fire Crystal
Legendary Artifact

Red spells you cast cost less to cast.

Creatures you control have haste.

, : Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step.

Gilgamesh, Master-at-Arms
Legendary Creature — Human Samurai

Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control.

6/6
Nibelheim Aflame
Sorcery

Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Triple Triad
Enchantment

At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs.

Clash of the Eikons
Sorcery

Choose one or more —

• Target creature you control fights target creature an opponent controls.

• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.)

• Put a lore counter on target Saga you control.

The Earth Crystal
Legendary Artifact

Green spells you cast cost less to cast.

If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.

, : Distribute two +1/+1 counters among one or two target creatures you control.

Jumbo Cactuar
Creature — Plant

10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn.

1/7
A Realm Reborn
Enchantment

Other permanents you control have ": Add one mana of any color."

Torgal, A Fine Hound
Legendary Creature — Wolf

Whenever you cast your first Human creature spell each turn, that creature enters with an additional +1/+1 counter on it for each Dog and/or Wolf you control.

: Add one mana of any color.

2/2
Jenova, Ancient Calamity
Legendary Creature — Alien

At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types.

Whenever a Mutant you control dies during your turn, you draw cards equal to its power.

1/5
Omega, Heartless Evolution
Legendary Artifact Creature — Robot

Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.)

8/8
Sin, Spira's Punishment
Legendary Creature — Leviathan Avatar

Flying

Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process.

7/7
Tellah, Great Sage
Legendary Creature — Human Wizard

Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent.

3/3
Aettir and Priwen
Legendary Artifact — Equipment

Equipped creature has base power and toughness X/X, where X is your life total.

Equip

Buster Sword
Artifact — Equipment

Equipped creature gets +3/+2.

Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost.

Equip

Excalibur II
Legendary Artifact — Equipment

Whenever you gain life, put a charge counter on Excalibur II.

Equipped creature gets +1/+1 for each charge counter on Excalibur II.

Equip

The Masamune
Legendary Artifact — Equipment

As long as equipped creature is attacking, it has first strike and must be blocked if able.

Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time."

Equip

Balamb Garden, SeeD Academy
Land — Town

This land enters tapped.

: Add or .

, : Transform this land. This ability costs less to activate for each other Town you control.

Balamb Garden, Airborne
Legendary Artifact — Vehicle

Flying

Whenever Balamb Garden attacks, draw a card.

Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)

5/4
Eden, Seat of the Sanctum
Land — Town

: Add .

, : Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand.

Summon: Bahamut
Enchantment Creature — Saga Dragon

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)

I, II — Destroy up to one target nonland permanent.

III — Draw two cards.

IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.

Flying

9/9
Crystal Fragments
Artifact — Equipment

Equipped creature gets +1/+1.

: Exile this Equipment, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.

Equip

Summon: Alexander
Enchantment Creature — Saga Construct

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Prevent all damage that would be dealt to creatures you control this turn.

III — Tap all creatures your opponents control.

Flying

4/3
Summon: Choco/Mog
Enchantment Creature — Saga Bird Moogle

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)

I, II, III, IV — Stampede! — Other creatures you control get +1/+0 until end of turn.

"Wark? Kupo!"

3/3
Summon: Knights of Round
Enchantment Creature — Saga Knight

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)

I, II, III, IV — Create three 2/2 white Knight creature tokens.

V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.

Indestructible

3/3