Final Fantasy

FIN · 594 cards · Released

Summon: Primal Garuda
Enchantment Creature — Saga Harpy

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

I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls.

II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn.

Flying

3/3
Summon: Leviathan
Enchantment Creature — Saga Leviathan

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

I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand.

II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card.

Ward

6/6
Summon: Shiva
Enchantment Creature — Saga Elemental

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

I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

III — Diamond Dust — Draw a card for each tapped creature your opponents control.

"Let us summon a sea in a new dream world."

4/5
Jecht, Reluctant Guardian
Legendary Creature — Human Warrior

Menace

Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owner's control.

4/3
Braska's Final Aeon
Legendary Enchantment Creature — Saga Nightmare

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

I, II — Jecht Beam — Each opponent discards a card and you draw a card.

III — Ultimate Jecht Shot — Each opponent sacrifices two creatures of their choice.

Menace

7/7
Summon: Anima
Enchantment Creature — Saga Horror

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

I, II, III — Pain — You draw a card and you lose 1 life.

IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life.

Menace

4/4
Summon: Primal Odin
Enchantment Creature — Saga Knight

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

I — Gungnir — Destroy target creature an opponent controls.

II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game."

III — Hall of Sorrow — Draw two cards. Each player loses 2 life.

The elder primal Odin has returned to Eorzea.

5/3
Summon: Brynhildr
Enchantment Creature — Saga Knight

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

I — Chain — Exile the top card of your library. During any turn you put a lore counter on this Saga, you may play that card.

II, III — Gestalt Mode — When you next cast a creature spell this turn, it gains haste until end of turn.

A name in blood, a pact of flame.

2/1
Summon: Esper Ramuh
Enchantment Creature — Saga Wizard

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

I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls.

II, III — Wizards you control get +1/+0 until end of turn.

"I am Ramuh— the esper."

3/3
Summon: G.F. Cerberus
Enchantment Creature — Saga Dog

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

I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy.

III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies.

"Pretty confident. Let's see how you do."

3/3
Summon: G.F. Ifrit
Enchantment Creature — Saga Demon

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

I, II — You may discard a card. If you do, draw a card.

III, IV — Add .

"Hm! Not bad for a human."

3/2
Esper Origins
Sorcery

Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)

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

Summon: Esper Maduin
Enchantment Creature — Saga Elemental

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

I — Reveal the top card of your library. If it's a permanent card, put it into your hand.

II — Add .

III — Other creatures you control get +2/+2 and gain trample until end of turn.

"I've chosen a name for her... Terra."

4/4
Summon: Fat Chocobo
Enchantment Creature — Saga Bird

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

I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."

II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.

A pleasingly plump summon.

4/4
Summon: Fenrir
Enchantment Creature — Saga Wolf

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

I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.

III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.

"Who dares summon me from the darkness?"

3/2
Summon: Titan
Enchantment Creature — Saga Giant

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

I — Mill five cards.

II — Return all land cards from your graveyard to the battlefield tapped.

III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.

Reach, trample

7/7
Aerith Gainsborough
Legendary Creature — Human Cleric

Lifelink

Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough.

When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough.

2/2
Cloud, Midgar Mercenary
Legendary Creature — Human Soldier Mercenary

When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.

As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.

2/1
Dion, Bahamut's Dominant
Legendary Creature — Human Noble Knight

Dragonfire Dive — During your turn, Dion and other Knights you control have flying.

When Dion enters, create a 2/2 white Knight creature token.

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

3/3
Bahamut, Warden of Light
Legendary Enchantment Creature — Saga Dragon

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

I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn.

III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up).

Flying

5/5
Gogo, Master of Mimicry
Legendary Creature — Wizard

, : Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.)

2/4
Jill, Shiva's Dominant
Legendary Creature — Human Noble Warrior

When Jill enters, return up to one other target nonland permanent to its owner's hand.

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

2/2
Shiva, Warden of Ice
Legendary Enchantment Creature — Saga Elemental

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

I, II — Mesmerize — Target creature can't be blocked this turn.

III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up).

"I will be your monster no more."

4/5
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
Cecil, Dark Knight
Legendary Creature — Human Knight

Deathtouch

Darkness — Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it.

2/3
Cecil, Redeemed Paladin
Legendary Creature — Human Knight

Lifelink

Protect — Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn.

4/4
Fang, Fearless l'Cie
Legendary Creature — Human Warrior

Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn.

(Melds with Vanille, Cheerful l'Cie.)

2/3
Ragnarok, Divine Deliverance
Legendary Creature — Beast Avatar

Vigilance, menace, trample, reach, haste

When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield.

When prayers turn to promises, not even fate can stand in their way.

7/6
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
Vincent Valentine
Legendary Creature — Assassin

Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creature's power.

Whenever Vincent Valentine attacks, you may transform it.

2/2
Galian Beast
Legendary Creature — Werewolf Beast

Trample, lifelink

When Galian Beast dies, return it to the battlefield tapped (front face up).

3/2
Zenos yae Galvus
Legendary Creature — Human Noble Warrior

My First Friend — When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2.

When the chosen creature leaves the battlefield, transform Zenos yae Galvus.

4/4
Shinryu, Transcendent Rival
Legendary Creature — Dragon

Flying

As this creature transforms into Shinryu, choose an opponent.

Burning Chains — When the chosen player loses the game, you win the game.

8/8
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.

"Let the flames burn within you! No... let them burn without!"

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).

9/9
Firion, Wild Rose Warrior
Legendary Creature — Human Rebel Warrior

Equipped creatures you control have haste.

Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost less to activate." Sacrifice that token at the beginning of the next upkeep.

3/3
Prompto Argentum
Legendary Creature — Human Scout

Haste

Selfie Shot — Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token.

2/2
Raubahn, Bull of Ala Mhigo
Legendary Creature — Human Warrior

Ward—Pay life equal to Raubahn's power.

Whenever Raubahn attacks, attach up to one target Equipment you control to target attacking creature.

2/2
Seifer Almasy
Legendary Creature — Human Knight

Whenever a creature you control attacks alone, it gains double strike until end of turn.

Fire Cross — Whenever Seifer Almasy deals combat damage to a player, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.

3/4
Vaan, Street Thief
Legendary Creature — Human Scout

Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token.

Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control.

2/2
Tifa Lockhart
Legendary Creature — Human Monk

Trample

Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn.

1/2
Vanille, Cheerful l'Cie
Legendary Creature — Human Cleric

When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand.

At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay . If you do, exile them, then meld them into Ragnarok, Divine Deliverance.

3/2
Ragnarok, Divine Deliverance
Legendary Creature — Beast Avatar

Vigilance, menace, trample, reach, haste

When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield.

When prayers turn to promises, not even fate can stand in their way.

7/6
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
Emet-Selch, Unsundered
Legendary Creature — Elder Wizard

Vigilance

Whenever Emet-Selch enters or attacks, draw a card, then discard a card.

At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch.

2/4
Hades, Sorcerer of Eld
Legendary Creature — Avatar

Vigilance

Echo of the Lost — During your turn, you may play cards from your graveyard.

If a card or token would be put into your graveyard from anywhere, exile it instead.

6/6
Golbez, Crystal Collector
Legendary Creature — Human Wizard

Whenever an artifact you control enters, surveil 1.

At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power.

1/4
Hope Estheim
Legendary Creature — Human Wizard

Lifelink

At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.

2/2
Joshua, Phoenix's Dominant
Legendary Creature — Human Noble Wizard

When Joshua enters, discard up to two cards, then draw that many cards.

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

3/4
Phoenix, Warden of Fire
Legendary Enchantment Creature — Saga Phoenix

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

I, II — Rising Flames — Phoenix deals 2 damage to each opponent.

III — Flames of Rebirth — Return any number of target creature cards with total mana value 6 or less from your graveyard to the battlefield. Exile Phoenix, then return it to the battlefield (front face up).

Flying, lifelink

4/4
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.

5/7
Kuja, Genome Sorcerer
Legendary Creature — Human Mutant Wizard

At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja.

3/4
Trance Kuja, Fate Defied
Legendary Creature — Avatar Wizard

Flare Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead.

4/6
Kuja, Genome Sorcerer
Legendary Creature — Human Mutant Wizard

At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja.

3/4
Trance Kuja, Fate Defied
Legendary Creature — Avatar Wizard

Flare Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead.

4/6
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.

3/2
Noctis, Prince of Lucis
Legendary Creature — Human Noble

Lifelink

You may cast artifact spells from your graveyard by paying 3 life in addition to paying their other costs. If you cast a spell this way, that artifact enters with a finality counter on it.

4/3
Squall, SeeD Mercenary
Legendary Creature — Human Knight Mercenary

Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn.

Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.

3/4
The Wandering Minstrel
Legendary Creature — Human Bard

Lands you control enter untapped.

The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors.

: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control.

1/3
Yuna, Hope of Spira
Legendary Creature — Human Cleric

During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward .

At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)

3/5
Zidane, Tantalus Thief
Legendary Creature — Human Mutant Scout

When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn.

Whenever an opponent gains control of a permanent from you, you create a Treasure token.

3/3
Traveling Chocobo
Creature — Bird

You may look at the top card of your library any time.

You may play lands and cast Bird spells from the top of your library.

If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

3/2
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4
Cid, Timeless Artificer
Legendary Creature — Human Artificer

Artifact creatures and Heroes you control get +1/+1 for each Artificer you control and each Artificer card in your graveyard.

A deck can have any number of cards named Cid, Timeless Artificer.

Cycling (, Discard this card: Draw a card.)

4/4