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  1. Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." Diana — Equip {2}

    2 Mana Value Artifact — Equipment rare Final Fantasy
  2. Zack Fair Magic Cards

    Zack Fair enters with a +1/+1 counter on it. {1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.

    1 Mana Value 0 Power 1 Toughness Legendary Creature — Human Soldier uncommon Final Fantasy
  3. Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.)

    3 Mana Value 1 Power 4 Toughness Legendary Creature — Human Warlock rare Final Fantasy
  4. 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 {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    2 Mana Value Sorcery rare Final Fantasy
  5. 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 {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    2 Mana Value Sorcery rare Final Fantasy
  6. Laughing Mad Magic Cards

    As an additional cost to cast this spell, discard a card. Draw two cards. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)

    3 Mana Value Instant common Final Fantasy
  7. Circle of Power Magic Cards

    You draw two cards and you lose 2 life. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Wizards you control get +1/+0 and gain lifelink until end of turn.

    4 Mana Value Sorcery uncommon Final Fantasy
  8. Sage's Nouliths Magic Cards

    Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. Hagneia — Equip {3}

    2 Mana Value Artifact — Equipment common Final Fantasy
  9. Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.)

    3 Mana Value 1 Power 4 Toughness Legendary Creature — Human Warlock rare Final Fantasy
  10. Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." Diana — Equip {2}

    2 Mana Value Artifact — Equipment rare Final Fantasy
  11. Zack Fair Magic Cards

    Zack Fair enters with a +1/+1 counter on it. {1}, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.

    1 Mana Value 0 Power 1 Toughness Legendary Creature — Human Soldier uncommon Final Fantasy
  12. As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {U}.

    0 Mana Value Land rare Final Fantasy Commander
  13. As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {B}.

    0 Mana Value Land rare Final Fantasy Commander
  14. Rootbound Crag Magic Cards

    This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.

    0 Mana Value Land rare Final Fantasy Commander
  15. Path of Ancestry Magic Cards

    This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

    0 Mana Value Land common Final Fantasy Commander
  16. Isolated Chapel Magic Cards

    This land enters tapped unless you control a Plains or a Swamp. {T}: Add {W} or {B}.

    0 Mana Value Land rare Final Fantasy Commander
  17. Game Trail Magic Cards

    As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {G}.

    0 Mana Value Land rare Final Fantasy Commander
  18. Forge of Heroes Magic Cards

    {T}: Add {C}. {T}: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.

    0 Mana Value Land common Final Fantasy Commander
  19. Foreboding Ruins Magic Cards

    As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}.

    0 Mana Value Land rare Final Fantasy Commander
  20. Exotic Orchard Magic Cards

    {T}: Add one mana of any color that a land an opponent controls could produce.

    0 Mana Value Land rare Final Fantasy Commander