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  1. Evolving Wilds Magic Cards

    {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

    0 Mana Value Land common Final Fantasy Commander
  2. Drowned Catacomb Magic Cards

    This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}.

    0 Mana Value Land rare Final Fantasy Commander
  3. This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}.

    0 Mana Value Land rare Final Fantasy Commander
  4. Demolition Field Magic Cards

    {T}: Add {C}. {2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.

    0 Mana Value Land uncommon Final Fantasy Commander
  5. {2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

    1 Mana Value Artifact common Final Fantasy Commander
  6. Walking Ballista Magic Cards

    This creature enters with X +1/+1 counters on it. {4}: Put a +1/+1 counter on this creature. Remove a +1/+1 counter from this creature: It deals 1 damage to any target.

    0 Mana Value 0 Power 0 Toughness Artifact Creature — Construct rare Final Fantasy Commander
  7. Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.) Equip {2}

    2 Mana Value Artifact — Equipment uncommon Final Fantasy Commander
  8. Tome of Legends Magic Cards

    This artifact enters with a page counter on it. Whenever your commander enters or attacks, put a page counter on this artifact. {1}, {T}, Remove a page counter from this artifact: Draw a card.

    2 Mana Value Artifact — Book rare Final Fantasy Commander
  9. Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}

    2 Mana Value Legendary Artifact — Equipment rare Final Fantasy Commander
  10. Swiftfoot Boots Magic Cards

    Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Final Fantasy Commander
  11. When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.

    4 Mana Value 2 Power 2 Toughness Artifact Creature — Golem rare Final Fantasy Commander
  12. Mask of Memory Magic Cards

    Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Final Fantasy Commander
  13. Key to the City Magic Cards

    {T}, Discard a card: Up to one target creature can't be blocked this turn. Whenever this artifact becomes untapped, you may pay {2}. If you do, draw a card.

    2 Mana Value Artifact rare Final Fantasy Commander
  14. Hero's Blade Magic Cards

    Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Final Fantasy Commander
  15. Explorer's Scope Magic Cards

    Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

    1 Mana Value Artifact — Equipment common Final Fantasy Commander
  16. Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) This artifact enters with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on this artifact.

    0 Mana Value Artifact uncommon Final Fantasy Commander
  17. Equipped creature gets +1/+1 for each color among permanents you control. As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn. Equip {2}

    2 Mana Value Artifact — Equipment rare Final Fantasy Commander
  18. Colossus Hammer Magic Cards

    Equipped creature gets +10/+10 and loses flying. Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.)

    1 Mana Value Artifact — Equipment uncommon Final Fantasy Commander
  19. {T}, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery. Unearth {3}{W}{B} ({3}{W}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

    2 Mana Value 2 Power 2 Toughness Creature — Human Warlock rare Final Fantasy Commander
  20. Fathom Mage Magic Cards

    Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever a +1/+1 counter is put on this creature, you may draw a card.

    4 Mana Value 1 Power 1 Toughness Creature — Human Wizard rare Final Fantasy Commander