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  1. Endless Detour Magic Cards

    The owner of target spell, nonland permanent, or card in a graveyard puts it on their choice of the top or bottom of their library.

    3 Mana Value Instant rare Final Fantasy Commander
  2. Crackling Doom Magic Cards

    Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.

    3 Mana Value Instant uncommon Final Fantasy Commander
  3. Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.

    3 Mana Value Enchantment uncommon Final Fantasy Commander
  4. Baleful Strix Magic Cards

    Flying, deathtouch When this creature enters, draw a card.

    2 Mana Value 1 Power 1 Toughness Artifact Creature — Bird rare Final Fantasy Commander
  5. Altered Ego Magic Cards

    This spell can't be countered. You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.

    4 Mana Value 0 Power 0 Toughness Creature — Shapeshifter rare Final Fantasy Commander
  6. Tireless Tracker Magic Cards

    Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.

    3 Mana Value 3 Power 2 Toughness Creature — Human Scout rare Final Fantasy Commander
  7. Three Visits Magic Cards

    Search your library for a Forest card, put it onto the battlefield, then shuffle.

    2 Mana Value Sorcery uncommon Final Fantasy Commander
  8. Rampant Growth Magic Cards

    Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

    2 Mana Value Sorcery common Final Fantasy Commander
  9. Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

    4 Mana Value Enchantment rare Final Fantasy Commander
  10. Inspiring Call Magic Cards

    Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

    3 Mana Value Instant uncommon Final Fantasy Commander
  11. Incubation Druid Magic Cards

    {T}: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead. {3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

    2 Mana Value 0 Power 2 Toughness Creature — Elf Druid rare Final Fantasy Commander
  12. Hardened Scales Magic Cards

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

    1 Mana Value Enchantment rare Final Fantasy Commander
  13. Gyre Sage 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.) {T}: Add {G} for each +1/+1 counter on this creature.

    2 Mana Value 1 Power 2 Toughness Creature — Elf Druid rare Final Fantasy Commander
  14. Generous Patron Magic Cards

    When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.) Whenever you put one or more counters on a creature you don't control, draw a card.

    3 Mana Value 1 Power 4 Toughness Creature — Elf Advisor rare Final Fantasy Commander
  15. Whenever a player casts a spell, you may put a +1/+1 counter on this creature. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.

    4 Mana Value 0 Power 3 Toughness Creature — Elemental rare Final Fantasy Commander
  16. Fight Rigging Magic Cards

    Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.

    3 Mana Value Enchantment rare Final Fantasy Commander
  17. When this creature enters, put a +1/+1 counter on target creature. Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)

    2 Mana Value 0 Power 3 Toughness Creature — Insect common Final Fantasy Commander
  18. Bane of Progress Magic Cards

    When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way.

    6 Mana Value 2 Power 2 Toughness Creature — Elemental rare Final Fantasy Commander
  19. Ruin Grinder Magic Cards

    Menace When this creature dies, each player may discard their hand and draw seven cards. Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)

    6 Mana Value 7 Power 4 Toughness Artifact Creature — Construct rare Final Fantasy Commander
  20. Menace Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.

    3 Mana Value 2 Power 3 Toughness Creature — Human Warrior rare Final Fantasy Commander