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Check Out the First ‘Magic’ Card for Avatar: The Last Airbender’

by admin June 22, 2025


Magic: The Gathering has been doing crossover packs with various IP, and later this year, Avatar: The Last Airbender is joining those ranks. During this weekend’s MagicCon, Wizards of the Coast showed off its first card from the set dropping in late November.

Naturally, that card is a Legendary featuring Aang manipulating water, fire, earth, and air while in the Avatar State. On the flip side is him looking up at his Avatar Spirit, with artwork for both sides drawn by Airbender co-creator Bryan Konietzko, a process you can see below. For Magic players, the “Avatar Aang” side lets them draw a card whenever they bend one of the four elements and transform into Avatar Aang if all four are drawn by the current turn. Conversely, the “Master of Elements” side lets them “gain 4 life, draw four cards, put four +1/+1 counters on him, and he deals 4 damage to each opponent” at the start of each upkeep.

Coming November 21, 2025https://t.co/Iu2diNITry#MTGxATLA pic.twitter.com/G1Q4Az3bSC

— Magic: The Gathering (@wizards_magic) June 20, 2025

In its blog post, Wizards teased the Avatar set will let players “take a ride on a sky bison, channel the memories of past Avatars, and explore a world of untold wonders.” It follows the Final Fantasy set released earlier in June, which was already successful before it even hit stores, and the Spider-Man set dropping in September.

Wizards plans to unveil more information on Magic‘sAvatar: The Last Airbender set Tuesday, August 12, including mechanics and other cards from the set. The full collaboration will hit shelves Friday, November 21.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.





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June 22, 2025 0 comments
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Magic: The Gathering Team Reveals Which Final Fantasy Character They Regret Not Including
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Magic: The Gathering Team Reveals Which Final Fantasy Character They Regret Not Including

by admin June 22, 2025



After half a decade in development, two years spent building up anticipation, and months of teases and reveals, Magic: The Gathering’s Final Fantasy collaboration has finally hit shelves. Even before its official release, the set made history as Magic: The Gathering’s best-selling set of all time, and the weeks that have followed have only further cemented the launch as one of the most significant in MTG’s history.

At this year’s Summer Game Fest, GameSpot had the chance to speak with one of the collaboration’s lead designers, senior game designer Daniel Holt, about the collaboration and how it feels to see folks finally playing with the new cards. We also chatted about preventing Final Fantasy spoilers, how the team manages its regrets, and if he thinks “power creep” is a prevailing issue in the new collection.

GameSpot: You have been working on this set for basically half a decade at this point. What is it like seeing all of this out in the wild–seeing folks playing with these cards?

Holt: It’s wild. It was so secretive for so long. I hear people across the street and they’ll say, “Sephiroth.” And I’m like, “Wait, have we shown that card? Oh, that’s right, it’s all out.”

It’s just crazy that it’s all out there right now and it’s exciting to see the passion that the fans are bringing to it. Something we’ve been taken aback by is the fact that every character or story moment is someone’s favorite. With every single one of these side story characters that aren’t the main party members, we see someone say like, “I can’t believe they included this. This is my favorite character.” It’s that kind of excitement that we’re so excited to see.

Sephiroth as seen on one of his Magic: The Gathering cards.

It really is impressive how the team managed to fit so many characters and moments into the set. What was the biggest struggle with taking over 30 years of content across 16 games and condensing it into one Magic set?

We had to take the approach of [knowing] we’re not going to get everything in. Then, we used a tier system coined by [principal designers] Dillon [Deveney] and Gavin [Verhey]. Tier 1 are those main characters and moments that, if you think of that game, you’re going to be like, “Okay, that character, that moment, has to be here.” Tier 1 is where the main set stayed because they [covered] Final Fantasy I through XVI, so needed to stay in the top level stuff. But for me, on the Commander decks, where each deck is a full game of a hundred cards [dedicated to a single game], I got to go deep into Tier 2 and even Tier 3 moments. I got to include side characters and story moments that maybe you only saw after you put 200 hours into the game.

How did you balance fully capturing some of Final Fantasy’s most iconic moments without spoiling anything?

We had to be a little cheeky about that. We didn’t want to spoil things, and Square [Enix] didn’t want us to spoil things. So you have cards like Sephiroth’s Intervention in here where, you see Sephiroth coming down with a sword. It’s just a cool moment if you’ve never played Final Fantasy VII, but for us that know… we know exactly what story moment is about to happen. In the same vein, Aerith has a death trigger on her ability, so we tied that together. One of my favorite cards in the Commander decks is Farewell in the Final Fantasy X deck. It’s Yuna and Tidus embracing and you don’t know literally what’s going to happen 10 seconds after that moment unless you play the game.

How did you end up deciding which four games to use for the commander decks? It’s got to be hotly debated for sure.

Oh, yeah. Right at kickoff, Final Fantasy VII was, I think, the first one we put in there. Remake and Rebirth are new, it’s on everyone’s mind, and it’s a classic. You know Cloud, you know Sephiroth. Then XIV was the next one we thought of. It has such an active player base and such a large community behind it, we’re like, “This just makes sense.” Fun fact on that one, I’d never played XIV until this product. I put in 200 hours in the first month. I had to go hard on it, just to get that authenticity in there.

As for the other two, Final Fantasy X is my personal favorite and it’s our lead product architect Zakeel [Gordon]’s favorite, too. I might’ve pushed a little hard for that one to be one of the decks. Then wrapping it up was Final Fantasy VI, which is [principle game designer] Yoni Skolnik’s favorite. He pitched the World of Ruin and us focusing on the second half of the game for the deck. I was so charmed by that. Also, VI marks the end of the pixel era, so we actually got one of the pixel games into the four. I think that was important to do.

Now that we’ve seen all of the cards, we know there are certain characters, like Eiko from IX for example, who don’t have a card. How did you deal with knowing that certain characters are not going to have a card and that’s just going to be what it is?

I think you touched on it right there. And I think Eiko is one that… we’re like, “Okay, if we were to do it again, we’d probably try to get her in.” We got her in on the Sleep [Magic] of the set, and we tried to show characters on cards like that.

But me and Gavin, we worked really close together to make sure a lot of characters were represented. For the Final Fantasy X deck, for example, he didn’t have a Lulu or a Wakka in the main set so I made sure to get those in the Commander deck, and vice versa on certain characters. If he had them there, I was less pressured to get them in my decks, but I knew there was a responsibility of that if they weren’t there. Matoya I think is one of my favorite characters from Final Fantasy XIV. I would’ve 100% put her in the Commander deck if Gavin didn’t already have her in the main set.

Crystal Fragments and Sleep Magic cards, both featuring Final Fantasy 9’s Eiko.

When it comes to designing Commander decks alongside the main set itself, how does that process work?

Mostly it comes down to examining what characters might overlap, and using the mechanics. For example, Job Select and Saga Creatures both come from the main set and [the] Final Fantasy X [Commander deck] is a “counters” deck and all about Yuna’s journey collecting the summons leading up to her fight against Sin, so the Saga Creatures work in that deck because you can remove the counters with Tidus and now they stay longer. So it’s about finding synergy there.

Then Job Select cards [work] with Final Fantasy XIV because they’re non-creature spells and will trigger all of your Scion members, but they also build you a board by creating heroes so you’re not wide open to attacks. So it really is synergistic between those.

My real work when selecting the characters and the themes is really working with the creative team. Dillon Deveney was the lead creative for this, and every morning I’d message him, “Hey, I want to put this reprint in the deck. Can it work for this concept?” And he’d be like, “Yes,” or, “No, [but] maybe try this.”

Were there any cards that were particularly difficult either to implement or to come up with an idea for, or that maybe just were imbalanced initially and you really had to work to figure out?

Yeah, Y’shtola in the Final Fantasy XIV deck was actually probably the hardest Commander to do because, originally, that deck’s Commander was going to XIV’s Warrior of Light. That’s what you would think would be the face of Commander. But when we tried that, we’re like, “There are like, 20-something jobs, and everybody customizes their character.” [We decided] the player character wasn’t going to work as a face Commander. We couldn’t make a satisfying, single card for that. So we’ve moved to Y’shtola, G’raha Tia, and the other Scions.

But a lot of the cards in the deck make hero tokens, so you can still feel [the Warrior of Light’s presence]. That’s why we have so many hero tokens. My character was a dancer in the game, so I made sure to get a dancer weapon in there… and I might’ve pushed for the character to be a blue-haired Miqo’te in the art.

Oh, that’s great.

Yeah. But, I think Y’shtola was a little tricky to do. When we got to her and the theme of the deck, I went with non-creature because in Final Fantasy XIV, you’re casting spells, managing cooldowns, et cetera… So I wanted to capture that gameplay with it. I think Transpose really captures the Black Mage abilities. That card having Rebound was the meta of, “That’s your cooldown. You have to wait till your next turn and then it’s ready again.” I designed that because I played a little Black Mage in the game, too.

Two versions of Magic: The Gathering’s Final Fantasy hero tokens.

There’ve been some people who have said that the power creep is very real with this set, but what do you think?

I don’t think that’s true, certainly not for Commander. You have all of Magic’s history to work with here. And I really think it just came down to being true to the characters, doing what the abilities there do, and I think it really plays into the larger environment of Magic.

Have your feelings on Final Fantasy as a game series changed during this process? Are there games you used to maybe not appreciate or like as much and then come round on?

It’s been a lot of rediscovering my love for them. I dug up this old picture of me dressed as Tidus when I was 17, one of my first cosplays. VII was one of my first ones, and then I played older ones like IV and II, et cetera, while going to college.

We all grew up with the series. We’ve all played these for so long. It is really just rediscovering them and the passion. And, like XVI? XVI came out during development, so we all jammed that over the weekend. [I remember being] like, “Oh my God, it’d be so cool if we got Dion in here,” It was so important to me as a person to get that in here. And Gavin was like, “Yep, happy to put him in.”

Has there been any interest in coming back to this series and going into stuff like Final Fantasy Tactics or Final Fantasy X-2–titles outside of the mainline 16?

We certainly have a lot of fans in the office that love those games. I love X-2, I love the dresspheres system. And I need to play Tactics, I know that’s bad that I haven’t. But [as for revisiting Final Fantasy in Magic: The Gathering,] that would be too far in the future right now.

This interview has been edited for both brevity and readability.



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June 22, 2025 0 comments
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Final Fantasy fans, now is the time to get into Magic: The Gathering
Gaming Gear

Final Fantasy fans, now is the time to get into Magic: The Gathering

by admin June 22, 2025


The Final Fantasy Magic: The Gathering set is here, and there’s never been a more perfect assemblage of Magic cards. The set features cards taken from every mainline Final Fantasy title, including the two MMOs, so there’s something for every generation of Final Fantasy lovers. And while Magic has featured other video game crossovers in the past (hello, Assassin’s Creed and Fallout!), with the way this set is constructed, from card mechanics to art, you can tell this one is a developer favorite, sure to appeal to the massive chunk of people who love both games.

But what if you don’t inhabit the center circle in the Venn diagram of Magic and Final Fantasy lovers but are still interested in experiencing this set for yourself? Magic: The Gathering is an intimidating game, even if you’re a seasoned player like myself. There are so many ways you can play, both in person and online, that it can be overwhelming to figure out the best way to jump in. So here’s a few tips and tricks to playing the Final Fantasy Magic set.

Be warned, though: this is the best-selling set in Magic’s 30-plus-year history, and you will pay for the pleasure of this experience — if you can find the product to pay for it at all.

How to play: physical edition

Over the years, the designers at Magic developer Wizards of the Coast have realized it can be intimidating as hell for a new player looking to start their planeswalking journey. To help these new players along, Magic developers have created a line of products called Starter Kits. Each is a set of two 60-card decks featuring cards specifically designed for new players and an instruction booklet that goes over the game’s basic rules and cadence of play. Keep one deck for yourself, give one to a friend, and learn as you play together. For MTG x FF, the starter kit features two decks themed around Final Fantasy’s greatest rivalry: Sephiroth vs. Cloud.

Though this is Magic: The Gathering Arena, these are the two starter decks featuring Sephiroth and Cloud. Image: Wizards of the Coast

These decks are a decent introductory course to Magic. Cloud’s is themed around equipment cards (think the Buster Sword or the Ultima Weapon), which are essentially weapons you can attach to your creatures to pump up their damage and hit hard. Sephiroth’s deck is all about him. Kill creatures (yours and your opponent’s) to make him as big as possible. I played both decks against the set’s designers and managed to beat them both, a monumental feat for any Magic player. However, if you want to play them for yourself, the Starter Kit is currently sold out on Amazon, so your best bet to find one is to hit up your local card shop (known in the community as your LCS) to see if it has any in stock. Wizards’ website does feature a handy store locator if you don’t know where your nearest LCS is.

There are also four Commander decks you can buy and play, with each one themed around a specific title in the series. Commander is the most popular format of Magic, but the rules are slightly different from standard play, and matches can often include more than one opponent. The Final Fantasy Commander decks are beginner-friendly but expensive, running anywhere from $80 to $130 when Commander decks in other sets are much cheaper.

How to play: online edition

If you don’t have any friends you can beg, bribe, or beat into playing Magic with you, there is another, far easier option: the game’s online version, Magic: The Gathering Arena. Arena is the best way to experience the Final Fantasy set as there’s no worry about stock, it’s relatively cheaper, and there are so many different ways to play that in-person playing simply does not accommodate. Once you’ve made your account and downloaded the game, you can play through the game’s tutorial, which I recommend to get your bearings. Not only does it explain how to play, but the color challenges also give you a feel for the playstyles of Magic’s five different colors.

Choosing your slice of the color pie

Think of colors and color combos as characters in your favorite hero shooter. Each has different abilities and favors a specific style of play. Blue and white center on going over your opponents’ heads with flying creatures, while mono green (my favorite and the best way to play) favors big, stompy creatures that run over your opponents’ defenses. The Final Fantasy set makes it easy to find a color or combo that works for you.

If you want to get straight into the Final Fantasy set, you can simply skip the tutorial to unlock all of Arena’s many game modes and features, and it’ll still be there to try if you ever need to go back.

Once you’re ready, you have a number of options available. You can get right into the thick of things and start playing the game’s constructed modes. If you’ve never played Magic before, do not do this. It is expensive, costing a lot of resources your account will not have unless you buy them in the game’s cash shop, and it is hard. Making decks is difficult; even I don’t like it that much compared to playing decks preassembled for me.

1/4Some of my favorite cards from this set. Image: Wizards of the Coast

Your best, most economical option is to play Jumpstart mode. In Jumpstart all the hard work of making a viable deck is done for you. You are presented with a number of archetypes: Bold, Mage, Chocobos, Equipment, and more. You can pick two of them based on nothing more than vibes and personal preference, and the game will automatically create a deck using those two archetypes. Then you play your deck against other Jumpstart decks and rack up the wins or the valuable experience that comes with losing.

The great thing about Jumpstart is that it’s cheap — a new account grants you enough currency to try the mode three times — and the cards you pick are yours to keep. Do it enough times and you’ll eventually have enough cards to tool around with making your own decks to try out in the game’s friendly mode, Quick Start. I’ve enjoyed all the different Jumpstart decks I’ve made, but if you really wanna have some fun, pick chocobos whenever you get the chance. They’re creatures that get stronger whenever you play a land card (think of land like the gas that powers your deck’s engine) and have incredible synergy with other card types, leading to a deck that will overwhelm your opponent.

Also, they’re chocobos! What could be more Final Fantasy than chocobos?

If you are a Final Fantasy fan, I cannot stress enough how much fun its Magic set is. And if you’re intimidated by Magic’s difficulty, don’t be. There are so many beginner-friendly ways to play, and there are so many beginners trying this set out for the first time, that you’ll be in good company. Plus, I’ve found the community is always happy to help newcomers. When I played at an in-person event, my first opponent had never picked up the game before. Over the course of our match I taught him everything I knew as best I could, and before the end, he beat me. Badly. I’ve never had more fun.





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June 22, 2025 0 comments
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The Best 'Final Fantasy' References in Its Huge 'Magic: The Gathering' Crossover
Gaming Gear

The Best ‘Final Fantasy’ References in Its Huge ‘Magic: The Gathering’ Crossover

by admin June 14, 2025


Today one of the biggest sets in Magic: The Gathering‘s recent history makes its grand arrival at last: Final Fantasy, the first of Magic‘s at-times-controversial “Universes Beyond” crossovers with other franchises to be given the full standard-legal treatment. It’s a marriage of two of gaming’s most beloved fantasy realms, and with absolute legions of fans of both Magic and Final Fantasy to please, it has to hit the highlights and mechanical flavoring of 16 mainline game’s worth of viable cards. From everything we’ve seen of the set in the run up to today’s release, it looks like Wizards of the Coast and Square Enix helped build a match made in (seventh) heaven—but here’s some of our favorite nods to Final Fantasy‘s vast legacy that we love most from the set.

Naturally, some of these references are about key major story points in their respective Final Fantasy titles. If you’re not caught up with the 16 mainline games that have released over the past four decades, well, consider yourself very lightly spoiler warned here.

Tiered Spells Are a Perfect Blend of Final Fantasy and Magic

© Wizards of the Coast

One of the new mechanical additions the Final Fantasy set brings to Magic is the “Tiered” rule: if a player pays an additional cost to the card’s initial mana cost, they can select from one of three tiers of power. More mana means more effects—just like how in Final Fantasy a lot of magic spells have three evolutionary steps: their base form, a more potent version of that form with the suffix -ara, and then its most powerful form with the suffix -aga.

The tiered spells in the set are spread across two different forms: some are given to represent various limit break attacks from Final Fantasy VII, reflecting the party’s ability to develop stronger special attacks over the course of the game. But the ones that represent some of Final Fantasy‘s elemental and restorative magics are each smartly attuned to the color identities they’re assigned to in Magic. Aggressive fire and thunder magics are assigned to red; ice, which instead of doing damage bounces cards back into an opponents hands or libraries, is assigned to blue, which reflects that color’s archetypal focus on interruption and control mechanics. It’s a very neat way to mechanically marry a Final Fantasy player’s understanding of the series’ base magic system to a Magic player’s understanding of its own colors’ archetypes and escalatory effects.

Suplex the Train, Dammit

© Wizards of the Coast

Suplex, renamed to Meteor Strike in later versions of Final Fantasy VI, is one of the many martial abilities of Sabin the Monk, letting him… well, pick an enemy up and flip them in the air to slam them straight back down. But while Sabin can use the move on a great number of VI‘s big creatures, the most infamous victim of the attack—spurring years of internet meme history—is the fact that he can use it when the party encounters the Phantom Train after Sabin, Cyan, and Shadow flee the Empire’s invasion of Doma. The Phantom Train is, of course, a spectral haunted steam train, so it’s very absurd that Sabin can just pick it up and suplex it like it’s no big deal.

Suplex gets its own card as a sorcery in Magic, which lets you do three damage to a creature—pretty basic. Except, a player who plays Suplex could instead use its second ability, which allows it to specifically exile an artifact card. You know what’s an artifact in the Final Fantasy set? The Phantom Train.

Lightning’s Stagger

© Wizards of the Coast

FF XIII‘s protagonist has several cards to her name in the set, but Lightning, Army of One has several cool mechanical nods to XIII‘s battle system. The first is that “Army of One” suffix, a reference to Lightning’s powerful combo attack of that name in the game—an aggression that is symbolically matched in the card by giving her several offensive keywords like Trample (which lets her deal excess damage from combat directly to a player) and First Strike (which lets her deal damage before anyone else resolves damage in combat).

But it’s Lightning, Army of One’s other rule that is the neater reference: she has Stagger, a nod to the mechanic of the same name in XIII that lets the party deal bonus damage to an opponent once they’ve maxed out its stagger gauge through steady, repeated attacks for a brief period of time. In Magic, it lets any other creature that attacks Lightning’s target, whether it’s another creature or a player, take double damage for the rest of the turn. Same hat!

Sephiroth Yearns to Kill Aerith

© Wizards of the Coast

One of the most infamous moments in the original Final Fantasy VII is Sephiroth’s murder of Aerith as she prays in the City of Ancients. Like the synergy between Suplex and Phantom Train before it, Sephiroth, Fabled Soldier and Aerith have a synergy that grimly reflects his fated killing: Aerith’s rules let her gain +1/+1 counters every time you gain life, and Sephiroth, Fabled Soldier gives you life every time another creature dies. The fourth time that effect happens, you can flip Sephiroth over, transforming him into his powerful One Winged Angel form.

But he can also sacrifice any card, including one of your own, every time he attacks. Which, more often than not, triggers “dies” as a mechanic, advancing Sephiroth closer to his transformation… and Aerith herself has a special rule that, when she dies, her accrued +1/+1 tokens can be given to all Legendary Creatures you have in play. So, if you have them both in play, Sephiroth can sacrifice Aerith for his fourth trigger, transforming, and then reap the benefits of all the +1/+1 tokens Aerith had built up from his attacking. It’s mean! And very flavorful.

Or you could just play Sephiroth’s Intervention, a black Instant that destroys any target creature, if you just want to kill an Aerith for funsies.

Final Fantasy XIV‘s Final Days

© Wizards of the Coast

One of the biggest pieces of background lore in the critically acclaimed MMORPG Final Fantasy XIV is the “Final Days,” a cataclysmic apocalypse that happened thousands of years in the past that saw the world of Etheirys, the realm of a precursor race called the Ancients, break into 14 shards during a battle between the gods Zodiark and Hydaelyn in an attempt to stall the Final Days’ arrival. Much of Final Fantasy XIV takes place on the primary of those reflective shards, the Source, while some of its expansions have seen players travel to the worlds of other shards, like Shadowbringers.

This event comes up in several poignantly thematic cards in the Magic set. Zodiark, Umbral God sees a player sacrifice half of the creatures they control, as a reference to the sacrifice the Ancients made to summon Zodiark and delay the Final Days in the first place. Meanwhile, Emet-Selch, Unsundered—one of the few surviving Ancients, haunted by his desire to restore the world to what it was in his lifetime—can transform into his godlike form of Hades once 14 cards enter your graveyard, and can play cards from your graveyard once he’s done so.

Phoenix Down Can Heal… and Harm

© Wizards of the Coast

Phoenix Down is an iconic item from across Final Fantasy, the simple revival medicine that lets you bring back a dead party member in battle. In Magic, it can only bring back cards from your graveyard with a mana value of four or less, reflective of its relatively basic form of restorative magic. But even better is the fact that it has a second ability: you can use it to exile undead creatures, a nod to the fact that healing items in Final Fantasy can be used on undead enemies to do damage instead.

Fear the Tonberry

© Wizards of the Coast

Tonberries may look oddly cute with the dainty little knife and their big yellow eyes, but every Final Fantasy player knows that these green critters mean business once they get close to you. In most of their appearances, Tonberries take several turns of combat to slowly inch towards your party—and once they do, they instantly kill you in a single attack with their chef’s knife. This is wonderfully translated into Magic with a mix of two mechanics: a Tonberry enters play tapped and with a stun counter on it, which means it takes two player turns to be ready to attack. Once it does attack though, it has First Strike and Deathtouch, meaning no matter how much damage it does to a creature, it will always do lethal damage.

Galuf’s Sacrifice

© Wizards of the Coast

Galuf’s death fighting Exdeath in Final Fantasy V is one of the game’s most iconic moments, made all the more bittersweet by the fact his abilities are passed onto his granddaughter Krile, who joins the party in his stead. That inheritance is naturally reflected in Galuf’s Final Act, which not only briefly boosts a creature’s power (a nod to Galuf going all out as he takes on Exdeath 1v1), but lets it pass on +1/+1 tokens equal to its power when it dies.

Fight or Flight

© Wizards of the Coast

An infamous gag moment in Final Fantasy VII comes when the party goes to rescue Aerith from Shinra’s HQ ahead of the climactic escape from Midgar. You’re given a simple choice, in both the original game and in Remake: take the elevator up to the 60th floor, which stops multiple times for a series of fights, or the “quiet” route… having to control Cloud as he runs up 59 flights of stairs.

The Magic card Aerith Rescue Mission encapsulates that choice perfectly: you can either take the elevator, giving you three 1/1 Hero Tokens (representing Cloud, Tifa, and Barrett being ready to fight), or you can take the stairs, which lets you tap and stun up to three creatures (representing their cardio-induced duress).

The Cycle of Sin

© Wizards of the Coast

Final Fantasy X is built around the cycle of Sin, a massive creature that rises to cull civilizations that grow too large or too advanced—but whose slaughter can be paused for a period of “Calm” years when a Summoner sacrifices themselves in a final battle against Sin to summon a final aeon capable of defeating Sin… albeit only temporarily, locking the world in a cycle of destruction.

That gets a pretty spot-on mirror in the card Sin, Unending Cataclysm; it not only removes counters from any number of creatures on the battlefield (to represent Sin’s limitation of technological advancement), but also returns to your library when it dies rather than dying, meaning it can’t be conventionally defeated. Its own bonus counters created from removing counters can be given to one of your other creatures… you know, so Sin can inherit them twice over when it returns.

Champions From Beyond the Rift, Heed My Call!

© Wizards of the Coast

Champions From Beyond is a multilayered reference for Final Fantasy XIV players: the name and the art represents the climactic moments of the Shadowbringers expansion, when the player is aided by Iconic Catboy G’raha Tia, who summons heroes (aka, other players) from across the 14 shards of the world to battle Emet-Selch. That group-content focus is reflected in its rules, which lets you create any number of Hero tokens while also offering bonuses for attacking in either groups of four or eight creatures.  Those are references to the two standard group sizes for FF XIV‘s multiplayer content: Light Parties, groups of four for standard dungeon content; and Full Parties, groups of eight typically used in more challenging boss fights or endgame raids.

Quistis’ Blue Magic

© Wizards of the Coast

Final Fantasy has all sorts of different magical archetypes across the series, but Blue Magic is one of its most arcane trademarks in the various schools of color-themed magics. Black Magic is primarily damaging elemental spells, White Magic is healing and support, Red Magic blends the two, while Blue represents an ability to absorb and learn the skills of an enemy opponent. Blue Mages exist across multiple Final Fantasy games, but FF VIII‘s Quistis it perhaps one of the most famous. It’s fitting then that not only is she slotted into Magic‘s blue color archetype, but that her Blue Magic ability lets her cast spells from any player’s graveyard, be it yours or your opponent: and that she cast them with any mana, regardless of their original cost.

Kain’s Mind Control

© Wizards of the Coast

Kain Highwind is a fascinating foil in Final Fantasy IV, his lingering jealousy towards FF IV‘s main character Cecil making him an easy target for the game’s antagonist, Golbez, to corrupt him and brainwash him multiple times over the course of the story. Kain’s almost-comical ability to be forced into betraying you is delightfully woven into Magic with his card, Kain, Traitorous Dragoon—whenever Kain does damage to another player, they can choose to take control of him and he does mirrored damage to his original owner, meaning that Kain can bounce back and forth between ownership over the course of the game!

Ashe’s Temptation

© Wizards of the Coast

A major turning point in Final Fantasy XII comes when Ashe, the exiled princess of the kingdom of Dalmasca, finds herself confronted with a dangerous temptation: fulfill her destiny as Ivalice’s generational ruler and use the power of the almighty crystal called the Sun-Cryst to destroy the Archadian Empire that attacked Dalmasca at the start of the game, or destroy the Sun-Cryst and free Ivalice from the machinations of its creators.

On the surface, the Instant Fate of the Sun-Cryst is a pretty typical Magic card, paying five mana to destroy any non-land permanent. But it has a bonus twist: it only costs three mana if you target a tapped creature, ie… a creature that’s already attacked you. It’s a very flavorful way to incorporate Ashe’s temptation towards revenge.

Of Course Ignis Cooks

© Wizards of the Coast

Ignis’ card just wouldn’t be Ignis if it didn’t include an ability based around cooking. “I’ve Come Up With a New Recipe!” lets a player tap Ignis and pay some mana to exile a card from your graveyard—and if it was a creature, you can create a food token, letting a player regain health. It’s named, of course, for Ignis’ meme-worthy repeated catchphrase from Final Fantasy XV: the party’s cook whenever they camped, Ignis could learn various recipes throughout XV to grant the party various buffs and status effects when they rested. Specifying the bonus for exiling a creature is itself a cute reference to the fact that Ignis can cook various meals from the materials you get from killing creatures across XV‘s world, to boot.

A Smile Better Suits a Hero

© Wizards of the Coast

Multiple cards throughout the Final Fantasy set give new themed art to already established Magic cards. Relic of Legends, a simple mana-generating artifact introduced in Dominaria United, is one of them, but its inclusion in the Final Fantasy XIV-themed Commander Deck, Scions & Spellcraft, is given a painful twist. The relic of legend in the new art refers to a traumatic sacrifice from Heavensward, XIV‘s first expansion, when one of your allies in the kingdom of Ishgard, Haurchefant Greystone, attempts to deflect a magical attack intended to strike the hero… only for his shield to buckle and for the strike to run him through instead, killing him. Cue the waterworks!

Ifrit vs. Titan

© Wizards of the Coast

Clash of the Eikons refers to one of the standout moments of the latest mainline Final Fantasy, XVI, in which protagonist Clive Rosfield, transformed into the almighty summon Ifrit, scraps with rival summon Titan in an epic battle. Aside from looking as cool as the fight in XVI does, this sorcery lets you manipulate the amount of lore counters on a Saga card under your control: the card archetype that represents Final Fantasy‘s various summon creatures across the games in the set to reflect their status as powerful, but limited-time forces in battle.

It’s not only flavorful in that sense, it’s particularly flavorful to Final Fantasy XVI. The fight between Ifrit and Titan is really the first time that Clive truly comes into his own as Ifrit’s “Dominant”, embracing his transformation and pulling out all the stops to defeat Titan—so it’s only fitting that that clash represents the ability to manipulate Sagas in this way!

The Warrior of Light Unites All

© Wizards of the Coast

The Warrior of Light is the name of the character created to represent the generic party members of the very first Final Fantasy, who had no set characters and could be given any of the series’ iconic jobs over the course of the game. Now a quasi-mascot of Final Fantasy as a whole, oddly enough the Warrior of Light doesn’t actually have a unique card representing him in the Magic set (he appears on some, but none are specifically centered around him as a character).

He is represented, however, on the “Through The Ages” bonus sheet, a series of cards that reprints classic Magic cards with artwork drawn from across Final Fantasy history, from character concept work to promotional imagery from each game. The Warrior of Light is represented in this set of cards with a reprint of Jodah the Unifier, an iconic card that is popular in Magic‘s Commander as a “WURBG” archetype: having a cost that utilizes one mana from each of Magic‘s five colors, a deck with Jodah as its Commander can be built out of cards from every color in turn.

On top of that, Jodah the Unifier’s abilities are built around synergies with Legendary Creatures and spells, buffing the more of them you have in play and getting more of them in play as quickly as possible. Across the Final Fantasy set most main characters are represented as Legendary Creatures, so it’s fitting that the Warrior of Light can bring together heroes and villains from across the whole series to stand together!

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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