Welcome back!
Honestly, the gold cards in the set seem like some of the best yet. If you didn't catch our previous Final Fantasy articles going over the White, Blue, Black, Red, and Green cards, be sure to check those out first.
While the release date is still over two weeks away, the set still looks great so far. It's really hitting a lot of nostalgia for me, and I'm sure for everyone else as well.
In these final two articles, I'll be discussing some of my favorite cards that have appeared so far, and in each article I'll mention the latest date of previews I've seen, in case you wonder why I didn't include a specific card. For this one we'll be looking at cards up to 5/26.
Let's begin!
Absolute Virtue
I love cards like this, even though I'm always disappointed by how they never see any competitive play. I loved Simic Sky Swallower. I loved Drogskol Reaver. Absolute Virtue is like if True-Name Nemesis and Simic Sky Swallower had a baby. Only the baby is bigger. And it can't be countered. And now you have protection from each of your opponents.
So, that's pretty cool.
Emet-Selch, Unsundered
A 2/4 for four mana is just not gonna cut it. But a 2/4 for three mana? That's usually a very fine rate, especially if you tack on multiple abilities. Emet-Selch definitely has some abilities. He immediately loots when he comes into play, and then again every time he attacks, which is great, because he wants you to have cards in your graveyard.
Once you get 14 cards in there, you get to flip Emet, getting a 6/6 vigilance creature that basically gives you a permanent Yawgmoth's Will. Yes, Yawgmoth's Will. You can tell how far we've come in the game when we're just printing Yawgmoth's Will on creatures now.
Joshua, Phoenix's Dominant
One thing I've noticed is that this set has a ton of cards that either loot or rummage. Without digging too deep, I was able to find ten cards that let you filter through the cards in your hand, which feels like a lot.
Anyway, Joshua is one of those cards, doing his best Seasoned Pyromancer impression when he comes into play, only he does so as a 3/4 instead of a 2/2 and he has an awesome transform ability. You don't have to jump through any hoops either; you just have to tap him and pay five mana.
Once you do that, you get a 4/4 flying Phoenix with lifelink that will deal the opponent - well, each opponent - four damage over the first two chapters. The last chapter is where things really heat up though. While I don't necessarily get excited about returning a bunch of small creatures to play, I do appreciate Phoenix, Warden of Fire being able to return something larger like an Inferno Titan to play. Or, you know, any of the numerous legends from this set that cost 6 mana. Finally, Joshua flips back to normal after his final chapter, which you just love to see.
Kefka, Court Mage
KEFKA! One of the best villains in video game history right here, and this is a very cool representation. I'm a huge Nicol Bolas, the Ravager fan, and Kefka kind of feels a bit like that. Both cards make the opponent discard when they come into play and can eventually flip into larger threats, only Kefka also lets you draw a card when he comes into play.
I cannot wait for the times where I can pay eight mana, make my (or "each") opponent sacrifice a permanent, then attack with a 5/7 flying Kefka that draws me five cards. I will be trying to play the hell out of this card.
Sin, Spira's Punishment
I didn't originally have Sin on the list, but it occurred to me that it's just a 7/7 flier for seven mana that reanimates something the turn it comes into play, and every following turn that it's able to attack. Reanimate spells on their own usually cost five mana, so for two more mana you get a 7/7 flying creature that gets to repeat the reanimation! If you do happen to hit a land, you just get to keep trying until you don't hit a land, while also keeping all the lands you hit! If you're able to manipulate your graveyard in any way, with delve cards for example, it could be very easy to get back the specific permanent you want.
Squall, SeeD Mercenary
So, to start, if Squall is attacking alone he's basically a 6/4. Then, if he actually connects, you get to return any permanent with mana value three or less from your graveyard to the battlefield. Considering how many overpowered three-mana planeswalkers there are, this could be a fantastic ability. While I mentioned there's quite a few equipment and looting cards in the set, there also seems to be a good amount of cards that reanimate other cards as well, and Squall seems like one of the better ones.
It's also worth mentioning that if Squall deals damage twice due to double strike, you can return two permanents!
Terra, Magical Adept
I can't tell if I've included so many FF6 cards because of my soft spot for the game, or because they've seemed really cool. I'm going to assume it's both.
As a 4/2 for three mana, Terra is awesome and, assuming you've built your deck properly, will end up drawing you a card when she enters the battlefield.
Just like Joshua, you can transform her at will for 6 mana (the magic number in this set), and for the trouble, you get a 6/6 flier that makes a couple copies of your existing enchantments before giving you the exact mana needed to cast Progenitus! I'm not sure what you can realistically do with the 10 mana Terra gives, but 10 mana is a lot, so basically just do whatever you want! And then Terra re-enters the battlefield transformed back, and should draw you another card. Very solid.
Anyway, thanks for reading and I'll catch ya next time!
Frank Lepore