Across the history of Magic: the Gathering, White has built a reputation as the color of protection, order, and value - especially in Commander. And in the Universes Beyond: Final Fantasy set, it finally gets to do all that while also throwing in swords, dragons, restoration spells, and a full party of heroes.
Let's dive into the top White cards that caught my eye - not just for flavor, but for real gameplay potential.
5. Champions from Beyond
A White enchantment that rewards you for going wide? Say no more. Champions from Beyond feels like a dream for token brewers, letting you flood the board, scry, and eventually punch faces with a pseudo-Overrun. When it enters, you create X 1/1 colorless Hero creature tokens. That's already a strong floor. But the enchantment kicks things up during combat - if you attack with four or more creatures, you scry 2, then draw a card. And if you reach eight or more, those creatures get +4/+4 until end of turn. That's a game-ender waiting to happen, especially in decks like G'raha Tia, Scion Reborn, Isshin, Two Heavens As One, Baylen, the Haymaker, or any go-wide Commander shell looking for a top-end swing spell in disguise.
4. Dion, Bahamut's Dominant // Bahamut, Warden of Light)
Dion enters the battlefield with a 2/2 White Knight buddy in tow, then lifts your whole Knight army into the sky with Dragonfire Dive - his static effect that gives all your Knights flying during your turn. He's tailor-made for a kindred Knight deck, and in Commander where evasive combat is king, this anthem effect can turn an average board into a lethal air force. But Dion isn't done yet. You can exile him for six mana to bring him back transformed into Bahamut, Warden of Light - a flying enchantment creature Saga that buffs your board, gives everything flying again, and eventually Giga-flames a target off the board before looping itself back. It's removal, buffs, evasion, and flavor, all rolled into one. If you're playing White Knights, you want this dashing man on your side of the board. And if you're playing tribal fliers or saga synergies, don't overlook the Bahamut half. Imagine playing Summon: Knights of the Round with Dion, Bahamut's Dominant. Queue the battle music!
3. Restoration Magic
Cheap, flexible, and surprisingly powerful, Restoration Magic is one of the best White instants in the set - and somehow it's just an uncommon. With its tiered design referencing Final Fantasy healing spells (Cure, Cura, and Curaga), this single White mana spell adapts to your situation beautifully. At base cost, you get Cure - target permanent gains hexproof and indestructible until end of turn. That's already better than Gods Willing for many decks. Pay a little more for Cura, and you get the same protections plus 3 life. And if you want to go big, Curaga gives everything you control hexproof and indestructible until the end of turn, plus 6 life. That's White's version of Heroic Intervention, and it'll blow out board wipes, target removal, and combat tricks all the same. It's the kind of card that wins games with perfect timing and makes you feel like the real hero of the table.
2. Ishgard, the Holy See
White decks don't get ramp, they get recursion - and Ishgard, the Holy See might be one of the most elegant recursion engines ever printed on a land. Before you even play it, you can cast Faith & Grief, its Adventure half, to return up to two enchantments or artifacts from your graveyard to your hand. And afterward, it becomes a land that taps for White. That's incredible value for any White deck built around enchantments, sagas, or artifacts. Enchantress players will love the recursion. Heroic decks and Equipment strategies will too. This card just fits. It's a land drop that helps you rebuild after a wipe or dig back up your best combo pieces. And the fact that it's flavorfully tied to one of Final Fantasy XIV's most iconic locations? That's just the cherry on top.
1. Cloud, Midgar Mercenary
The SOLDIER himself. And yes - he's actually busted. Cloud, Midgar Mercenary is one of the best White equipment legends printed in years. When he enters the battlefield, you tutor any Equipment from your library directly to your hand. That's not once per game. That's every time you cast or flicker him. But it gets crazier. As long as Cloud is equipped, if one of his abilities or an ability from an Equipment attached to him would trigger, it triggers an additional time. That means double value from all your Sword of X and Y triggers. Double draw from Skullclamp. Double busting with Buster Sword. Double destruction with Ultima Weapon. You get the idea. Cloud is not only iconic, he's incredibly playable - as a mono-White equipment commander in his own right, or in the 99 of any Voltron or artifact-based deck. And let's be real: White is already one of the best colors for Equipment strategies in Commander. Cloud just brought a Buster Sword to a gunfight, and now everyone else is playing catch-up. Cloud is a modern day Stoneforge Mystic and I'm loving it!
Final Words: White's Warriors Step Forward
This set is making it impossible to ignore White. We've got flexible instants, recurring lands, powerful tribal support, and a new equipment legend that actually feels legendary. Both lifelong Final Fantasy fans and Commander brewers with a soft spot for solid utility have a plethora of White cards at their disposal. It's time to prep your sleeves, because the heroes of White are about to make a comeback worthy of a Limit Break.










