Equipped creature has base power and toughness X/X, where X is your life total.
Equip 5
Equipped creature has base power and toughness X/X, where X is your life total.
Equip 5
Equipped creature has base power and toughness X/X, where X is your life total.
Equip 5
Equipped creature has base power and toughness X/X, where X is your life total.
Equip 5
Equipped creature gets +3/+2.
Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip 2
Equipped creature gets +3/+2.
Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip 2
Equipped creature gets +3/+2.
Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip 2
Equipped creature gets +3/+2.
Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip 2
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Legendary Creature - Human Avatar Soldier
Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Sephiroth, One-Winged Angel
Legendary Creature - Angel Nightmare Avatar
Flying
Super Nova - As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with »Whenever a creature dies, target opponent loses 1 life and you gain 1 life.»
Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards.
Legendary Creature - Human Avatar Soldier
Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Sephiroth, One-Winged Angel
Legendary Creature - Angel Nightmare Avatar
Flying
Super Nova - As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with »Whenever a creature dies, target opponent loses 1 life and you gain 1 life.»
Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards.
Legendary Creature - Human Avatar Soldier
Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Sephiroth, One-Winged Angel
Legendary Creature - Angel Nightmare Avatar
Flying
Super Nova - As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with »Whenever a creature dies, target opponent loses 1 life and you gain 1 life.»
Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards.
Legendary Creature - Human Avatar Soldier
Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Sephiroth, One-Winged Angel
Legendary Creature - Angel Nightmare Avatar
Flying
Super Nova - As this creature transforms into Sephiroth, One-Winged Angel, you get an emblem with »Whenever a creature dies, target opponent loses 1 life and you gain 1 life.»
Whenever Sephiroth attacks, you may sacrifice any number of other creatures. If you do, draw that many cards.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II - Destroy up to one target nonland permanent.
III - Draw two cards.
IV - Mega Flare - This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II - Destroy up to one target nonland permanent.
III - Draw two cards.
IV - Mega Flare - This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II - Destroy up to one target nonland permanent.
III - Draw two cards.
IV - Mega Flare - This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II - Destroy up to one target nonland permanent.
III - Draw two cards.
IV - Mega Flare - This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
This spell cant be countered.
Flying
You have protection from each of your opponents. (You cant be dealt damage, enchanted, or targeted by anything controlled by your opponents.)
This spell cant be countered.
Flying
You have protection from each of your opponents. (You cant be dealt damage, enchanted, or targeted by anything controlled by your opponents.)
This spell cant be countered.
Flying
You have protection from each of your opponents. (You cant be dealt damage, enchanted, or targeted by anything controlled by your opponents.)
This spell cant be countered.
Flying
You have protection from each of your opponents. (You cant be dealt damage, enchanted, or targeted by anything controlled by your opponents.)
Legendary Creature - Elder Wizard
Vigilance
Whenever Emet-Selch enters or attacks, draw a card, then discard a card.
At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch.
Hades, Sorcerer of Eld
Legendary Creature - Avatar
Vigilance
Echo of the Lost - During your turn, you may play cards from your graveyard.
If a card or token would be put into your graveyard from anywhere, exile it instead.
Legendary Creature - Elder Wizard
Vigilance
Whenever Emet-Selch enters or attacks, draw a card, then discard a card.
At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch.
Hades, Sorcerer of Eld
Legendary Creature - Avatar
Vigilance
Echo of the Lost - During your turn, you may play cards from your graveyard.
If a card or token would be put into your graveyard from anywhere, exile it instead.
Legendary Creature - Elder Wizard
Vigilance
Whenever Emet-Selch enters or attacks, draw a card, then discard a card.
At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch.
Hades, Sorcerer of Eld
Legendary Creature - Avatar
Vigilance
Echo of the Lost - During your turn, you may play cards from your graveyard.
If a card or token would be put into your graveyard from anywhere, exile it instead.
Legendary Creature - Elder Wizard
Vigilance
Whenever Emet-Selch enters or attacks, draw a card, then discard a card.
At the beginning of your upkeep, if there are fourteen or more cards in your graveyard, you may transform Emet-Selch.
Hades, Sorcerer of Eld
Legendary Creature - Avatar
Vigilance
Echo of the Lost - During your turn, you may play cards from your graveyard.
If a card or token would be put into your graveyard from anywhere, exile it instead.
Legendary Creature - Human Wizard
Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way.
8: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery.
Legendary Creature - Human Wizard
Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way.
8: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery.
Legendary Creature - Human Wizard
Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way.
8: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery.
Legendary Creature - Human Wizard
Whenever Kefka enters or attacks, each player discards a card. Then you draw a card for each card type among cards discarded this way.
8: Each opponent sacrifices a permanent of their choice. Transform Kefka. Activate only as a sorcery.
First strike, trample, lifelink
Stagger - Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
First strike, trample, lifelink
Stagger - Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
First strike, trample, lifelink
Stagger - Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
First strike, trample, lifelink
Stagger - Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Legendary Creature - Human Wizard Warrior
When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand.
Trance - 4RG, TAP: Exile Terra, then return it to the battlefield transformed under its owners control. Activate only as a sorcery.
Esper Terra
Legendary Enchantment Creature - Saga Wizard
(As this Saga enters and after your draw step, add a lore counter.)
I, II, III - Create a token that is a copy of target nonlegendary enchantment you control. It gains haste. If it is a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step.
IV - Add WW, UU, BB, RR, and GG. Exile Esper Terra, then return it to the battlefield (front face up).
Flying
Legendary Creature - Human Wizard Warrior
When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand.
Trance - 4RG, TAP: Exile Terra, then return it to the battlefield transformed under its owners control. Activate only as a sorcery.
Esper Terra
Legendary Enchantment Creature - Saga Wizard
(As this Saga enters and after your draw step, add a lore counter.)
I, II, III - Create a token that is a copy of target nonlegendary enchantment you control. It gains haste. If it is a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step.
IV - Add WW, UU, BB, RR, and GG. Exile Esper Terra, then return it to the battlefield (front face up).
Flying
Legendary Creature - Human Wizard Warrior
When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand.
Trance - 4RG, TAP: Exile Terra, then return it to the battlefield transformed under its owners control. Activate only as a sorcery.
Esper Terra
Legendary Enchantment Creature - Saga Wizard
(As this Saga enters and after your draw step, add a lore counter.)
I, II, III - Create a token that is a copy of target nonlegendary enchantment you control. It gains haste. If it is a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step.
IV - Add WW, UU, BB, RR, and GG. Exile Esper Terra, then return it to the battlefield (front face up).
Flying
Legendary Creature - Human Wizard Warrior
When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand.
Trance - 4RG, TAP: Exile Terra, then return it to the battlefield transformed under its owners control. Activate only as a sorcery.
Esper Terra
Legendary Enchantment Creature - Saga Wizard
(As this Saga enters and after your draw step, add a lore counter.)
I, II, III - Create a token that is a copy of target nonlegendary enchantment you control. It gains haste. If it is a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step.
IV - Add WW, UU, BB, RR, and GG. Exile Esper Terra, then return it to the battlefield (front face up).
Flying
0: Add X mana in any combination of U and/or R, where X is Vivi Ornitiers power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
0: Add X mana in any combination of U and/or R, where X is Vivi Ornitiers power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
0: Add X mana in any combination of U and/or R, where X is Vivi Ornitiers power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
0: Add X mana in any combination of U and/or R, where X is Vivi Ornitiers power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward 2.
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward 2.
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward 2.
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward 2.
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
Vigilance, ward 3
Damage is not removed from this creature during cleanup steps.
All damage that would be dealt to you and other permanents you control is dealt to this creature instead.
When this creature dies, exile it and create ten tapped Treasure tokens.
Vigilance, ward 3
Damage is not removed from this creature during cleanup steps.
All damage that would be dealt to you and other permanents you control is dealt to this creature instead.
When this creature dies, exile it and create ten tapped Treasure tokens.
Vigilance, ward 3
Damage is not removed from this creature during cleanup steps.
All damage that would be dealt to you and other permanents you control is dealt to this creature instead.
When this creature dies, exile it and create ten tapped Treasure tokens.
Vigilance, ward 3
Damage is not removed from this creature during cleanup steps.
All damage that would be dealt to you and other permanents you control is dealt to this creature instead.
When this creature dies, exile it and create ten tapped Treasure tokens.
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Human Noble Warrior
When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
4RR, TAP: Exile Clive, then return it to the battlefield transformed under its owners control. Activate only as a sorcery.
Ifrit, Warden of Inferno
Legendary Enchantment Creature - Saga Demon
(As this Saga enters and after your draw step, add a lore counter.)
I - Lunge - Ifrit fights up to one other target creature.
II, III - Brimstone - Add RRRR. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up).
Legendary Creature - Human Noble Warrior
When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
4RR, TAP: Exile Clive, then return it to the battlefield transformed under its owners control. Activate only as a sorcery.
Ifrit, Warden of Inferno
Legendary Enchantment Creature - Saga Demon
(As this Saga enters and after your draw step, add a lore counter.)
I - Lunge - Ifrit fights up to one other target creature.
II, III - Brimstone - Add RRRR. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up).
Legendary Creature - Human Noble Warrior
When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
4RR, TAP: Exile Clive, then return it to the battlefield transformed under its owners control. Activate only as a sorcery.
Ifrit, Warden of Inferno
Legendary Enchantment Creature - Saga Demon
(As this Saga enters and after your draw step, add a lore counter.)
I - Lunge - Ifrit fights up to one other target creature.
II, III - Brimstone - Add RRRR. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up).
Legendary Creature - Human Noble Warrior
When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
4RR, TAP: Exile Clive, then return it to the battlefield transformed under its owners control. Activate only as a sorcery.
Ifrit, Warden of Inferno
Legendary Enchantment Creature - Saga Demon
(As this Saga enters and after your draw step, add a lore counter.)
I - Lunge - Ifrit fights up to one other target creature.
II, III - Brimstone - Add RRRR. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up).
Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.
Flashback 5RR (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.
Flashback 5RR (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.
Flashback 5RR (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.
Flashback 5RR (You may cast this card from your graveyard for its flashback cost. Then exile it.)
XX, TAP: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability cant be copied and X cant be 0. (Mana abilities cant be targeted.)
XX, TAP: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability cant be copied and X cant be 0. (Mana abilities cant be targeted.)
XX, TAP: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability cant be copied and X cant be 0. (Mana abilities cant be targeted.)
XX, TAP: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability cant be copied and X cant be 0. (Mana abilities cant be targeted.)
At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owners control. Then if it is the first end step of the turn, there is an additional end step after this step.
At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owners control. Then if it is the first end step of the turn, there is an additional end step after this step.
At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owners control. Then if it is the first end step of the turn, there is an additional end step after this step.
At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owners control. Then if it is the first end step of the turn, there is an additional end step after this step.
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I, II, III, IV - Create three 2/2 white Knight creature tokens.
V - Ultimate End - Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I, II, III, IV - Create three 2/2 white Knight creature tokens.
V - Ultimate End - Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I, II, III, IV - Create three 2/2 white Knight creature tokens.
V - Ultimate End - Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I, II, III, IV - Create three 2/2 white Knight creature tokens.
V - Ultimate End - Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible




.jpg)

.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)

.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)

