Whenever you gain life, put a charge counter on Excalibur II.
Equipped creature gets +1/+1 for each charge counter on Excalibur II.
Equip 3
Whenever you gain life, put a charge counter on Excalibur II.
Equipped creature gets +1/+1 for each charge counter on Excalibur II.
Equip 3
Whenever you gain life, put a charge counter on Excalibur II.
Equipped creature gets +1/+1 for each charge counter on Excalibur II.
Equip 3
Whenever you gain life, put a charge counter on Excalibur II.
Equipped creature gets +1/+1 for each charge counter on Excalibur II.
Equip 3
Equipped creature has double strike.
Whenever equipped creature attacks, if it is the first combat phase of the turn, untap it. After this phase, there is an additional combat phase.
Equip 3
Equipped creature has double strike.
Whenever equipped creature attacks, if it is the first combat phase of the turn, untap it. After this phase, there is an additional combat phase.
Equip 3
Equipped creature has double strike.
Whenever equipped creature attacks, if it is the first combat phase of the turn, untap it. After this phase, there is an additional combat phase.
Equip 3
Equipped creature has double strike.
Whenever equipped creature attacks, if it is the first combat phase of the turn, untap it. After this phase, there is an additional combat phase.
Equip 3
As long as equipped creature is attacking, it has first strike and must be blocked if able.
Equipped creature has »If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time.»
Equip 2
As long as equipped creature is attacking, it has first strike and must be blocked if able.
Equipped creature has »If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time.»
Equip 2
As long as equipped creature is attacking, it has first strike and must be blocked if able.
Equipped creature has »If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time.»
Equip 2
As long as equipped creature is attacking, it has first strike and must be blocked if able.
Equipped creature has »If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time.»
Equip 2
Haste
Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Crew 1
Haste
Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Crew 1
Haste
Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Crew 1
Haste
Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Crew 1
Demons you control have menace, lifelink, and haste.
Starscourge - At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that is a copy of that card, except it is a 5/5 black Demon.
Demons you control have menace, lifelink, and haste.
Starscourge - At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that is a copy of that card, except it is a 5/5 black Demon.
Demons you control have menace, lifelink, and haste.
Starscourge - At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that is a copy of that card, except it is a 5/5 black Demon.
Demons you control have menace, lifelink, and haste.
Starscourge - At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that is a copy of that card, except it is a 5/5 black Demon.
Legendary Creature - Human Knight
Deathtouch
Darkness - Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it.
Cecil, Redeemed Paladin
Legendary Creature - Human Knight
Lifelink
Protect - Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn.
Legendary Creature - Human Knight
Deathtouch
Darkness - Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it.
Cecil, Redeemed Paladin
Legendary Creature - Human Knight
Lifelink
Protect - Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn.
Legendary Creature - Human Knight
Deathtouch
Darkness - Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it.
Cecil, Redeemed Paladin
Legendary Creature - Human Knight
Lifelink
Protect - Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn.
Legendary Creature - Human Knight
Deathtouch
Darkness - Whenever Cecil deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it.
Cecil, Redeemed Paladin
Legendary Creature - Human Knight
Lifelink
Protect - Whenever Cecil attacks, other attacking creatures gain indestructible until end of turn.
Legendary Creature - Human Warrior
Menace
Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owners control.
Braskas Final Aeon
Legendary Enchantment Creature - Saga Nightmare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II - Jecht Beam - Each opponent discards a card and you draw a card.
III - Ultimate Jecht Shot - Each opponent sacrifices two creatures of their choice.
Menace
Legendary Creature - Human Warrior
Menace
Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owners control.
Braskas Final Aeon
Legendary Enchantment Creature - Saga Nightmare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II - Jecht Beam - Each opponent discards a card and you draw a card.
III - Ultimate Jecht Shot - Each opponent sacrifices two creatures of their choice.
Menace
Legendary Creature - Human Warrior
Menace
Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owners control.
Braskas Final Aeon
Legendary Enchantment Creature - Saga Nightmare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II - Jecht Beam - Each opponent discards a card and you draw a card.
III - Ultimate Jecht Shot - Each opponent sacrifices two creatures of their choice.
Menace
Legendary Creature - Human Warrior
Menace
Whenever Jecht deals combat damage to a player, you may exile it, then return it to the battlefield transformed under its owners control.
Braskas Final Aeon
Legendary Enchantment Creature - Saga Nightmare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II - Jecht Beam - Each opponent discards a card and you draw a card.
III - Ultimate Jecht Shot - Each opponent sacrifices two creatures of their choice.
Menace
Jump - During your turn, Kain has flying.
Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.
Jump - During your turn, Kain has flying.
Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.
Jump - During your turn, Kain has flying.
Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.
Jump - During your turn, Kain has flying.
Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.
Job select
Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has »Whenever this creature deals combat damage to a player, draw a card, then discard a card. That player loses life equal to the discarded cards mana value.»
Mutsunokami - Equip 2
Job select
Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has »Whenever this creature deals combat damage to a player, draw a card, then discard a card. That player loses life equal to the discarded cards mana value.»
Mutsunokami - Equip 2
Job select
Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has »Whenever this creature deals combat damage to a player, draw a card, then discard a card. That player loses life equal to the discarded cards mana value.»
Mutsunokami - Equip 2
Job select
Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has »Whenever this creature deals combat damage to a player, draw a card, then discard a card. That player loses life equal to the discarded cards mana value.»
Mutsunokami - Equip 2
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I - Gungnir - Destroy target creature an opponent controls.
II - Zantetsuken - This creature gains »Whenever this creature deals combat damage to a player, that player loses the game.»
III - Hall of Sorrow - Draw two cards. Each player loses 2 life.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I - Gungnir - Destroy target creature an opponent controls.
II - Zantetsuken - This creature gains »Whenever this creature deals combat damage to a player, that player loses the game.»
III - Hall of Sorrow - Draw two cards. Each player loses 2 life.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I - Gungnir - Destroy target creature an opponent controls.
II - Zantetsuken - This creature gains »Whenever this creature deals combat damage to a player, that player loses the game.»
III - Hall of Sorrow - Draw two cards. Each player loses 2 life.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I - Gungnir - Destroy target creature an opponent controls.
II - Zantetsuken - This creature gains »Whenever this creature deals combat damage to a player, that player loses the game.»
III - Hall of Sorrow - Draw two cards. Each player loses 2 life.
Black spells you cast cost 1 less to cast.
If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life.
4BB, TAP: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it.
Black spells you cast cost 1 less to cast.
If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life.
4BB, TAP: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it.
Black spells you cast cost 1 less to cast.
If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life.
4BB, TAP: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it.
Black spells you cast cost 1 less to cast.
If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life.
4BB, TAP: Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it.
Legendary Creature - Assassin
Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creatures power.
Whenever Vincent Valentine attacks, you may transform it.
Galian Beast
Legendary Creature - Werewolf Beast
Trample, lifelink
When Galian Beast dies, return it to the battlefield tapped (front face up).
Legendary Creature - Assassin
Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creatures power.
Whenever Vincent Valentine attacks, you may transform it.
Galian Beast
Legendary Creature - Werewolf Beast
Trample, lifelink
When Galian Beast dies, return it to the battlefield tapped (front face up).
Legendary Creature - Assassin
Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creatures power.
Whenever Vincent Valentine attacks, you may transform it.
Galian Beast
Legendary Creature - Werewolf Beast
Trample, lifelink
When Galian Beast dies, return it to the battlefield tapped (front face up).
Legendary Creature - Assassin
Whenever a creature an opponent controls dies, put a number of +1/+1 counters on Vincent Valentine equal to that creatures power.
Whenever Vincent Valentine attacks, you may transform it.
Galian Beast
Legendary Creature - Werewolf Beast
Trample, lifelink
When Galian Beast dies, return it to the battlefield tapped (front face up).
Legendary Creature - Human Noble Warrior
My First Friend - When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2.
When the chosen creature leaves the battlefield, transform Zenos yae Galvus.
Shinryu, Transcendent Rival
Legendary Creature - Dragon
Flying
As this creature transforms into Shinryu, choose an opponent.
Burning Chains - When the chosen player loses the game, you win the game.
Legendary Creature - Human Noble Warrior
My First Friend - When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2.
When the chosen creature leaves the battlefield, transform Zenos yae Galvus.
Shinryu, Transcendent Rival
Legendary Creature - Dragon
Flying
As this creature transforms into Shinryu, choose an opponent.
Burning Chains - When the chosen player loses the game, you win the game.
Legendary Creature - Human Noble Warrior
My First Friend - When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2.
When the chosen creature leaves the battlefield, transform Zenos yae Galvus.
Shinryu, Transcendent Rival
Legendary Creature - Dragon
Flying
As this creature transforms into Shinryu, choose an opponent.
Burning Chains - When the chosen player loses the game, you win the game.
Legendary Creature - Human Noble Warrior
My First Friend - When Zenos yae Galvus enters, choose a creature an opponent controls. Until end of turn, creatures other than Zenos yae Galvus and the chosen creature get -2/-2.
When the chosen creature leaves the battlefield, transform Zenos yae Galvus.
Shinryu, Transcendent Rival
Legendary Creature - Dragon
Flying
As this creature transforms into Shinryu, choose an opponent.
Burning Chains - When the chosen player loses the game, you win the game.
Indestructible
When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down.
Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark.
Indestructible
When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down.
Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark.
Indestructible
When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down.
Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark.
Indestructible
When Zodiark enters, each player sacrifices half the non-God creatures they control of their choice, rounded down.
Whenever a player sacrifices another creature, put a +1/+1 counter on Zodiark.
Flying
Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has »TAP: Add (c).»
Whenever you tap a land for (c), add an additional (c).
Flying
Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has »TAP: Add (c).»
Whenever you tap a land for (c), add an additional (c).
Flying
Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has »TAP: Add (c).»
Whenever you tap a land for (c), add an additional (c).
Flying
Whenever Ultima attacks, put a blight counter on target land. For as long as that land has a blight counter on it, it loses all land types and abilities and has »TAP: Add (c).»
Whenever you tap a land for (c), add an additional (c).
Reach
Vehicles you control get +1/+1 and have vigilance and reach.
Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it is the first combat phase of the turn, you may pay 1RG. If you do, after this phase, there is an additional combat phase.
Reach
Vehicles you control get +1/+1 and have vigilance and reach.
Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it is the first combat phase of the turn, you may pay 1RG. If you do, after this phase, there is an additional combat phase.
Reach
Vehicles you control get +1/+1 and have vigilance and reach.
Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it is the first combat phase of the turn, you may pay 1RG. If you do, after this phase, there is an additional combat phase.
Reach
Vehicles you control get +1/+1 and have vigilance and reach.
Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it is the first combat phase of the turn, you may pay 1RG. If you do, after this phase, there is an additional combat phase.
Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard.
Landfall - Whenever a land you control enters, Choco gets +1/+0 until end of turn.
Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard.
Landfall - Whenever a land you control enters, Choco gets +1/+0 until end of turn.
Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard.
Landfall - Whenever a land you control enters, Choco gets +1/+0 until end of turn.
Whenever one or more Birds you control attack, look at that many cards from the top of your library. You may put one of them into your hand. Then put any number of land cards from among them onto the battlefield tapped and the rest into your graveyard.
Landfall - Whenever a land you control enters, Choco gets +1/+0 until end of turn.
Whenever an artifact you control enters, surveil 1.
At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that cards power.
Whenever an artifact you control enters, surveil 1.
At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that cards power.
Whenever an artifact you control enters, surveil 1.
At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that cards power.
Whenever an artifact you control enters, surveil 1.
At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that cards power.
Lifelink
At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.
Lifelink
At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.
Lifelink
At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.
Lifelink
At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenovas power on up to one other target creature. That creature becomes a Mutant in addition to its other types.
Whenever a Mutant you control dies during your turn, you draw cards equal to its power.
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenovas power on up to one other target creature. That creature becomes a Mutant in addition to its other types.
Whenever a Mutant you control dies during your turn, you draw cards equal to its power.
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenovas power on up to one other target creature. That creature becomes a Mutant in addition to its other types.
Whenever a Mutant you control dies during your turn, you draw cards equal to its power.
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenovas power on up to one other target creature. That creature becomes a Mutant in addition to its other types.
Whenever a Mutant you control dies during your turn, you draw cards equal to its power.