FIN is the most excited I’ve been for a set, possibly ever. I’m sure like many others, Final Fantasy played a huge part of my childhood, and I always love revisiting the games. Not only is the IP very exciting, but it’s the second Universes Beyond draftable set (the first being The Lord of the Rings: Tales of Middle-Earth, one of the better limited sets in modern limited). The commons and uncommons are allowed to be a bit more powerful, and the set is designed with a heavy emphasis towards draftability. I hope you’re as hyped as I am, now let’s start analyzing the cards!
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
This is a decent creature that can trade with any attacker, net you some cards, or even push flying damage. It’s a bit slow, but has a lot of practical applications.
It’s difficult to get to 8 mana, but the card is powerful nonetheless. You can try to play this with if you have reliable methods of getting him in your graveyard.
This is one of my favorite common job select equipment pieces. I’m hoping mass black mages will be a legitimate strategy, because black mages are awesome.
This may be difficult to flip, as you have to deal damage with him to trigger the flip (which will be in the late game). Nonetheless, this is a 2/3 deathtouch for 1 mana, which is pretty insane.
This is a great card in the early-mid game, and can become a bit of a liability in the late game. You want to make sure you don’t have a high curve when you play this, so you don’t randomly lose 6+ life.
There aren’t many good ways to put a counter on this, but if you can sequence this into turn 3 Combat Tutorial (or something similar), it can be a really aggressive start.
This won’t connect a good amount of the time, either by creatures blocking or it being killed, but if you can connect with him, the saga is incredibly powerful..
This is a really tough card to evaluate, and I don’t really know how much I like it. You can do some cool stuff like equip him, draw a bunch, then kill him or unequip. I’ll have to play with this card to get a feel for if I like it.
This has potential to kill opponents quickly if you have high mana cost cards to discard. It’s still a little weak, but the equip cost is too cheap to dismiss.
This will trick a few people because it doesn’t have a crew cost. It’s still a vehicle, which means it is not a creature unless you activate the ability. I still wish there was some reference to suplexing the train.
This is a slow kill spell, but the longer the game goes, the easier it is to flip it. It works really well if you have other treasure cards that allow this to flip early.
4 chapters lets this creature stick around a turn longer than most other sagas. This provides a ton of value over the full story, and replaces itself if it is killed the turn it enters.
At the very least, this kills a creature. Sometimes this will connect and end the game, and other times you can just keep him around to draw an additional 2 cards. Pretty fun card.
This is one of the crystals that might actually be playable. The floor is still pretty low, but the life gain helps you extend the game to enable the activated ability.
Similar to Spider Spawning, this can be a win condition for Golgari decks. You do need to survive a turn to untap the creatures, but it can be incredibly powerful in the right decks.
This is pretty insane as long as you can kill a creature when Vincent’s on the battlefield. He can have a low floor, but it’s pretty easy to make him work.
Black looks to be a bit more mid-range oriented. Of course, it has good kill spells, but it also has some really strong discard cards as well. It has a high count of bomb rares and commons, but is a bit lacking in the uncommon department. I’ll be breaking down Red next, stay tuned!
Lose and Learn, Learn and Win!
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Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".