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 works best in equipment based decks, where you can get in some points early, then equip him to kill a decent sized creature. It’s likely a little underwhelming in the Izzet type decks, but it’s not unplayable.
This obviously scales with the amount of birds your deck has. Bartz does work with just 1 bird in play, and can turn into a Plague with a bird herd. I realize it should be a flock of birds, but I like bird herd better.
This is a bit too expensive for the effect it provides. You don’t typically want to be playing many lands past turn 5, and the payoff for doing so is pretty meager that late in the game.
This is a fine cantrip, that should be pretty difficult to whiff on. It will probably get a bit better later in the format, when players have a better understanding of deckbuilding and picking the right card of the three.
This is perfectly fine if you can cast it for 7, and gets much better when it’s even cheaper. It pretty much needs to be killed with a removal spell, or else it brick walls your opponent.
To my understanding, this just keeps coming back infinitely for 4 mana once it’s in your graveyard. The flashback exile gets negated by it flipping, and when the Esper dies or is sacrificed, it ends up in your graveyard where you can flash it back.
This works best with big saga creatures on their last chapter, or using it in response to a kill spell. It’s still really narrow, and sometimes the counters don’t matter.
This does a good job of fixing in soup-like decks, since it can find towns that produce 2 colors. It’s still a bit weak, but instant speed lets you potentially win some combat steps here and there.
You should only consider playing Quina in adeck that produces a lot of tokens. The number of token making cards would need to be about 5+ if you want to play this.
This isn’t the type of card I typically like, but its certainly not unplayable. This can be extremely powerful if it lines up with creatures/lands past turn 2.
The creature pump is a bit expensive for not adding trample, and doesn’t really close games out all that well. The second half is really expensive as well.
This guy’s pretty insane. Even if he dies before he gets to attack, you still get a creature or land from your library for the trouble. If he gets to attack, the counters get out of control incredibly fast.
This creature scales throughout the entire game, for the small investment of G. It’s obviously a terrible top deck late in the game, but the opportunity cost is worth this little guy.
This is one of the highest value uncommons I’ve seen since Imodane's Recruiter. You get so much for 3 mana, and the final chapter shouldn’t be too hard to win as you will be 1 mana and 1 +1/+1 counter ahead of your opponent.
This is an insane creature that ends games quickly. For 5 mana your getting at least 12/12 worth of stats (assuming you only have 5 land). Not to mention you can get a bunch of free land during the process.
There aren’t many other dogs/wolves, but the majority of creatures are human. Not only is this a mana dork, it makes most every creature you play enter with a +1/+1 counter.
This is a pretty sweet version of Elvish Visionary, even if it only draws you a land. The set has plenty of cards that care about your graveyard, as well as flashback.
Green has the biggest disparity among its cards in regards to power level. It has some of the best commons/uncommons and a solid amount of bad ones. It has plenty of ramp/land fixing, and looks like a solid overall color. I’ll be breaking down multicolor 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".