Sets [FIN] [UB] Final Fantasy

Then maybe you should give me some proof of your minority statement. I've seen several people playing for decades now eagerly buying UB commander decks. I don't know why they do it, I don't even know why they play commander in the first place lol, but I accept it.

Can you please return to your explanation how I am millions of fans who made WotC rich by playing the game can go back to competitive Standard without Universes Beyond instead of derailing?

I’ll give you one last try. Begin now.
 
I would argue that Final Fantasy is closer to MTG as an IP than either LotR / GoT / D&D. While MTG and FF are rooted in high fantasy, they've both expanded far beyond that.

That’s going to be a hard sell lol :p

Magic is based on Dungeons and Dragons according to the creator Richard Garfield.

And Dungeons and Dragons is based on The Lord of the Rings according to their creator.

But you can try with your argument.
 
Eh?

Bolt lands enter untapped but those are you get a (un)tapped land OR the spell. These are you get a tapped land or a spell AND a tapped land.

Which I addressed here:

And being able to play these as a land after you cast the adventure doesn't hold a lot of weight since every adventure (so far) costs 6 mana anyways, not to mention they ETB tapped.

In the end game these are way stronger than the bolt lands.

Personally I'd rather have Sea Gate Restoration / Turntimber Symbiosis in the lategame than Jidoor, Aristocratic Capitol / Zanarkand, Ancient Metropolis. Again, playing them as a land after you play the adventure half really doesn't matter too much when all the spells so far cost 6 mana.
 
That’s going to be a hard sell lol :p

Magic is based on Dungeons and Dragons according to the creator Richard Garfield.

And Dungeons and Dragons is based on The Lord of the Rings according to their creator.

Final Fantasy is also rooted in high fantasy and takes heavy inspiration from D&D and LotR. My original point is that both MTG and FF aren't stuck in high fantasy and have expanded much more beyond it. If you're not familiar with the FF series, FF1 - FF6 are pretty much PURELY high fantasy with some shades of steam punk here and there (especially in FF6). It's not until FF7 where things get anime-ish.

But you can try with your argument.
Why don't you TRY taking one good look at sets like Neon Dynasty / Outlaws of Thunder Junction / Aetherdrift / Duskmourn? MTG may be stuck in high fantasy in your head, but in reality it's evolved far beyond it a long time ago.
 
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Can you please return to your explanation how I am millions of fans who made WotC rich by playing the game can go back to competitive Standard without Universes Beyond instead of derailing?

I’ll give you one last try. Begin now.

Acceptance.

Now I want proof for your constant claim to be among "millions", part of a majority. Because that claims falseness is probably the first thing you should accept.
 
ub sux, modern magic sux, thank god for cube and mpc letting me engage with my hobby without supporting it

Actually quite a lot of cool cards so far

For the most part a power-creeped Mana Confluence, and I'm not sure if I want that, but it makes it more appealing to play with my Death's Shadow dream.


I can now break singleton on Stoneforge Mystic if I so wanted. I think I prefer the easier casting cost and not having to retheme a jrpg protagonist, but the trinket text is kind of cool.


1 mana green cantrip that can also hit artifacts, which I like. Being restricted to only lands and creatures makes them so much harder to integrate into decks that typically want to cast a lot of cantrips, but now you can hit baubles.


The first summon was really underwhelming, but I've been looking towards what the other ones would be. The idea of a saga that you can actually blink with existing cards appeals to me, because wotc refuses to print cool blink cards that hit enchantments. I like the red one the most as it actually gets to attack more than once, but the black one also offers a cool mini-game for players to pursue.
 
Final Fantasy is also rooted in high fantasy and takes heavy inspiiration D&D and LotR. My original point is that both MTG and FF aren't stuck in high fantasy and have expanded much more beyond it. If you're not familiar with the FF series, FF1 - FF6 are pretty much PURELY high fantasy with some shades of steam punk here and there (especially in FF6). It's not until FF7 where things get anime-ish.


Why don't you TRY taking one good look at sets like Neon Dynasty / Outlaws of Thunder Junction / Aetherdrift / Duskmourn? MTG may be stuck in high fantasy in your head, but in reality it's evolved far beyond it a long time ago.

Fair point
You win this one

I dislike how different it looks and how there are legendary/unique characters from a different universe. But I see your point of view here.
 
Acceptance.

Acceptance will not let me or the others be able to play competitive Standard constructed without Universes Beyond.

And even if that were possible they have still corrupted their way into Legacy and Duel Commander as two additional examples.

They haven’t asked forgiveness so acceptance doesn’t make any sense.

I guess the only way is to make a playgroup, play a format like Standard, Legacy or Duel Commander and pretend that we are playing competitive with prize pool and spikey attitudes.
 
An addition:

I probably also shouldn’t have said ‘made WotC rich’. What I meant to say was ‘gave WotC the ressources to keep the game going until this day’

Because that is what it is. The game cared about itself, its lore and its IP. Now it doesn’t because some UB sets are higher sellers.

If they were skins. No foul done in my eyes.
 
we got a bunch of new spoilers, all kinds of legends blah blah whatever
(the gimmick where the Cid card is "you can play any number" and there's one art per Cid is pretty good, I will admit)

Behold! Everyone's new favorite cube mechanic! It's just "kicker again":
firemagic.jpg
icemagic.jpg

Love the flavor of tiered. Too bad neither are that great.
 
Which I addressed here:





Personally I'd rather have Sea Gate Restoration / Turntimber Symbiosis in the lategame than Jidoor, Aristocratic Capitol / Zanarkand, Ancient Metropolis. Again, playing them as a land after you play the adventure half really doesn't matter too much when all the spells so far cost 6 mana.
Sure, you addressed it by saying a land is worth nothing after turn 6. That part wholy depends on the speed of the game/other cards you have. Some cubes do need more lands. However, I often forget that nowadays turn 6 is already a lot.
 


I will not be cubing this but it is really funny to me (the rate's not great, since "you" is whoever controls him, so the second time they get the loot...)
 


I've never played 7 / don't care about it but it's very funny how I am so attracted to these designs specifically.

is a dream of a +1/+1 counters / legendary-matters / lifegain crossover. For how many different things the card does, it's all pretty straightforward and not overwhelming. It's a bit below the power level of my Cube at the moment, but as I dig deeper into my archetypes, I'm trying to remove the power outliers and the generically good cards, so I think I'll be able to support her. Getting the Ajani's Pridemate ability tied to a creature with lifelink is something I've been wanting for a while, simply because Cube slots are so limited. I feel like this card is the push I've needed to finally introduce some lifegain payoffs.

To @shamizy 's point on the last page, there's actually quite a lot of good landfall targets. Scythecat Cub and Sazh's Chocobo help really tie in this theme that are almost enough on their own to justify the 3MV chocobo over things like Courser of Kruphix, I think. This is all to say seems like a blast. With a single piece of equipment she becomes a monster, and we have not only two cycles of fetch lands (thanks mh3), but also things like Entish Restoration. This is the kind of removal check I like for my Cube, not just because of the great story equity but also because the card is super simple but infers a bunch of complexity. This is Real Magic, even if it's an anime girl.

is basically the final boss of aristocrats, and only the second one of these that does the Blood Artist thing for capturing any creature's death. That said, I've been a little less hot on aristocrats lately, and this card is a complexity nightmare. I wish the card was only the front side, but I can't pretend that the backside is fun too.
 
Thinking about the set again... I feel like I'd be way happier if there were more Tifas and fewer Sephiroths, if that makes sense?

Tifa is very clean and looks like it scales really nicely with power level and complexity. It also gives you the opportunity to slip an infect-style combo kill into a cube while using a very minimal footprint. I'm honestly a little surprised that this particular design hasn't been used yet. And hey, I enjoy Tifa as a character, so I'm less annoyed about the crossover than I'd normally be (oh no, is that how they get you?!?)

Sephiroth, on the other hand, is just a lot... and it isn't not even the most complicated card in the set. I have a feeling that limited it going to be a bit of a nightmare due to all of the DFCs with different transformation triggers there are.
 

Jason Waddell

Administrator
Staff member
Can you please return to your explanation how I am millions of fans who made WotC rich by playing the game can go back to competitive Standard without Universes Beyond instead of derailing?

I’ll give you one last try. Begin now.
I don't know what's happening but I don't like it. 48 hours on the bench. Next time longer.
 
Sure, you addressed it by saying a land is worth nothing after turn 6.
I specifically said "doesn't hold a lot of weight", which doesn't mean "worth nothing".

While being able to play an ETB tapped land after casting the adventure is better than nothing, I'd still rather have the flexibility of a bolt land ETBing untapped than being able to follow up the spell with an ETB tapped land.
 
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This is a really cool spell velocity payoff! It’s good for both Flurry turns and bigger Storm turns. Also looks fun in an artifact deck with Baubles, Stars and Cranial Plating style effects.

Also really like the adventure lands. Love having cool build arounds for “free”.

I think that's the main interest for me; a card that can branch both Spellslinger and artifact archetypes. Third Path Iconoclast fills a similar role right now but it's most a boring value card. I'd rather have more of a cool identity card for the color combination. This feels like a design that really makes a player think how they can go off with it or branch into a big spell turn if they sequence correctly. With the other two Izzet slots I run currently occupied with Flame of Anor and Prismari Command which are just efficiency and utility, it just feels nice to give players a more fun build-around option in the last slot.

Like I've run Rielle, the Everwise in the past and that's a fun card but it really requires a very high number of spells to be worth it in the long run unless you just go crazy with the draw triggers. This can at least proactively ping as you set up before culminating in something big (Mystic Confluence to bounce the board? Wildfire to reset the board? Power out a big turn with 8 mana worth of double spells?)
 
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