Final Fantasy is right around the corner, and the time has come to theorize about what cards are going to see play once the set hits MTG Arena. The overall power level looks in line with the standard we've come to expect for Standard sets like this, which is to say, very powerful and very fast, but which ones will stand out from the crowd and make a meaningful impact on the Standard meta?
While I can’t claim to know the future, here are my predictions and explanations for five cards that just might make the cut once the set drops on June 10th.
Honorable Mentions
Final Fantasy includes a cycle of adventures that all come with a tapped land as their primary face. Mono-colored tapped lands are genuinely terrible, and none of the spells are particularly eye-catching, but the inclusion of both on a single card is very intriguing and provides control decks the opportunity to hit their land drops deep into the game even in the same turn they cast their main spell for the turn. The one that strikes me as the most viable is Lindblum, Industrial Regency.
The black mage token is a genuine threat, if slightly expensive, that can arrive at instant speed. While the spell might not look like much, late-game blockers and ping damage in a control shell attached to a land sounds like the kind of efficiency we’re looking for. Also, it counts as a land for the purposes of delirium or discover.
Number Five
Enchantments are incredibly powerful in Standard right now with the overlord cycle seeing significant play , especially when combined with Zur, Eternal Schemer. Zur is going to be rotating in September, though, so a new support human could be exactly what that deck needs.
Terra is a bit more aggressive than Zur, but she does replace herself in your hand if your deck has a high density of enchantments. Her trance ability also represents an intense power shift that can supercharge the creatures on your field. When combined with haste enablers like Enduring Courage and the ramp powerhouse Overlord of the Hauntwoods, an aggressive enchantments-matter deck could ensue.
Also, Up the Beanstalk isn't rotating until January of 2024. Just sayin'.
Number Four
Yes, I very much do enjoy Final Fantasy VI, why do you ask?
Seriously, though, Kefka, Court Mage is the kind of five-drop that Grixis Control decks live for. It allows you to filter your hand, set up your graveyard, and create a crushing resource disparity. Since Kefka has you draw cards for each type, if you discard a card with multiple types such as an artifact creature or enchantment land, you're guaranteed to draw two cards without even taking into consideration what your opponent discards.
You can also intentionally run unpopular card types like planeswalkers or battles to increase the odds that you and your opponent's discards won't match. The transformation mode being an inevitable late-game threat is reminiscent of Nicol Bolas, the Ravager, and that was a strong midrange/control card in its day.
I suspect Kefka’s iconic laugh will be coming to a ladder near you soon.
Number Three
Standard has a number of great sacrifice cards at its disposal like Greedy Freebooter and Infestation Sage. A number of brews use these, but a full-on sacrifice deck hasn't solidified itself in Standard the way it has in older formats like Pioneer. While we don't have the Witch's Oven / Cauldron Familiar line, Sephiroth, Fabled SOLDIER presents a powerful engine that is a self-contained sacrifice engine. He triggers at least one sacrifice per turn, drains our opponent, and draws us cards.
A Scavenger's Talent shell featuring Sephiroth, Vengeful Bloodwitch, and potentially Helping Hand could be a powerful engine. It might be tough to out-grind the Esper Pixie decks, but Sephiroth might be the key that unlocks this archetype.
Number Two
Starting Town is one of the best rare lands we'll have in Standard for its entire tenure in the format , so crafting it on day one is a good idea. While lands aren't the sexy cards that got us into Magic, we all learn the value of a strong mana base early on , and Starting Town can flawlessly fix any deck's mana. Entering tapped later in the game is a downside in greedy decks trying to ramp into five-color bombs, but the number of two- and three-color aggressive cards printed these days is through the roof , and having the right pips available in those early turns is more critical than ever.
If you want to live the dream of running an aggro deck featuring Skirmish Rhino, Starting Town is going to help you stay on curve and fix that mana perfectly. This is going to open doors we never saw coming , and I can't wait to see what overpowered nonsense comes from this being legal.
Number One
As I write this, the Standard ladder is absolutely dominated by Izzet Prowess decks featuring Cori-Steel Cutter, so it might come as bad news that I think the best card is an overpowered Izzet spell-slinger. Vivi Ornitier will grow as you cast noncreature spells, deals damage to your opponent, and can even spot you mana for having done so. The current pump spell package of Monstrous Rage and Turn Inside-Out will now go mana positive given Vivi's first ability and add counters to boot.
Vivi also has some crazy combo implications when tossed into an Agatha's Soul Cauldron on a board full of counter-bearing creatures. You'd better believe I'm using him alongside Loot, the Pathfinder and Insidious Roots for silly value.
An idea someone in my Twitch chat threw out also included one-mana cantrips that target and Vesuvan Duplimancy to create an army of Vivi's that go mana positive and exponentially ping the opponent as you go. While I doubt that idea will be competitive, you better believe I'm going to try it.