Whenever a Magic: The Gathering set releases, there’s something all players dread- the possibility of the cards we want being incredibly overpriced. The insane aftermarket costs for cards are no secret, and some decks end up costing multiple hundreds of dollars, if not thousands. The Final Fantasy set is no different in that regard, with some of the coolest alternate art cards being worth wild amounts of cash.
Fear not, though, fellow cheapskates; there are also plenty of incredible alternate art cards within the set that you can get a full set of without breaking the bank. Whether you need them for some cool new deck tech or if you just want to show off with some neat cards to your friends, here are twelve alternate art cards that you won’t regret buying. I’ll be listing them in order of affordability, so if the first few are too pricey, don’t worry, you can just keep scrolling.
First up from the FF set is one of Final Fantasy’s most popular villains, introduced in FFVI as a secondary antagonist, but who eventually outgrows his role. Insane, nihilistic, and homicidal, Kefka was iconic the moment he debuted. This card allows you to control him as your own, transforming him from his initial form to his near god state of Kefka, Ruler of Ruin.
The Earth Crystal, illustrated by Kei Satsuki in beautiful detail. The way the sunlight hits the crystal and diffuses through it, surrounded by this ethereal mist in an ancient ruin, is just fantastic. You can immediately tell so much at just a glance about this artifact. Its ability isn’t too shabby either, and would fit easily into a green landfall deck.
Power. Raw power is the first impression that I get looking at this card. Drawn in a fantastic, almost traditional-looking style, The Fire Crystal looms over a pit of flame, with a burning pathway leading up to it for any brave enough to approach. Giving all of the creatures you control haste is a great effect, and could fit well into a mono-red goblin or aggro deck.
Another illustration from Kei Satsuki, this card depicts The Darkness Crystal in an almost extradimensional space, hanging above a chess-like walkway with four smaller crystals illuminating the darkness beside it. This artifact makes it so that whenever a creature an opponent controls dies, they’re instead exiled (removed from the game), which makes this an easy fit for black graveyard hate decks.
This is my favorite of all the crystals in this set, illustrated by Minoru. The Wind Crystal exudes an aura of peace and calm, sitting in an ancient temple, with two rune-covered pillars beside it as a cool breeze blows through. I love everything about this card, especially its ability. I could definitely see this being used in a mono-white angel deck.
Coming in at number seven, from Final Fantasy 7, we have Aerith. I swear I didn’t place her here on purpose; that’s just how the list came out. I’m sure the die-hard FF fans don’t need me to remind them of the tragedy of this iconic character, but I will anyway. Aerith was a kind flower girl, the last of her race, who grew close with Cloud Strife before being murdered by Sephiroth, impaled by his sword, The Masamune, and returning to the life stream.
Thought we were done with the crystals? Don’t worry, this is the last one. Considering the importance of the crystals to the FF series, I think we should have all of them on the list to give them the love they deserve. This one has the effect that any time an opponent would mill one or more cards, they mill that many plus four instead, which is pretty bonkers. In a blue mill deck, this would be frustrating to play against.
Another from the FF7 series, we have the character of choice for fans of edgy designs. With black hair, red eyes, and a gun, Vincent Valentine’s design is essentially the Shadow to Cloud’s Sonic. A darker alternative to their more standard protagonist. Vincent was experimented on by Professor Hojo, which gave him the ability to shapeshift, but left him in a berserk rage when doing so.
Cecil was the main protagonist of FF4, and is honestly one of the coolest protagonists in the series. He starts as a Dark Knight, but later on redeems himself as a Paladin and gains the power of the white crystals. This is even reflected mechanically on the card with its ability to transform Cecil, Dark Knight, into Cecil, Redeemed Paladin.
That’s right, the Masamune, the very blade that ended the life of Aerith Gainsborough. I even feel like this moment is somewhat reflected in the first part of this card’s ability; as long as the equipped creature is attacking, it has first strike and must be blocked if able. Equip it onto a strong enough creature, and the first strike will allow it to kill whatever it’s attacking. Amazing card, amazing art.
Squall’s story is a bit much to summarize in just a few lines, so suffice it to say, Squall was an orphan who developed a complex about not wanting to rely on anyone because he was afraid of being abandoned. He wanted to be able to do things on his own, which is reflected mechanically by Rough Divide, giving creatures you control double strike if they attack alone.
The biggest joke card in the deck, Jumbo Cactuar, swings for more damage than most players would ever be able to have in health. Even some of the most broken angel decks would have trouble keeping up with so much damage per swing. Opinions were divided on it when it was first shown, with some players crying about how it’s too broken, and other players denying its use cases due to its high mana cost and lack of protection.
Personally, I think for five bucks, this is an easy card to add to any green land ramp deck. The art is super fun, and so is its effect, even if it is just there to scare the opponent a little bit before they counter it or remove it. Really, all of these cards would make for a fun addition to your deck, and for under twenty bucks, I don’t think that’s bad at all.
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