Final Fantasy x MTG Limited: Ranking the White Cards That Matter

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The Magic: The Gathering and Final Fantasy collaboration has finally hit the shelves, and with it comes a fresh wave of draft and sealed excitement. White brings some of the most interesting tools to the table—solid creatures, sneaky tricks, and tempo plays that can swing games. If you’re heading into a Limited event with Universes Beyond: Final Fantasy, it’s worth figuring out which White cards will carry you, and which ones might just be shiny traps. Let’s get into it.

Cards You Want to Open and Never Pass

Cloud, Mercenary Hero

If you’re in White and see Cloud in your pack, take him. Simple as that. A 3/3 flying first striker for four mana is already doing work, but the real threat is how he snowballs with your other attackers. If your opponent doesn’t have an answer quick, Cloud will end the game before they know what hit them.

Cecil, Dark Knight

He starts off decent—a 4/4 lifelink for five isn’t bad—but once Cecil flips, it’s a different game. Now he’s in the air, still lifelinking, handing out combat bonuses to your whole squad. Not every deck can support the transformation, but if you build around him even a little, the payoff is real.

Aerith, Voice of the Planet

Scrying every turn is underrated, and Aerith offers more than that. She can mess with removal, protect key creatures, and generally make life annoying for your opponent. If you’re trying to play long and get value over time, she fits right in.

Yuna, Summoner of the Sacred

Yuna’s flicker effect is easy to miss but incredibly powerful. Whether you’re reusing enter-the-battlefield abilities or dodging removal spells, she’s pure utility. Attack with her and watch the value pile up, especially if you’ve got ETB creatures in your list.

Strong Picks That Won’t Let You Down

White Mage

Not flashy, but does the job. A 2/3 for three that prevents damage? That buys you time, clogs the board, and generally helps you not die. If you’re building a slower deck or need to fend off aggression, this card pulls weight.

Moogle Thief

Evasive, cheap, and draws you cards? Sign us up. Moogle Thief is a two-mana 2/1 flier that loots when it connects. Not the scariest creature in the air, but you’ll take the card filtering and early chip damage any day.

Warrior of Light

Vigilance on a 3/2 isn’t groundbreaking, but once you add the potential anthem effect based on creature types, this can start buffing your team fast. If you’re leaning toward a mix of creature types, Warrior turns into a real threat.

Echoes of the Fallen

This one’s easy to overlook, but it plays better than it reads. Temporarily exiling a creature might not sound like removal, but it messes with combat and buys you key turns. It’s especially good if you’re racing or just need to stop a bomb for a turn.

Cards That Depend on What You’re Building

Cid Highwind, Sky Pioneer

On his own, he’s a 4/4 flier for five—not terrible, but not exciting. Where Cid shines is in the right deck. If you’ve picked up enough artifacts or vehicles (and they are floating around), he gets a discount and becomes a huge threat earlier than expected.

Minwu, Protector of the Royal Family

Ward 2 for your whole team is a headache for any opponent trying to interact. The catch? He costs five mana and doesn’t do much the turn you play him. Still, in a go-wide board, he can make your creatures tough to remove and push your advantage.

Holy

It’s expensive and situational, but don’t ignore it. For four mana, you exile any nonland permanent—something White doesn’t always get to do. That kind of flexibility can turn the tide in a tight match.

Edge Cases: Cards That Might Make the Deck

Chocobo

We love the little bird, but it’s not doing much in most Limited decks. A 1/1 with haste and vigilance sounds fun, but unless you’re all-in on tempo or going really wide, it’s probably just filler.

Devout

Two mana for a 1/3 with a bit of lifegain? Okay. If you need early game defense, it holds the line—but don’t expect it to win games.

Light’s Protection

Hexproof and combat tricks are usually nice, but three mana is steep. If you’re light on interaction, it’s fine. Otherwise, there are better tricks in the format.

So, Is White Good in FF Limited?

Definitely. White’s toolkit in this crossover set focuses on tempo, air superiority, and value over time. Cards like Cloud, Aerith, and Yuna can dominate Limited games if played correctly. The color pairs well with Blue for control or flicker builds, or with Red for skies and aggression.

When drafting White, look for:

Flying creatures that pressure early

ETB effects to pair with flicker mechanics

Cards that scale with a go-wide board

Watch out for overvaluing cheap creatures with no late-game relevance. The format rewards cards that do something meaningful when they hit the field or stick around.

Need singles from this set? Want to try some white cards in casual formats or test your sealed pulls with a few upgrades? Check out https://mtgetsy.com for affordable picks and unique card offerings.

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