FINAL FANTASY (FIN) Limited Guide: Colorless and Lands
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
FINAL FANTASY (FIN) prerelease events kick off on June 6, 2025. Want to know more about how each card rates in Limited and what to pick? Then check out this series of FIN Limited guides!
- For the mechanics, see this article: FINAL FANTASY Mechanics Explained
Rating Scale
5.0: Unconditional first pick; gives you a near-winning advantage
4.5: Unconditional first pick if you are in the right colors; gives you a huge advantage
4.0: A first-pick-quality card that fits the archetype extremely well and can be the deciding card for splashing, switching colors, or moving into a color pair
3.5: Top uncommon/common of the set or another strong card that fits the archetype well and can be the key card for moving into a color pair
3.0: An important card for the archetype, or another above-average card that you want in your final deck
2.5: Average; usually a decent curve filler
2.0 to 1.0: Below average; you generally don’t want to play it, but it can fill out the deck if needed, though not too many
0.5 to 0.0: Unplayable; basically never play it, since all it does is help you lose
Ratings
Colorless

Rating: 4.5
Comment: An extremely strong bomb, but surviving until 9 mana requires you to develop well early on. Its first two chapter abilities clear away blockers, giving it a better chance of dealing damage when it attacks.

Rating: 4.0
Comment: Great stats, and it has a real impact on Towns in Limited. If your deck has enough lands that produce colorless mana, it can widen your mana advantage in the mid to late game.

Rating: 2.5
Comment: A weakened Smuggler’s Copter that lets ground threats reach the air and also loots effectively. It gets better if you pair it with a graveyard theme.

Rating: 3.0
Comment: A clunky Equipment; by the time you can equip it the board may already be decided, so in most cases it is a win-more card. But when the board is stalled and you still have a decent life total, it can be decisive. It also shines with creatures that have trample or other bonus abilities, such as Tifa Lockhart.

Rating: 3.0
Comment: This set has plenty of legendary creatures, so if you need to fix for a three-color legend, one copy is well worth playing. It can occasionally draw you two cards late in the game, making it a pretty good Manalith.

Rating: 3.5
Comment: If it connects, you draw at least one card and cast a spell with mana value 3 or more for free. It is even better if you can make sure it gets through. A fairly high-quality Equipment.

Rating: 1.5
Comment: This kind of effect is not the focus of Limited. But if your opponent or you are good at milling, it can be considered for the deck. The cards shuffled back from the graveyard are nonland cards, so it also raises the density of nonland cards in your remaining library.

Rating: 1.5
Comment: It needs enough lifegain to be used effectively, so it can’t create value on its own and is not recommended as an early pick.

Rating: 3.5
Comment: The cost is high, so it can only be used in the mid to late game, but it still has a big impact on the board. If you also make good use of extra combat phases and untap effects, it gets much stronger.

Rating: 2.5
Comment: It draws cards and gains life, making it a decent curve smoother, and flash gives it extra flexibility.

Rating: 3.0
Comment: A 6-mana creature with the same stats and effect has been printed before, but these stats can now be considered above average. If you have a better high-end finisher, you can skip it.

Rating: 2.5
Comment: It can be used as removal or as direct damage, making it a rather flexible Equipment.

Rating: 2.5
Comment: A mana sink that reliably filters your draws is quite nice, and it can be used as removal in the mid to late game. But as a legendary artifact, note that you can’t play multiple copies.

Rating: 2.5
Comment: A decent defensive creature: besides its 4 toughness, it also makes a Treasure token when it dies. Also note that its graveyard-removal ability exiles, unlike the older versions that put cards from the target graveyard on the bottom of the library.

Rating: 3.0
Comment: Once equipped, it has first strike when attacking and must be blocked, which means it will basically always eat an opposing creature. The equip cost is also very reasonable, and it gets even better if you can pair it with death triggers, though it looks a bit weak when you are behind on board.

Rating: 2.0
Comment: A 2/1 for two mana is a below-average body. Being able to redistribute its power to other creatures is the slight reason it is passable.

Rating: 3.0
Comment: A 0/4 flier can be seen as a decent wall, but it is not a defender: if you pump it or equip it, you can still attack with evasion. Also, in a blue-green town ramp deck, you can activate its ability early to speed up your mana, and later pay 3 mana to start putting life-total pressure on your opponent.

Rating: 3.5
Comment: A 4/4 haste Vehicle with crew 1 is above average. Basically as soon as it enters, you can put the top land of your library onto the battlefield tapped, and since it is colorless, it is a great choice for decks without green that want to ramp.

Rating: 3.5
Comment: The LCI set also has a 5-mana 5/4 Dinosaur, Rampaging Ceratops, with a similar function, but this card is stronger because if it gets removed, it can come back from the graveyard.

Rating: 3.0
Comment: An Icy Manipulator that can also ramp, but it costs 1 life and the activation costs 1 more, so when you’re behind you need to weigh the pros and cons before activating it. It is also a legendary artifact, so there’s no need to take more than one.

Rating: 2.5
Comment: It only shows its value if you have good lands; otherwise it is just a less efficient fixing tool.
Lands

Rating: 3.5 (GreenBlue color pair only) / 3.0 (other color pairs)
Comment: Two-color Towns are used in every color pair. If you want to go for the Town ramp archetype in green-blue, then whenever you don’t see a 4.0 or higher bomb in a pack, you will likely want to take the two-color Town you see first, until your deck has at least 7 or more Towns, and only then lower the Town’s pick priority and start taking other cards you need. That is why green-blue gets the high rating of 3.5 as a reminder.
In non-green-blue color pairs, Towns with green can also serve as the splash color that lets your deck play bombs from other color pairs, while also getting a little of the bonus from the green-based Town archetype, so they get a higher 3.0 to encourage readers to take them early.

Rating: 3.0 (GreenBlue color pair only) / 2.5 (other color pairs)
Comment: Same as above: green-blue needs a large number of Towns as the foundation of the deck, so you need to take them early in that color pair. Since these 6 Towns don’t include green, their pick priority is not that high in the other 9 color pairs, so just take them if your colors can use them.

Rating: 2.0
Comment: Same effect as Radiant Fountain, and one of the lifegain options. Pairing it with the Town archetype may increase its value.

Rating: 3.5
Comment: After it transforms, it is a 5/4 flying Vehicle with crew 1, which is quite threatening. Its transform ability can be activated at instant speed; without ramp, that is at least after you have eight lands. In the very late game, having one more way to draw cards adds to your advantage, but don’t expect too much from it.

Rating: 2.0
Comment: Consider it in multicolor decks that need fixing; even when you have too many lands, you can keep recycling it.

Rating: 2.0
Comment: If you can’t gather 4 legendary creatures, that card will stay exiled and be unusable, so if you want to use this card, pay special attention to whether your deck has enough legendary creatures.

Rating: 2.5
Comment: A passable color-choosing land that helps multicolor decks run smoothly.

Rating: 2.0
Comment: A utility land that lets you reuse graveyard resources in the mid to late game. Even a two-color deck can consider playing one.

Rating: 2.5
Comment: A weakened Fountainport; if your build has other ways to make Treasure, it is more useful.

Rating: 3.0
Comment: Besides being a land of the Town type, if the Adventure can get back a Saga creature, it best showcases the resource advantage.

Rating: 3.0
Comment: The earlier you cast the Adventure, the bigger the threat, making this a more threatening Adventure land.

Rating: 3.0
Comment: A flash creature with the lowest Adventure cost among the Adventure lands, so it is more flexible than the others.

Rating: 3.0
Comment: Sacrificing to draw cards and then playing a land makes for a nice tempo, and the sacrifice happens on resolution, so you won’t lose board resources for nothing if it gets disrupted.

Rating: 3.0
Comment: A five-color land like Mana Confluence, and what it checks is the first three turns of the game rather than your total number of lands, which is something players need to watch out for.

Rating: 3.5
Comment: A nice late-game play that makes at least one 7/7, and a solid Adventure Town.
Conclusion
This set emphasizes the Town theme, and the new Adventure lands are also a very interesting design. In addition, the large number of Equipment gives weaker-bodied creatures with good abilities more room to survive. I boldly predict that this set will be a very varied Limited environment, so players should pay close attention to the overall synergy of their decks, and making good use of legendary creatures and Saga creatures will be the key to winning.

- Title
- FINAL FANTASY (FIN) Limited Guide: Colorless and Lands
- Author
- Peter
- Created at
- June 5, 2025
- License
- This work is licensed under CC BY-NC-SA 4.0 .




