FINAL FANTASY (FIN) Limited Overview — Green
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
FINAL FANTASY (FIN) will hold its Prerelease events on June 6, 2025. Want a better understanding of individual card ratings and advice for Limited? Then check out this series of FIN Limited overviews!
- For an introduction to the mechanics, see this article: FINAL FANTASY Mechanics Breakdown
Rating Scale
5.0: An unconditional must-pick that brings an almost game-winning advantage
4.5: An unconditional must-pick if you are in the right colors, bringing a huge advantage
4.0: First-pick value, with excellent synergy with the color pair’s theme, and a deciding card for splashing / switching colors or entering a color pair
3.5: Top uncommons and commons of the set and other sufficiently strong cards, with good synergy with the color pair’s theme, and a key card for entering a color pair
3.0: Important cards for the color pair’s theme and other above-average cards that you would want in your final deck
2.5: Average level, usually a decent curve filler
2.0 to 1.0: Below average; you generally prefer not to play them, and can use them as filler if necessary, but not too many
0.5 to 0.0: Unplayable; basically do not play them, as they will only help you lose
Ratings

Score: 3.0
Comment: Basically an upgraded version of Thornado. It already performs well in a set with plenty of Saga creatures and Equipment, and even with no target you can easily cycle it away.

Score: 3.5
Comment: Its special ability protects your other creatures when you attack and absorbs damage for you when you defend. It has high power with vigilance and comes with protection, a strong, powerful creature. The only drawback is that the mana cost is really too high.

Score: 2.5
Comment: An excellent six-mana 6/6 creature, and the attached Forest cycling helps you reliably hit land drops early.

Score: 2.5
Comment: Basically a filler Equipment that makes a 3/3 for three mana, with a chance to interact with the Equipment theme, and it can also strengthen your own creatures in the late game.

Score: 3.0
Comment: An excellent card for the Bird theme. It is a pity it needs other Birds in order to reduce its cost and deal damage, so if your deck lacks Birds its strength is very weak.

Score: 2.0
Comment: Just an ordinary two-mana +3/+3. If you draw Tifa, you can try including it.

Score: 1.0
Comment: A creature that can stay on the battlefield for only one turn. Besides being nice when you play it on turn one and hit for 3 on turn two, its defensive performance in the mid-to-late game and when behind is very poor. (Full of flavor, though?)

Score: 3.0
Comment: Powerful green removal, and the kicker cost is acceptable in the mid-to-late game.

Score: 3.5
Comment: A reliable way to make Birds, and in the mid-to-late game when topdecking, drawing a land will not be meh.

Score: 2.5
Comment: The first mode is a basic one-mana fight. The second and third modes, in a set with Saga creatures, can additionally trigger the Saga effects you want or let a Saga creature live one more turn. Note that you can choose multiple modes, which works wonders at special moments.

Score: 2.5
Comment: A quality high-cost creature. If there is no good enchantment or artifact to destroy, drawing a card is also a decent choice.

Score: 2.0
Comment: Green looting? Although early on it can help you dig for the cards you need or serve as a mana filler, it cannot bring much value by itself.

Score: 3.0
Comment: If you can summon it, it has super domination in creature combat. Unfortunately the cost is really too high, and this set does not have many self-mill options.

Score: 3.5
Comment: Besides reducing the cost of expensive green spells, putting two counters on two creatures for six mana can bring a lot of pressure, and if the opponent has no removal in the short term, it can easily help you win the game.

Score: 3.0
Comment: At two mana it is an ordinary mana-filler card; at four mana it can serve as a quality creature that summons a 4/4, draws a card, and ramps next turn.

Score: 2.5
Comment: More than just a combat trick, it also preserves your total power on the battlefield when sacrificing or trading, combining flexibility with continuity of strength.

Score: 3.0
Comment: A four-mana base body that can grow into a 6/6 later, a stable mid-game threat with potential.

Score: 3.0
Comment: An excellent ramp creature, and the 1/3 body is also decent on early defense.

Score: 2.5
Comment: A low-cost deathtouch creature, annoying early and with a chance to become a powerful creature later. It is a pity the cost to grow is too expensive.

Score: 3.0
Comment: A basic component of the Bird theme, and late in the game it can flash back to become a two-for-one.

Score: 4.0
Comment: One punch for 10000 forces the opponent to block, and if you can give it trample, it is a one-punch kill.

Score: 2.5
Comment: If you cannot summon two creatures in one turn, most of the time it is just a three-mana 4/3, which is a bit weak.

Score: 3.0
Comment: Instant-speed ramp is much more flexible, and it can also be used as a combat trick.

Score: 3.5
Comment: Because the Bird and Equipment themes in this set both make tokens, it works well with those themes, and you can also sacrifice a dying Frog to put counters on and grow.

Score: 2.0
Comment: The basic four-mana fetch two lands. Unless you are playing the Town theme, sacrificing tempo to ramp is not very worth it.

Score: 1.0
Comment: The cost is too high and the benefit gained is too low.

Score: 3.0
Comment: Putting counters on landfall is powerful in itself. It is a pity that it is an enchantment, and not as strong as Bristly Bill, Spine Sower from OTJ.

Score: 2.5
Comment: A card with both output and resource recovery, perhaps a decent sideboard card in long games.

Score: 4.0
Comment: It can dig for Bird cards in your deck or fix colors, and attacking puts at least two counters on a creature, and if you play it with support it can be even stronger.

Score: 2.5
Comment: Very powerful if you can play it on turn one or two, but the later you draw it, the weaker it is.

Score: 3.0
Comment: An excellent component of the Bird theme. The back face has, besides ramp, a lord-like effect.

Score: 3.0
Comment: Summoning a 2/2 and a 4/4 for five mana is already good, and it can also give trample for a few short turns.

Score: 3.5
Comment: Summoning a 3/2 for three mana that can also ramp is already good, and in the following turn it can also enlarge creatures, and finally it can draw cards.

Score: 4.0
Comment: Summoning a 7/7 reach trample for five mana is already good, and it can also ramp to work with landfall creatures, and later it can make creatures bigger to support attacks.

Score: 3.5
Comment: It can put creatures from your hand onto the battlefield through attacking. Besides putting expensive creature bombs from your hand onto the battlefield early, putting ordinary creatures onto the battlefield also effectively earns a mana advantage.

Score: 2.5
Comment: If landfall triggers only once per turn, it is just a very ordinary two-mana creature. Unfortunately its toughness is only 2, so even if a few cards work with it to land a big punch, it is easy to get traded off.

Score: 2.5
Comment: One-mana +2/+2 is a basic combat trick. It is a pity that the costs of the other two options are really too high, so the practicality is low.

Score: 3.5
Comment: An excellent ramp creature that can also buff Human creatures.

Score: 3.0
Comment: A middle-of-the-road filler creature, mainly useful for helping find lands.

Score: 4.0
Comment: A powerful card for the Bird theme. Even if your deck does not have many Birds, being able to play lands from the top of your library also helps with mid-to-late game topdecks.

Score: 3.5
Comment: Recovering permanents from the graveyard for four mana to add resources is already good, and if you can work with the flip side, even better.
Conclusion
Green’s own traits are big stats and ramping, which have always been natural advantages in Limited. This set has quite a few two- and three-mana ramp options, so compared with the past few sets you can try picking up more high-cost quality creatures to solidify your mid-to-late game board. (And Chocobos really are so cute.)

- Title
- FINAL FANTASY (FIN) Limited Overview — Green
- Author
- ClarkShih
- Created at
- June 4, 2025
- License
- This work is licensed under CC BY-NC-SA 4.0 .




