FINAL FANTASY (FIN) Limited Overview — Green

FINAL FANTASY (FIN) Limited Overview — Green

ClarkShih
June 4, 2025·Limited > FIN·- views

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!

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

Airship Crash
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.

Ancient Adamantoise
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.

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

Bard's Bow
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.

Bartz and Boko
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.

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

Cactuar
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?)

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

Chocobo Racetrack
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.

Clash of the Eikons
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.

Coliseum Behemoth
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.

Commune with Beavers
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.

Diamond Weapon
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.

The Earth Crystal
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.

185
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.

Galuf's Final Act
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.

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

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

Gran Pulse Ochu
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.

Gysahl Greens
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.

Jumbo Cactuar
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.

Loporrit Scout
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.

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

Quina, Qu Gourmet
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.

Reach the Horizon
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.

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

Ride the Shoopuf
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.

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

Sazh Katzroy
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.

Sazh's Chocobo
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.

201
Score: 3.0
Comment: An excellent component of the Bird theme. The back face has, besides ramp, a lord-like effect.

Summon: Fat Chocobo
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.

Summon: Fenrir
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.

Summon: Titan
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.

Summoner's Grimoire
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.

Tifa Lockhart
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.

Tifa's Limit Break
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.

Torgal, A Fine Hound
Score: 3.5
Comment: An excellent ramp creature that can also buff Human creatures.

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

Traveling Chocobo
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.

211
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.)

ClarkShih
ClarkShih
aka 荒野騎士 (Wilderness Knight). A tournament player focused on constructed, mostly grinding Pioneer and Modern lately, with a knack for midrange and aggressive decks. Recently founded DreamOn Studio and started the podcast 龍尊與荒野騎士的玄境之談, chatting about everything happening in Magic each week. Follow us on IG and our Facebook page, and give the podcast a listen!
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 .

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