Final Fantasy: Lore II

Hello! Today’s addition to my Final Fantasy set is a few more cards based on the games’ plot points, mechanics, or anything really.

Repressed Memory Pathbreak

Repressed Memory is a reference to the moment in FF7 where Cloud starts realizing the flaws in his memory. It’s meant to represent loss of memory followed by the implantation of a specific memory, because in Magic the player’s hand essentially represents their conscious mind. I won’t go into more detail to avoid spoilers, but if you haven’t played the game yet you should go take care of that right now.

Pathbreak is a reference to the main plot point in FF10-2, where Yuna effectively drops her Summoner class to go look for Tidus. The card represents that class change, where the enchanted creature gets (potentially) stronger at the cost of not using the abilities they previously knew. I very much doubt this templating works, but the intent is to level up the creature to its maximum level. Originally i had you put any number of level up counters on the creature but that would cause shenanigans with cards that care about the number of level counters.
Both the cards are references to specific games, but they’re generic enough to not warrant a watermark.

Junction Split the Party

Junction would never see print in real Magic. Let’s just get that out of the way. I like to think it’s grokkable if you played FF8, as you’re basically attaching GFs (Espers) to your characters, but three variables plus bestow XX is just insane.
Split the Party i just thought was a cute concept. Parties in core FF games range from 3 to 5 members, so averaging to 4 felt the most accurate.

Summoners Guile

And then sometimes a screencap makes you think of an interesting mechanic that it really has no flavor connection to. This was one of the first FF cards i made, and i can no longer remember why it’s only cast during the upkeep.

Until next time!