
The ability to be mistaken for green overall.
If you have that kind of ability, I wanted at least a landing…
Whether it’s someone who’s okay with “Stan” or just from the symbol.
You can reuse the bojiuka!
It’s forced at the very bottom, so it’s barely red.
Huh, can I use Valakut today!?
It’s fine to be a monk.
I can’t do infinite combos, so it’s no good.
I may have never seen a capability like Maro’s in red.
I don’t think Zel will go into Valakut, will he?
I’ve never played FF, but is this person a landowner or something?
>>11
I can only think of a performance where I go around the Earth with my own version of Final Heaven.
>>11
An experienced rookie mercenary who fights with their fists, particularly knowledgeable, is not really like that.
You can make a girlfriend who is a library committee member in a substory.
If it’s red, then put on a quick attack or the teacher too.
It’s not that Celis is special, but I actually intended to tease it out for every birthday.
Is it the thing where you enter commands?
>>16
That’s right.
The one who continuously pulls off small techniques in a loop rather than executing flashy big moves is the stronger one.
The cloud is a mercenary, but the seed is not a mercenary…
Probably anko.
Knowledgeable about various regions! In other words, land skills are great!
So there’s someone in the Wizards who did that…
It feels like it’s okay for land to get cluttered with landing support and impulsive draws, rather than being resolved with just one card.
Even if you don’t do anything in particular, you can pseudo-generate mana every turn, but you won’t be able to achieve permanent mana increase.
I wanted the combat phase to repeat if I attacked alone.
Power fluctuations are often seen with the number of mountains, but any land is fine.
Surely, the red-green will be a landing archetype in Limited.
Let’s raise a Chocobo.
In terms of the job, it’s a complaint, but when asked if Zel is a monk, I become uncertain about that…
It’s quite weak on its own.
However, since this ability is rare in red, there may be some kind of place for it.
Is this the first additional set land in red mono?
That’s quite rare.
>>27
I looked it up and apparently there is Nahiri’s Lithomancy.
Isn’t 3 mana tough?
“Is it possible that all eight members have landed on the ark?”
It seems like I could make some interesting moves with the commander, but it’s just that it’s single red color.
Is there something interesting we can do within the stun range?
If you’re building a landfall deck in red-centric EDH, it feels like it might be worth considering as a candidate.
It might have been better to include it in EDH to boost power since it’s not suitable for Standard.
I wonder if there are many places that do things when they are put out.
Are you saying it’s a temporary mana acceleration since I’m returning the land?
Is this where Bahamut is?
It’s hard to put it down early because it’s okay to return it, isn’t it?
>>36
I told you it’s red!
Is this mana acceleration…?
>>37
For a moment, at least.
Casting it for 3 mana, placing an additional land, and returning a tapped land at the end to have 1 extra mana available might be more versatile than I initially thought.
It seems like nothing would happen if there are no extra lands in hand.
It’s nice to be able to reuse the landing.
I didn’t expect Zel to come out before Wakka.
>>42
It really seems like Wakka might actually have a chance to come out.
>>44
The question is how many people really think it’s great that Wakka has been recorded, despite various problems being pushed aside.
>>50
Zell is in the same category, right!
>>42
Since there is Zel, the possibility of Wakka being there has increased even more.
It seems that I can do some clever things like changing the color of the double-sided land.
The main body hits about 3/3 or 4/3, and when it hits, it’s around 5/3?
(…Could it be that this guy really knows a lot…?)
A card that will pump it up will come, right?
It’s a yakisoba bread.
The illustrations are actually not bad at all.
On the contrary, why is it red?
>>49
Temporary Mana Acceleration Color
Color that only increases power
The colors of the landing beatdown.
>>49
Temporary mana acceleration is the domain of red.
Generating mana from the land is also part of the red domain.
>>68
Hmm…?
>>76
It’s about overflowing magic power, right?
>>76
Cosplay, etc.
>>76
There’s a reward for the Iron-faced Admiral, right?
I should have written that it could be done in the red area as well.
>>49
It may sound like a matter of perception, but it seems like you can accelerate land! Yet, there’s even a risk that the land is decreasing more and more, doesn’t that sound a bit suspicious?
I guess you can enter if it’s the landing deck.
Please don’t insert FF right before the preview of Tarkir!
>>52
Zel has a birthday today…
The mysteriously high-quality GIM47N.
That’s a nice design with a reddish mana acceleration expression.
I want them to release a card that lets you sacrifice three Mountains to return three lands to your hand at the end.
The theme of the 10 commander decks is the passing game of blitzball, so Wakka will definitely appear 100%.
The rare land cycle might be incredibly strong in CIP.
There’s also Gau’s birthday by June, but it probably won’t be for Gau…
>>60
There is, isn’t there?
What is the purpose of the leader set?
>>60
Who else has a birthday coming up?
Zel-Din’s name is a little different in English, isn’t it?
Considering that land reference heat is generally red, it doesn’t feel too out of place.
I was reading and thinking that it was a capability that wasn’t very red up to that point, but then it suddenly became completely red at the end.
>>64
The image changes quite a bit all at once, so I think you’re good at creating abilities that match the colors, after all.
Which FF characters have their birthdays before the preview starts?
There was a good feeling with the red landing.
>>67
Additional combat like Moraug or exploring Varakut.
Well, it’s suitable for EDH.
It’s a good card that fits well into the 2-color Omnus and 3-color Omnus.
The additional set land has an image of red following green.
If the opponent has more land, white sometimes has a few ramp spells, while blue-black has none.
Was there anyone other than the land lizard that had synergy with Stun?
Was there a monster that seemed to be the defeated side in FF8…?
Does it end up looking like this when you remove the mask of Belhelm?
>>77
It looks like GIM47N.
>>86
Ah! Come to think of it, there was this guy! Thank you!
>>77
Galbadia’s robot
It appears in places like detention centers.
There isn’t a deck that uses this in Standard for now.
If new lands with strong CIP come in, it will be a different story.
Non-destructive land destruction that doesn’t raise lands, or temporarily tapping lands for mana acceleration, and then some mana cashback when casting.
Somehow, the red that tries to express a realm that cannot be used with Stan is overflowing with the color of creativity.
In three years, it seems likely that there will be at least one feature on the landing.
I sometimes see Blue as a leader, managing to run a ramp with cards that share the same name or by copying the activated abilities of fetch lands.
It seems there is a very popular character whose birthday is on April 2nd.
I don’t want you to make strong land in collaborations.
It seems difficult to reprint.
If the land grows steadily, it will survive, and when it’s time to fight, it will be 5/3.
For 3 mana, it has quite a punch.
From a limited perspective, Zel seems weak.
If you can play it on the third turn and have a land in your hand, that’s great, but if not, you’ll always be stuck with lands in that mana range. That said, do you really want to play it after the third turn…?
I hope the landing is at a level that establishes itself as a deck.
It seems this is about all there is to announce regarding the remaining major characters’ birthdays.
04/02 Gladiolus (FF15)
04/05 Gau (FF6)
04/30 Arden (FF15)
05/03 Tifa (FF7)
05/11 Mog (FF6)
>>93
Tifa will definitely come, and I really want to see her.
Get your boobs big!!!!!! 11111
That 2 mana land with haste seems to be the best match, right?
It’s tough to think of a 3 mana creature that I don’t want to play when I have 0 lands in hand on turns 3 and 4.
>>95
It seems like the tempo loss would be tough after being removed even after bouncing on the land…
That’s interesting.
I’m interested in the 5th and 3rd.
I have no interest in 53rd place.
Tifa and Aerith are myths.
>>97
Cloud is rare, so there’s probably none, right?
Good is rare, bad is uncommon.
If you take care of Zel before the end step, you can use the additional land.
Putting practicality aside.
What pack is this?
>>101
FF
>>101
FF
>>101
FF
>>101
FF
>>101
FF
Tifa is also starting to look forward to the preview of Tarkir, so the timing is good.
“Here comes the crazy three consecutive FF…”
The crazy 4-man FF has come…
I finished FF5!
Since there is an extra set right, it shouldn’t be a problem, right?
Just the fact that it doesn’t increase.
>>111
Is it a matter of not having it?
>>111
It meant that with only three pieces of land available, you wouldn’t want to let go of them, right?
If they play a removal spell after I bring the land back at the end of turn 3, I will explode.
>>115
Still, even if the next top isn’t about land or anything, it shouldn’t be a loss, but for some reason, it feels like we’re taking more psychological damage than necessary.
>>120
I think that switching between taking the first move and responding is definitely a disadvantage.
>>125
Aren’t you doing it? It’s already stuck to begin with.
>>128
If we place Zel on the third turn as a first move here and it gets removed without being able to place a land, we will bounce the land and place two lands.
If the opponent can place a land during their turn, isn’t it because there are three lands, so they haven’t swapped?
>>134
Hmm, wasn’t the discussion that you don’t want to put it out if there are only three pieces of land in the first place?
Well, if that’s the case, then it would still be the same whether you draw a land or not on the next turn, since you’d still be stuck at three cards.
>>128
After being removed from a place without additional lands after being put out on the third turn.
If it’s the next top land, you can’t place the fourth land, so you’re a land card behind.
>>136
In the original story, it’s excluded when the next top is land, right?
Read more text!
>>120
Even though the land is decreasing, how is there no loss…?
>>132
If you don’t have lands from the beginning and can’t place two lands, then unless you draw a land in the next turn, it doesn’t change the fact that you’re stuck at three lands by just putting the land that returned to your hand back onto the battlefield.
>>139
If you don’t have this, you can pull land from the top and have 4 mana, right?
>>111
It would be good if we can survive, but being taken out in a situation where there is no land is the worst.
I saw the English spelling of “Zel’s Din” for the first time.
Ah, well, if it’s removed, then yes…
>>117
Basically, it’ll be removed eventually.
The timing for returning the land is just too bad.
In the first place, you could question whether there is any real meaning in being able to put down an additional land on the third turn.
From the next turn, you can go up to 5 mana at most, but isn’t the situation where you can place 5 lands in a red deck a losing one?
>>119
It’s fine if it’s red; there are decks that want to expand the land, so you can use those…
If you’re going to use it in a red mono deck, then maybe, but you probably won’t use it in a red mono deck.
If you’re including this guy, it would likely be in a deck with some kind of land synergy, and if the situation is already land-stuck, it wouldn’t be a disadvantage unless you don’t draw a land next turn.
Stan also wants a Spell Land.
Isn’t the tempo loss not really related to the deck that this guy uses?
It’s not a card that’s strong in Standard, is it?
Well, basically it’s a card for landing multiple times in limited events.
It’s based on synergy.
Why is red being added as a land set! What happened to the color pie, the color pie!
>>129
If you take it as instantaneous mana acceleration, it’s the domain of red.
What if FF8’s Draw was an invasion ability…
I can only think of reusing the glorious arena mentioned above!
>>133
You can return to the desert and commit evil deeds while gaining one point each turn.
I can only think of something like Bojuka Bog.
It would be nice if there were more lands like those that do something when they enter the battlefield untapped, like in Eldraine or something.
Even if I try to use it in a strange way, it’s still a bit awkward for the person themselves.
Well, given the situation with only three land cards, if you’re asked whether to place a Zelle, you probably wouldn’t. But then, it raises the question of when to put this guy out.
A lot of lizard beams are flying around.
Ah, it’s a draw and a junction, that’s true.
So you want me to recreate the atmosphere of rapid punches and headbutts down to the split second!?
Collect it when you want to put in a lot of spell land!
It’s not really Anko’s ability, but it makes you think, “Is it rare…?”
>>146
Stan’s rare is fine like this…
But if this guy is around, you’ll have 5 mana next.
I wish I could have played lands from the deck top.
Is it advantageous to place additional land as a sacrifice?
>>153
Do you really want to place an extra piece of land that much?
>>153
If you’re going to do that, you might as well use the one that can place green lands from the start, and there seems to be a synergy in reverting it.
It’s bad that Tough is 3.
They’re top-heavy even when fighting and there’s no quick response, what the heck is this guy?
Do a headbutt and a low kick.
It seems like a rare ability, but it’s weak.
Even if it’s said that you won’t lose if your land is clogged, if you have a deck where you want to include this card and your land is clogged for several turns, isn’t that a problem in itself?
>>156
So the argument that if it’s blocked you don’t want to release it is wrong.
You probably won’t use this card in a deck that tends to get clogged.
If you mess up, it might actually slow down your mana, so it’s probably not green.
I just said “mana slowdown” for the first time.
If you just want to add land, there’s already a treasure that costs the same 3 mana.
If you want to use this deliberately, the point to focus on is returning the land.
>>159
It’s a different color.
I want a fast attack.
If we take each other out, will it turn into a pants battle? I want to jump in and hit you.
I wonder if it would be good to have lands that produce effects when placed, like in the void of Zalfa.
Well, as long as you’re not on the field at the end, right?
>>165
Shall I throw you with Main 2…?
Is this kind of like Zel?
>>167
Someone mentioned above, but it seems like it resembles the draw and the reproduction of Natsu, and the other 8 characters might also have abilities related to land.
By playing this card and phasing out lands, you can accelerate your red deck’s land.
What’s happening with the teachings?!
>>168
This in Legacy!?
Knowledgeable Zel, yet not blue! That’s strange!!
Is it a good match for a temporary draw?
Thank you, knowledgeable Zel.
Ah, I can return the land I added to exile back to my hand.
It feels good to go in and out of the dwarf’s mine.
Should I bring it back to hand at the waiting narrow area?
>>175
The different color looks like the green major is about three times stronger doing the same thing.
>>183
It’s fine even if it’s Azusa-chan.
This isn’t strong.
Can you give me the ability to land, no matter what?
Wasteful
Every turn I lose cards, and my lands keep decreasing!
It looks strong if you can play it for 3 mana, survive, and then use 5 mana next turn to make a nice move without any interference.
That probably happens very rarely.
I impulsively drew but didn’t have enough mana, so I temporarily placed the backside land on the field and retrieved it! That’s just skillful.
>>179
It looks like a musclehead but has technique, kind of like Zel.
If it’s blue-red, I could probably route the land returned in the second half and be happy about it!
It seems like it will become a talk of limited levels.
Since it doesn’t mention threats or quick attacks, I’m not expecting much from the Wizards.
I thought it was anko and was talking about it, but it’s rare!?
“Give me some kind of evasion ability!!”
Well, probably Draw or Junction will be auxiliary cards related to landing abilities.
I want to be placed at the top as well.
If it’s about upkeep or sending back to the end of my immediate predecessor’s turn, there are some really dangerous lands.
It depends on the synergy with the other 8 source characters.
I wanted you to return it with the activation ability.
A person who finds no meaning in going back from the add-on set.
It won’t make sense unless there’s a landing or something.
I don’t really know about leaders and such.
One advantage is that a living creature with a clear point can remain as an individual.
No quick attack, just tough 3, huh…
The squall is coming ashore, so you probably have a draw.
>>195
Draw – Landing – When your land enters the battlefield under your control, draw a card.
It would be interesting if it were written like that.
A chance with Amulet Titan… is there?
>>196
Not being green is just too big.
There’s no way someone with such a ridiculous ability could be an anchor.
It’s going to be difficult without a quick response at the very least.
It would be interesting if Squall was a solitaire guy, but…
>>199
⬜︎
>>206
Denden den denden den denden den denden den denden den denden den denden den denden den denden den denden den.
The text does not have a direct translation as it appears to be nonsensical or onomatopoeic.
>>206
Dede dede dede dede dede dede dede dede
The text does not have a translatable meaning as it appears to be a phonetic representation or sound effect without specific vocabulary.
Papam pam, papam pam.
Such a squall like Ashi or Tatoyova…
Should we return to the gem mine every turn?
There aren’t many lands where it makes sense to restore.
The era hasn’t caught up yet.
Is Zel able to go at that level…?
>>204
If you’re not going to use the playable character, who are you going to use?!
>>204
I feel like they said there are over 100 legendary creatures.
If it’s a draw, I might not be able to bear it.
If the Wizards were serious about adopting it, I think it would have at least two of the abilities: Menace, Trample, and Haste.
The spells you can draw change depending on the location, so if the land is set up for that reproduction, I think drawing would be quite intuitive.