

FINAL FANTASY: Weapons
FINAL FANTASY: Weapons is a .Secret LairSpecial Magic cards sold by Wizards of the Coast on their own online store for a short time. Most are cards that already exist, given new art by a well-known artist or another franchise. A Secret Lair copy of a card plays exactly like any other copy of it.Open the full glossaryDropOne Secret Lair product: a few cards sold together, usually 4 to 6, often with a foil and a non-foil version. Wizards calls each one a drop.Open the full glossary
Released 5 cards
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We do not sell anything and we are not paid for this. Secret Lair is sold by Wizards of the Coast.
Every card in this drop
Click a card for the card itself, the decks that play it and, once you are signed in, whether you already own a copy. To mark every card here at once, press Show what I own. A foil is the shiny version of a card. Secret Lair sells it as a separate Foil Edition of the same drop.
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- Card Kingdom $4.99 foil $4.99
- Cardmarket €3.95 foil €4.18
- Mana Pool $4.19 foil $4.27
- TCGplayer $5.18 foil $4.72
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- Card Kingdom $7.99 foil $8.99
- Cardmarket €6.25 foil €7.60
- Mana Pool $7.90 foil $8.59
- TCGplayer $8.89 foil $8.88
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- Card Kingdom $19.99 foil $21.99
- Cardmarket €21.50 foil €21.00
- Mana Pool $23.89 foil $19.68
- TCGplayer $24.65 foil $21.92
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- Card Kingdom $13.99 foil $11.99
- Cardmarket €8.72 foil €8.20
- Mana Pool $11.47 foil $10.68
- TCGplayer $13.07 foil $11.25
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- Card Kingdom $29.99 foil $32.99
- Cardmarket €19.49 foil €23.53
- Mana Pool $28.24 foil $25.38
- TCGplayer $29.91 foil $28.81
The Store Price Against Buying the Cards One at a Time
The single-card total is each card's price at TCGplayer on , in US dollars. A total only shows when every card in the drop has a price.
| Drop | Version | Store Price | Cards One at a Time | Cheaper |
|---|---|---|---|---|
| FINAL FANTASY: Weapons | Foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $75.58 | The store, by $35.59 |
| FINAL FANTASY: Weapons | Non-foil | Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). | $81.70 | The store, by $51.71 |
Ready-made Decks From the Same World
Wizards also sells a (a ready-made Commander deck) for this franchise. Here they are, along with any cards from this page that each one also holds.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
- Counter Blitz (FINAL FANTASY X)
- Limit Break (FINAL FANTASY VII)
- Revival Trance (FINAL FANTASY VI)
- Scions & Spellcraft (FINAL FANTASY XIV)
4 cards on this page are in none of these decks.
Rulings for the Cards on This Page
explain how a card works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
27 rulings for 4 cards
Blade of Selves
If the tokens aren't creatures (perhaps because the equipped creature was an animated land), they'll enter the battlefield but they won't be attacking. You'll still exile those tokens at end of combat.
Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied creature will also work.
If a creature has multiple instances of myriad, each triggers separately. You'll get two tokens per opponent other than the defending player.
You choose whether each token is attacking the player or a planeswalker they control as the token is created.
If the equipped creature is legendary, the tokens will all enter the battlefield. Then you'll choose one of them to remain on the battlefield. The others will be put into your graveyard. Any enters-the-battlefield or dies triggers of the tokens will work.
If the defending player is your only opponent, no tokens are put onto the battlefield.
The token creatures all enter the battlefield at the same time.
Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there any costs to have a creature attack, those costs won't apply to the tokens.
If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking at the time it became an attacking creature this combat, or the controller of the planeswalker the creature was attacking at the time it became an attacking creature this combat.
Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
Colossus Hammer
Colossus Hammer can be attached to a creature that didn't have flying to begin with. It just won't lose flying.
If the equipped creature gains flying after Colossus Hammer became attached to it, it will keep flying.
If an ability of the equipped creature states that it has flying "as long as" a particular condition is true, that condition becoming true will not cause that creature to gain flying. For example, if the equipped creature "has flying as long as it's attacking," it will not gain flying, even if it attacks after Colossus Hammer becomes attached to it.
Sword of Truth and Justice
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
Protection from a color means that the equipped creature can't be blocked by creatures of that color, can't be the target of spells of that color or abilities from sources of that color, can't be enchanted or equipped by Auras or Equipment of that color, and all damage that sources of that color would deal to it is prevented. Nothing other than these events is prevented or illegal.
If a permanent or player you choose while proliferating has more than one kind of counter on it, it will get one more of each of those kinds. This means that if you put a +1/+1 counter on a creature you control with a -1/-1 counter on it, then choose that creature while proliferating, you'll put another of each of those counters on it before state-based actions remove them.
Umezawa's Jitte
If the Jitte is moved after the "+2/+2" mode is announced but before it resolves, the bonus is given to the creature that is equipped when the ability resolves.
If the Jitte leaves the battlefield after the "+2/+2" mode is announced but before it resolves, the bonus is given to the creature that was most recently equipped once the ability resolves.
The ability can be used any time Umezawa's Jitte's controller has priority — only the "target creature" choice has additional requirements. Choosing the "Equipped creature gets +2/+2 until end of turn" mode does nothing if the Jitte isn't equipped to a creature when the ability resolves.
Umezawa's Jitte's activated ability generates a modal choice. The choice is made when the ability is activated.
If the "target creature gets -1/-1 until end of turn" mode is chosen, the target creature must also be announced.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
More from this theme
From the same superdrop
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