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Esper Origins (FIN-185) - FINAL FANTASY
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Esper Origins (FIN-185) - FINAL FANTASY

Esper Origins (FIN-185) - FINAL FANTASY

Rare
null/null
Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner’s control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)

(You may cast this card from your graveyard for its flashback cost. Then exile it.)

//

Summon: Esper Maduin
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

[I] Reveal the top card of your library. If it’s a permanent card, put it into your hand.

[II] Add GG.

[III] Other creatures you control get +2/+2 and gain trample until end of turn.
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Original: $0.22

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Esper Origins (FIN-185) - FINAL FANTASY

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$0.07

Esper Origins (FIN-185) - FINAL FANTASY

Rare
null/null
Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner’s control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)

(You may cast this card from your graveyard for its flashback cost. Then exile it.)

//

Summon: Esper Maduin
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

[I] Reveal the top card of your library. If it’s a permanent card, put it into your hand.

[II] Add GG.

[III] Other creatures you control get +2/+2 and gain trample until end of turn.

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Description

Rare
null/null
Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner’s control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)

(You may cast this card from your graveyard for its flashback cost. Then exile it.)

//

Summon: Esper Maduin
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

[I] Reveal the top card of your library. If it’s a permanent card, put it into your hand.

[II] Add GG.

[III] Other creatures you control get +2/+2 and gain trample until end of turn.