Weapons VendorWeapons Vendor | Art By: Mushk Rizvi
In video games, you often run out of space in your inventory or get something early and never want to let it go. Like many gamers, I'm terrible at managing my inventory. The new Final Fantasy set and Final Fantasy Commander product gave us plenty of inventory to manage. However, not everything is suitable when outfitting your party. So today we're ranking all of job select cards in the new set to see which ones are the best for Commander.
Job Select Honorable Mentions
Here are the ones that didn't make the top ten, and a small reason why they missed out, in no particular order.
- Bard's BowBard's Bow
- It's far too expensive to re-equip, and green has plenty of reach creatures.
- Blue Mage's CaneBlue Mage's Cane
- You need too much from your opponent to make it good, and mana is a lot to recast a spell.
- Dark Knight's GreatswordDark Knight's Greatsword
- The "cheapest" equip cost that's locked behind a once-per-turn effect.
- Dragoon's LanceDragoon's Lance
- Flying only on your turn is okay, but to equip this is no thanks.
- Monk's FistMonk's Fist
- I have nothing nice to say about this card.
- Paladin's ArmsPaladin's Arms
- Giving ward is good. Not making it easy to put this onto the creature I want to have ward is not.
- Thief's KnifeThief's Knife
- Many blue enchantments will allow all your creatures to draw a card when they hit.
- Warrior's SwordWarrior's Sword
- It's too expensive for what amounts to such a minuscule effect.
- White Mage's StaffWhite Mage's Staff
- Unless this unlocks something for Cleric kindred decks, there are better cards with this effect on better bodies.
With the less impressive ones out of the way, let's get into the top ten. To be clear, I'm evaluating these cards based on how good they are as a Magic: the Gathering card and NOTHING TO DO WITH FINAL FANTASY. I've never finaled a fantasy, so if I rate your favorite weapon or job too low, I apologize.
Now let's look at the top job select Equipment.
10. Sage's NoulithsSage's Nouliths
The card that gets the lowest spot on the list is cheap to cast and has a cool effect not often seen in this color or on Equipment. Sage's NoulithsSage's Nouliths letting you untap an attacking creature makes combat a bit of a potential nightmare for your opponents when they decide what and how to block. Now, the downsides of this card are a bit heavy, which is why it's at the last spot on the list.
Blue is not a color that the Cleric kindred decks care about; it's also not a color often used in Equipment strategies (though this is changing). The +1/+0 boost this gives will most likely not help the creature survive combat, and equip is one or two more mana than I would want on a card like this. I like this better than some other Equipment out there, such as Tormentor's TridentTormentor's Trident, but that's not saying much.
9. Black Mage's RodBlack Mage's Rod
Next on the list is an Equipment I like because of what it makes a creature into. Since job select creates a HeroHero, and auto attaches the Equipment to it, the Black Mage's RodBlack Mage's Rod turns that Hero into a makeshift pinger. Black might not synergize great with Equipment, but it does like to cast cheap and efficient spells like Dark RitualDark Ritual, Cabal RitualCabal Ritual, and Bubbling MuckBubbling Muck.
Black decks that want to cast many noncreature spells should add the Rod to help chip away at opponents' life totals.
8. Astrologian's PlanisphereAstrologian's Planisphere
Outside of this card being the single hardest-to-pronounce Equipment on the list, it is one of the most appealing regarding casting cost + equip cost. In a perfect turn, the creature equipped with this could gain four or more counters depending on the spells cast. The +1/+1 counter strategy is no stranger to blue, and Voltron and Equipment proper have dipped their toes into the blue waters.
A cheap enough card that it should be looked at, but it might end up being closer to the 105th card in a deck list.
7. Dancer's ChakramsDancer's Chakrams
What the Chakrams do well is buff up the equipped creature, and other commanders that you control. The things that they do poorly are give a relevant creature type, Performer, and do anything to help you get other commanders for you to buff. An excellent home for this card is something like Ardenn, Intrepid ArchaeologistArdenn, Intrepid Archaeologist. Ardenn solves most issues with this card thanks to a free attachment and the partner mechanic.
Sadly, it's down on the list because its effectiveness is limited outside of a deck built around stealing other players' commanders or having partners of your own.
6. Red Mage's RapierRed Mage's Rapier
Much like the Black Mage's RodBlack Mage's Rod, this card loves to have someone cast cheap and efficient spells, and cast a lot of them. Not the same level of pump, but one reminiscent of Kiln FiendKiln Fiend, the Red Mage's RapierRed Mage's Rapier can set up the ability to one-shot a player very quickly. The equip cost for this card being doesn't feel great, but leaving it on the HeroHero it makes, and then surprising someone with something like Monstrous RageMonstrous Rage will often be a winning strategy.
5. Machinist's ArsenalMachinist's Arsenal
The most expensive to cast on the list is also the one that can give you the largest creature. Potentially giving a larger stat boost than cards like All That GlittersAll That Glitters and Adaptive OmnitoolAdaptive Omnitool, the Machinist's ArsenalMachinist's Arsenal giving the creature the Artificer type might not have meant much a few years ago, but with a growing influx of Artificers in the game that care about the type, such as Cid, Timeless ArtificerCid, Timeless Artificer, it matters now more than ever.
The biggest downside to this card is the high casting cost and the equip . Being in white saves this card from a lower spot on the list, as white is the best color in the game for Equipment decks.
4. Reaper's ScytheReaper's Scythe
Have you ever wanted the most enormous creature on the board? Get yourself a scythe then. The Reaper's ScytheReaper's Scythe is deceptively easy to stack with counters. For instance, you get a counter if you draw an extra card from Phyrexian ArenaPhyrexian Arena. If your opponents draw cards at all and you have an Underworld DreamsUnderworld Dreams, the Scythe gets a counter. Even something as simple as a Leechridden SwampLeechridden Swamp activation will get you a counter.
The knock against this card is that, other than making a creature enormous, it doesn't do anything else. No evasion of any kind, so a simple 1/1 creature will foil any plans of dealing damage. But it works wonderfully with another Universes Beyond product, Assassin's Creed, thanks to the equipped creature becoming an Assassin.
3. Samurai's KatanaSamurai's Katana
Samurai's Katana would have a real chance of being in the top spot if not for the equip cost of . +2/+2, trample, and haste are everything that a player would want in an Equipment. Using the creature token that this makes to immediately swing for three damage is great for a card that can come down early and often. Anything that can help you get this onto your commander or another pumped-up creature that might not have evasion could be the difference between a game win and a game loss.
Truthfully, it's only held back by the equip cost. But every time there's a new Equipment commander released, it gives this card a better chance of being what you reach for off of cards like Stoneforge MysticStoneforge Mystic.
2. Summoner's GrimoireSummoner's Grimoire
Regarding in-set-synergy, nothing on the list does it quite like Summoner's GrimoireSummoner's Grimoire. Green is not often a color seen when dealing with Equipment, but it is a color familiar with big creatures, and that's precisely what you want out of the Grimoire. While you won't get attack triggers off the creature being summoned, the coolest thing you can do with the card is put the new Saga creatures from the set onto the battlefield.
I'm unsure about this flavor, but I want to use this card to put a Summon: BahamutSummon: Bahamut onto the battlefield, destroy a nonland permanent, and hit someone with a 9/9 flying creature. The cost of this is near the upper end in terms of casting cost and equip cost, but for such a strong card, I'll get over it.
1. Ninja's BladesNinja's Blades
Now, the number one card on the countdown is my favorite. This card is good at everything. It's not bad to cast at , and having equip puts it right in line with other good Equipment, like:
Making the creature holding the Ninja's BladesNinja's Blades into a Ninja is one of the best parts of this card. Synergizing with top commanders like Yuriko, the Tiger's ShadowYuriko, the Tiger's Shadow, creatures like Silver-Fur MasterSilver-Fur Master, and powering up deck strategies such as Reanimator means that these Blades will both slice and dice up the others at the table.
Card advantage on an Equipment is always sought after and is one primary reason that cards like Sword of Fire and IceSword of Fire and Ice have stayed in players' decks all these years.
Wrap Up
The Ninja's BladesNinja's Blades are the best job of the bunch and should be the one you select, but I'm interested if you agree. Let me know in the comments or over at nicnax96 on Bluesky. What's your favorite new job select Equipment? Do these cards match the flavor of the Final Fantasy franchise? And what is your favorite game of the endless list of titles, and why is it secretly Kingdom Hearts?
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