
Jidoor, Aristocratic Capital – Final Fantasy
Date Reviewed: May 28, 2025
Ratings:
Constructed: 2.5
Casual: 3
Limited: 3
Multiplayer: 3
Commander [EDH]: 3
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Reviews Below:
I think we’ve now had Adventure cards on just about every possible card type, since I don’t think instants and sorceries are eligible. It’s an interesting step to put them on lands: we’ve had lands with spell-like abilities as far back as Zendikar (as in 2009), but those were triggered abilities rather than true spells. They fill a similar niche, giving you something to do with a land card when you draw it late in the game, always assuming the rest of your table is suitable for the ability. I feel like Jidoor’s Adventure card is particularly situational, as milling half your opponent’s library is fairly binary. Either your deck cares about it a lot, or it doesn’t care about it at all. In the former situation, the case for including it is very straightforward and even obvious; otherwise, it’s mainly for theme decks aiming to re-create or reference all the plot points from Final Fantasy VI. Sadly, it’s off-color for Commander decks building around Celes and her famous improvised career dabbling, but there are other ways to make theme decks.
Constructed: 2.5
Casual: 3
Limited: 3
Multiplayer: 3
Commander [EDH]: 3
I kind of dread the day they get it into their head to make a planeswalker with an Adventure card. Some previous planeswalker and Adventures have already had crazy small text, and to combine them you’d have to go even further and make readers faint on sight.
One of the few places mostly unscathed from the events halfway through Final Fantasy VI, Jidoor is a suitably wealthy city with several points of interest, like an auction house that sells some neat things. This also is a good chance to show off the new adventure land split cards, though…they play like the original adventures did (cast a spell, save something for later), but the “something for later” is a land, meaning they’re always useful to a point regardless of timing.
In the case of Jidoor, Aristocratic Capital, the adventure half is a slightly-overcosted Traumatize, the fan-favorite way to blast through an opponent’s deck. Unlike Traumatize, though, this can be immediately useful, and if you’ve a way to bounce this card, it can serve as a functional land early, a mill spell late, and then go back to being a land. Traumatize alone isn’t the strongest spell, but there are ways to use and abuse the milling to make it pop a bit harder.
Jidoor isn’t the best land, owing to it entering tapped, and it’s not the best version of its effect…but put all together, its a perfectly serviceable card with use both early and late. Mill will probably still be a fringe strategy at best, and Jidoor is a bit too cumbersome for self-mill strategies, but this may well have a home if you have a deck that especiallt likes the flexibility.
Constructed: 3
Casual: 4
Limited: 3 (half mill isn’t quite as potent in a 40-card format, especially since mill is sparsely supported here)
Multiplayer: 3.5
Commander [EDH]: 3.75
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