
Moogles’ Valor – Final Fantasy
Date Reviewed: June 16, 2025
Ratings:
Constructed: 3.13
Casual: 4
Limited: 4.13
Multiplayer: 3.5
Commander [EDH]: 3.63
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Reviews Below:
My sister and I have a long-running joke about “saying ‘kupo’ until time stops”. Not everyone realizes just how long we’ve been saying “kupo”, nor that in Final Fantasy XIII-2 they actually said it until time literally stopped. That game is pretty wild.
Moogles’ Valor can actually get pretty wild too, and it’s an illustration of one of my favorite points: that a lot of Magic’s strategic complexity arises from simple gameplay mechanics. It’s not terribly efficient as either a way to get three power with flash, nor as a way to protect your creatures from a sweeper (compare Heroic Intervention). But using it as surprise blockers – indestructible blockers, no less – can turn a race around, and if you count the additional Moogle tokens as punishing your opponent for trying to cast a sweeper, then its appeal goes way up. Plus, it’s hard to say no to this many moogles.
Constructed: 3
Casual: 4
Limited: 4
Multiplayer: 3.5
Commander [EDH]: 3.5
k u p o
Debuting in Final Fantasy III (the NES one) and being promoted to series mainstay in V, the bat-winged Moogles are definitely the “cute” mascots of the series, and they even got a playable proper character in VI with Mog…and a bunch of one-off Moogle party members you control early in the game, during a sequence where you have to protect Terra.
Moogles’ Valor is a pretty effective combat trick for what it is: double the presence of bodies on the board, and grant everything indestructible. The Moogle tokens coming wiht lifelink and 2 toughness is actually pretty good for blunting hits and recouping a bit of life if you have to let things through…and I will mention that, while the Moogles lack haste, this can be used offensively, to ram attackers through safely and leave behind blockers for later.
The only real sticking point is the obvious one: five mana is a lot, and it definitely telegraphs itself to leave that much mana open if you’re aiming to spring this as a trap. It also relies on you having a board to protect…you need creatures to get any value, and ideally you want a healthy number of them. Still, though, this can spare you from an untimely board wipe or attack, or it can help reinforce a good board position, and all of those are valuable enough to make this an acceptable part of one’s toolbox.
Constructed: 3.25
Casual: 4
Limited: 4.25 (not a complete blow-out, but can do a lot of damage if you pick your spots)
Multiplayer: 3.5
Commander [EDH]: 3.75

Thijs
The first thing one notices when looking at this card (especially when you’re not into the FF
universe) is: what the hell is a Moogle?
I’ll tell you.
Moogles are the Ewoks of the FF universe. They’re the cute characters that make the serious characters serious. They provide you with a little smile every Time you come across one. In the games, they often provide you with much needed support.
Hence the card.
When you pay the (quite hefty) cost of 3WW, you immediately double your armed forces and you give yourself some much needed lifegain. At the time you make these critters, you also make all your creatures indestructible, this can be seen as a ‘health pack’ in a dire situation. Best case scenario? You now have an army of chump blockers gaining you some life. Worst case scenario, you get an army of little white critters making everything else untouchable for at least half a turn.
Where this card truly shines is on EDH boards, where you can survive board wipes, with a
vengeance.
And hey, look at those winged cats. You’ll only make friends with these on the board.
Constructed: 3
Casual: 3,5
Limited: 4
Multiplayer: 3,5
Commander [EDH]: 3
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