Card library

Squall, SeeD Mercenary

Magic: The GatheringFinal Fantasy#402

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Magic: The Gathering

Mana cost

Final FantasyFIN · #402
Card type
Legendary Creature — Human Knight Mercenary
Rarity
Rare
Indicative price
4.26 € · ★ 8.52 € · 4.35 $ · ★ 8.13 $
Mana value
4
Power
3
Toughness
4
Colour
White Black

Card text

Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.

Format legality

  • AlchemyLegal
  • BrawlLegal
  • CommanderLegal
  • CompetitivebrawlLegal
  • DuelLegal
  • FutureLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • PennyLegal
  • PioneerLegal
  • StandardLegal
  • StandardbrawlLegal
  • TimelessLegal
  • VintageLegal

Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).

Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.

Printing information

Illustrator
Kato Ayaka
Card language
English
Release date
2025-06-13

Rulings

A creature attacks alone if it's the only creature declared as an attacker during the declare attackers step (including creatures controlled by your teammates, if applicable). For example, Squall's first ability won't trigger if you attack with multiple creatures and all but one of them are removed from combat. Similarly, creatures that enter the battlefield attacking later in combat won't be considered when determining whether or not a creature attacked alone.

If Starting Town enters during another player's turn, it'll enter tapped no matter how many turns they've taken.

If a card in your graveyard has in its mana cost, X is 0 for the purpose of determining its mana value.

If an effect restarts the game, Starting Town will enter tapped in the new game unless it's your first, second, or third turn of that game.

Starting Town's first ability cares about how many turns you have taken, not necessarily how many turns the game has had, in case you take an extra turn.

Other printings of this card

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