A city dead for a thousand years. The end of Yuna's journey.
Zanarkand, Ancient Metropolis // Lasting Fayth - Final Fantasy (#293) - Illustrated by Erikas Perl - Magic: The Gathering Card
Final Fantasy Rare #293 Erikas Perl

Zanarkand, Ancient Metropolis // Lasting Fayth

Card Rules and Details

Card Type: Land — Town // Sorcery — Adventure

Mana Cost: {4}{G}{G}

Oracle Rules Text: No rules text

Flavor Text: A city dead for a thousand years. The end of Yuna's journey.

Set: Final Fantasy (#293), Rarity: Rare, Artist: Erikas Perl

Sorcery Land Green Rare
$0.68
Regular
$0.92
✨ Foil
€0.37
Euro
Prices as of Sep 02, 2026. Market values fluctuate; double-check current pricing before purchasing.
Historical Printings & Sets (1)
1 Languages
en English Viewing Here
1 Printing
Thumbnail Set Name Code Rarity Artist Released
Zanarkand, Ancient Metropolis // Lasting Fayth - Final Fantasy MTG card scan Zanarkand, Ancient Metropolis // Lasting Fayth Final Fantasy Viewing FIN Rare Erikas Perl 2025-06-13

Official Rulings (13)

2025-06-06
If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.
2025-06-06
An adventurer card uses only its non-Adventure characteristics in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."
2025-06-06
Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
2025-06-06
When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
2025-06-06
If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
2025-06-06
If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.
2025-06-06
An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.
2025-06-06
If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
2025-06-06
If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to play the copy as a permanent.
2025-06-06
Town is a land type with no special meaning. It doesn't grant the land any intrinsic abilities. Other cards may care about which lands are Towns.
2025-06-06
If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to play it with its primary characteristics.
2025-06-06
If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to play that card from exile later.
2025-06-06
You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.

🔮 Mechanically Similar Cards

Cards that share similar playstyles, keywords, and mana synergies.

More like this
Value Town // Take a Trip to... - Mystery Booster 2 Magic card
Value Town // Take a Trip to...
Land — Town // Sorcery — Adventure
Midgar, City of Mako // Reactor Raid - Final Fantasy Magic card
Midgar, City of Mako // Reactor Raid
Land — Town // Sorcery — Adventure
Ishgard, the Holy See // Faith & Grief - Final Fantasy Magic card
Ishgard, the Holy See // Faith & Grief
Land — Town // Sorcery — Adventure
Ancient Ziggurat - Lorwyn Eclipsed Commander Magic card
Ancient Ziggurat
Land
A-Town - Unknown Event Magic card
A-Town
Land — Town
Lindblum, Industrial Regency // Mage Siege - Final Fantasy Magic card
Lindblum, Industrial Regency // Mage Siege
Land — Town // Instant — Adventure
Wandering Archaic // Explore the Vastlands - Strixhaven: School of Mages Magic card
Wandering Archaic // Explore the Vastlands
Creature — Avatar // Sorcery
Sharlayan, Nation of Scholars - Final Fantasy Magic card
Sharlayan, Nation of Scholars
Land — Town
AvaScry

Build with AvaScry

Interested in AvaScry's card data, semantic search, or other MTG technology?

Partner with AvaScry