Zanarkand, Ancient Metropolis // Lasting Fayth
~$0.58 low · ~$12.37 high
Colorless. Land — Town // Sorcery — Adventure

Final Fantasy #293 · Illustrated by Erikas Perl
What is Zanarkand, Ancient Metropolis // Lasting Fayth worth?
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TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.
Oracle text
Zanarkand, Ancient Metropolis
Land — Town
This land enters tapped.
: Add
.
A city dead for a thousand years. The end of Yuna's journey.
Lasting Fayth
Sorcery — Adventure
Create a 1/1 colorless Hero creature token. Put a +1/+1 counter on it for each land you control. (Then exile this card. You may play the land later from exile.)
Format legality
All 3 printings of Zanarkand, Ancient Metropolis // Lasting Fayth
| Printing | Rarity | Non-foil | Foil | Cardmarket (EUR) | My collection |
|---|---|---|---|---|---|
Final Fantasy fin #293· 2025rare· Cardmarket €0.38 · €1.02 foil | rare | $0.58 | $1.05 | €0.38€1.02 foil | |
Final Fantasy fin #314· 2025Borderlessrare· Cardmarket €1.45 · €2.04 foil | rare | $1.28 | $3.24 | €1.45€2.04 foil | |
Final Fantasy Promos pfin #293s· 2025Promorare· Cardmarket €3.88 foil | rare | No non-foil printing | $12.37 | €3.88 foil |
Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.
Where to buy Zanarkand, Ancient Metropolis // Lasting Fayth
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Card details
- First printed
- 2025
- Printings
- 3
- Mana value
- 0
- EDHREC rank
- #3,837 on EDHREC (Commander popularity)
- Artists
- Erikas Perl, Jonas De Ro
What the codes mean
The small print at the bottom of the Final Fantasy card (#293).
0293 · FIN · R · EN
- 0293Collector number: this card's place in the set list.
- FINSet code for Final Fantasy
- RRare
- ENPrinted in English
How to read a Magic card: every part and code, on real cards.
Card breakdown
The parts of Zanarkand, Ancient Metropolis // Lasting Fayth (2 faces), read from the Final Fantasy printing. How to read any Magic card.
Zanarkand, Ancient Metropolis
- Type line
- Land is the card type. Town is the subtype, after the dash.
- Text box
- What the card does.
- Flavor text
- Italic story text below the rules. It has no effect on the game, and it can differ between printings.
Lasting Fayth
- Mana cost
What you pay to cast this face.
- Type line
- Sorcery is the card type. Adventure is the subtype, after the dash.
- Text box
- What the card does. Italic text in brackets is reminder text: it explains a rule and has no effect on the game.
This printing
- Illustration
- By Erikas Perl. The art has no effect on the game.
- Set symbol
- Final Fantasy. Gold means rare.
- Collector number
- 0293 = collector number: this card's place in the set list.
- Rarity letter
- R = rare
- Set code
- FIN = set code for Final Fantasy
- Language
- EN = printed in English
- Artist
- Erikas Perl, after the paintbrush.
- Copyright
- Wizards of the Coast's copyright notice, with the year.
- Holo stamp
- The foil security stamp at the bottom center, on rares and mythic rares since 2014.
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.
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