…Shoving Chocobos in a Box. (A Brief Walkthrough for Warkwârk)

Universes Beyond has been a plague upon Magic: the Gathering. Like everyone else, I’m not a big fan of it, except for the ones I like. In 2025 there was no finer pool of hypocrisy for me to stew in than the release of the Final Fantasy set for Magic. These were two things that came into being at the perfect time in the 90s for me to be of age for my brain to really latch onto. While my time in Magic started in Ice Age, I didn’t really start caring until the Tempest Block. Final Fantasy III (the US version) and Final Fantasy VII scratched the same sort of itch around the same time. For years I and various friends would muse about how great it would be for Final Fantasy to make its way into Magic, to the point of my friend Chase and I printing out cards for various FF characters using screenshots from Kingdom Hearts. I had meticulously recreated the card frames in Photoshop and printed on the best materials we could get hold of in those early 00s. In retrospect they were pretty janky.

Suffice to say, Magic and Final Fantasy were things I liked when I was 14, and therefore they are the coolest things ever and you can’t change my mind. So when it actually happened for real, I knew I was going to hemorrhage quite a bit of money. I put together maybe too many commander decks and a cube containing every single card with every single variant art (ignoring whether what I got hold of was foil or not). I’ve gotten some use out of the cube, happily, but when playing with my kids, one thing became clear: There just weren’t enough chocobos in the draft format. So I set out to fix that.

A famous variant of Magic is Forgetful Fish, or Dandân, which is a pretty great encapsulation of Magic, especially the color blue. I decided this would be a good way to approach a chocobo-based format, proxying up a set of Chocobos, Chocobo related cards, and filling it in with whatever else from the Final Fantasy set seemed to fit. The result is Warkwârk, an 80-card, 2-player shared deck format that features excessive interaction and lots of feathers.

Warkwârk features all of the Red/Green cards that have anything to do with chocobos. The goal here is to make a deck that usually plays fast, but plays fair. Birds can appear quickly and be solved just as fast, until one player inevitably snowballs, but overextending is risky, as a well timed Fire Magic or Nibelheim aflame can turn the whole game around. A small number of trample sources enable you to force some damage through on a gummed up board, and the choice to block or not can turn everything around. Most games are fast, while some are grindy slug fests.

The 3rd game with my kids ended with just 5 cards left in the deck. I lost.

Chocobos generally have 2 toughness, so they generally aren’t particularly tough vs. most of the removal in the deck. Thunder can deal with most things for just 1 mana, with the option of going higher for more mana. Brute Force/Giant Growth played at the right time can make for some surprising defensive and offensive moves, especially when paired with a well times Nibelheim Aflame. The 8 Chocobo Kicks in the deck ensure a steady flow of answers and land drops for your birds’ landfall triggers.

Overall Warkwârk is a very different deck from Dandân, though it tries to keep some of the spirit of a very back-and-forth game that can go very quickly or end up drawing through the whole deck when both players manage to draw enough answers for each other’s birds. I’ve had a lot of fun with this so far. Hopefully some others out there will find it entertaining enough. There’s also a sideboard of potential swaps if something proves to be consistently problematic. You can also lean harder into top deck manipulation or add even more ridiculous answers. Bartz and Boko were initially in the default deck, but in my games I found it to be entirely too devastating whenever it hit the table.

It wouldn’t be enough to just make the deck and throw it in a generic box, of course, so I drafted up a card box to hold all of it, and an insert to hold an extra set in case I wanted to try a 3-4 player variant. For my personal proxy set, I use old frames for all of the lands, and skin a few of them to be on theme. If you want to print your own, you can find my images here.

Here’s the deck list (though you should really just check out the deck here):

Creatures
2 Sazh’s ChocoboA huge threat if allowed to get out of control.
2 Summon: Fat ChocoboTwo birds in one.
10 Traveling ChocoboLandfall doubler, potential “card draw.”
Sorceries
2 Call the Mountain ChocoboGrab a land and make a bird. Flashback to do it again.
2 Choco-CometBlow something (or someone) up and make a bird.
8 Chocobo KickKick something, possible land drop enabler.
2 Gysahl GreensMake a bird. Flashback to do it again.
2 Nibelheim AflameProbably sweeps up the whole board. Flashback gets you some cards.
4 Rite of FlameTemporary mana ramp.
Instants
2 Big ScoreCard draw an temporary mana ramp.
2 Brute ForceBuff for offense or defense.
2 Fire MagicGenerally a board sweeper.
2 Giant GrowthBuff for offense or defense.
2 Natural SelectionTop deck manipulation.
2 Thunder MagicTargeted removal.
Enchantments
2 Sidequest: Raise a ChocoboMake a bird. Make another bird (with a better landfall trigger) if somehow your other birds stick around.
Lands
2 Chocobo CampA land that makes birds! Also buffs your
4 Commercial DistrictSurveil (top deck manipulation)
2 Game TrailIt’s a land!
4 Gruul TurfLandfall enabler.
2 Mosswort BridgePossible discount, if your board gets big enough.
4 Racers’ RingLate game card draw.
2 Rootbound CragIt’s a land!
4 Sheltered ThicketCycling (Probably late game card draw.)
2 Skarrg, the Rage PitsTrample enabler, possible defensive utility.
2 Stomping GroundIt’s a land!
4 Temple of AbandonScry land (top deck manipulation)

Streamlined Ani-Mayhem Rules Cards

Ani-Mayhem was a game that existed because of the MTG boom in the mid 90’s. Everyone wanted in on that cardboard cash. Pioneer, who had gotten into the business of licensing Japanese animation for the US, decided to slap everything they had the rights to into a game. This included some things probably dozens of people had watched, but also had a lot of what we would consider classic anime. Dragon Ball Z, in particular, is one addition that they tossed in as a last ditch effort for traction. They had just gotten the rights for some distributions of DBZ (thought I don’t believe for long), but while the DBZ set proved to be fairly popular, they ended up discontinuing the game. It probably didn’t help that the overall card power in the DBZ set was so much higher than the first two sets. A new DBZ card came came out the next year, and while it had horrible production value it was far more popular.

Ani-Mayhem was a mess, but for some reason I found it endearing, and ended up collecting most of the cards, including all but I think two of the promo cards. Once the game was discontinued I remember picking up some set one booster boxes for $15 each, which was certainly a good way to pad out the collection.

The rules changed with each set, though rarely being much better than the previous version. The rule book was like the old MTG rule books, but without all the flavor. Sixty pages of rules and examples for the complicated tracking of everything ever and all the options you had in any given situation. It was very much like they were trying to translate a video game RPG into a card game, but with the D&D annoyances of party splitting and characters actually getting killed.

Last year I took a look at all the cards I still had and decided to make probably-functional theme decks for each of the anime that were in the game, except for Ah My Goddess, which only had like three cards in the game. DBZ got two decks, one for the A-Team and one for the B-Team. Ten decks in all, with 67 cards total per deck (down from the DBZ minimum deck size rule of 99). So now I was left with the problem of boiling the rules down so that I could maybe someday get someone to play it.

So I’ve done just that, and got them compressed down to four standard card-size blocks of rules. I purposefully ignore a lot of the rules for options (like running away from combat and such) for the purpose of streamlining them. I’ve made a few decisions on keywords and such to make things make a bit more sense. Reducing deck locations from 7 to 5 also helps ensure that multiplayer games won’t take forever. The last time I played a multiplayer game was sometime between 2002 and 2004, and it took us 3 hours to finally, as a group, concede defeat to the disasters.

So I’ve finally managed to sit down long enough to do this, fiddling with phrasing and font sizes to make everything as short and compact as possible. I’ve made the assumption that most of the icons in the game don’t need explaining, and anything I’ve missed can be figured out on the fly. Here’s what I’ve managed to put together. In the really strange event that you’re one of the ones of people on the Internet who still look for things relating to Ani-Mayhem, you’re welcome to use these yourself.