Top 10 Magic Stones in Force of Will
Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
Magic Stones in Force of Will
Similarly to lands in Magic: The Gathering, magic stones in Force of Will help play other cards. But unlike MTG's lands, you're guaranteed a magic stone each turn in FoW since they begin play in a unique stone deck, and you pull a random one each turn by exhausting your ruler.
This prevents MTG's infamous mana screw, ensuring you gradually build resources throughout the game, but some magic stones have additional abilities that set them above their peers—which reign supreme? These are the ten best magic stone cards in Force of Will!
10. Spirit Stone
Attribute: Wind
This amazing jewel would rank much higher were it not currently banned in the New Frontiers format. Like a basic wind stone, Spirit can simply rest (tap) for one wind will, but you can also banish it to draw a card.
Not only does the draw let you replenish your hand in the later stages of the game, it doesn't require Spirit to rest, meaning you can produce its will and sac it for the draw in the same round.










Primary Attribute | Secondary (removes magic counter) | Name |
---|---|---|
Light | Fire | Sparkling Fire Magic Stone |
Light | Water | Magic Stone of Radiant Waves |
Wind | Light | Magic Stone of Nature's Beauty |
Wind | Darkness | Gusting Darkness Magic Stone |
Fire | Water | Burning Water Magic Stone |
Fire | Wind | Magic Stone of Summer's Breeze |
Water | Wind | Misty Wind Magic Stone |
Water | Darkness | Magic Stone of Murky Waters |
Darkness | Light | Shadowy Light Magic Stone |
Darkness | Fire | Magic Stone of Purgatory |
9. Magic Counter Stones
These ten cards can all produce one attribute whenever you wish, just like their basic versions. But they also enter the field with two magic counters and can rest and spend one to produce a second attribute. This makes them great for multi-attribute decks, helping ensure you have access to all your elements.
The only downside to these gems are their superior alternatives (more on them later) which can provide either attribute with no restrictions, but once you max out on those (you can only have four of each per deck), these make excellent backup multi-color stones.
8. Hymnal's Memoria
Attribute: Water
Many rulers have a magic stone specifically designed for them, and Memoria is one of the best. It enters rested if your ruler isn't "Songstress of Shangri-La" or her activated form "Coup d'Etat Mastermind, Shion", so only she should really use it.
However, not only will it produce water just like a standard water stone, it also lets you name a card when it enters the field, and if that card is on top of your deck, you get to draw it. Of course, guessing will be easy since Songstress always lets you look at your top card, meaning in tangent, you basically get a bonus draw from each Memoria.
7. Magic Stone of Faith
Attribute: Light
Here's a good side deck option to use when you're facing a cancel-focused deck. Faith produces light just like a normal light stone, but when that will is used to summon a human or valkyrie resonator, Faith prevents your card from being canceled. Admittedly, this won't help much against some themes, but against negation-focused ones, it can be a godsend.
6. Magic Stone of Dueling
Attribute: Fire
Dueling can rest for a fire will, but it can also produce two fire that can only be used on your J-ruler's abilities. If nothing else, this will help trigger their judgment condition, flipping them into their stronger form that can be used for battle, and it's even better when they have additional activated powers.
5. Magic Stone of Moon Shade
Attribute: Moon (or anything else by paying 200 life)
Moon Shade works well for multi-attribute decks or ones that need the unique moon will. It can rest for moon whenever you need, but can also give other attributes by resting and paying 200 life. That's a great way to secure any will type, especially when you have other cards to replenish your life points.
4. Attoractia's Memoria
Attribute: Any of your J/ruler
Essentially FoW's version of MTG's "Command Tower", this Memoria exhausts for any attribute your J/ruler possesses, easily nabbing elements you haven't found corresponding stones for yet.
3. Little Red, the Pure Stone
Attribute: One of your choice
Like other true magic stones, you can only control one copy of Little Red at once, so it's risky to run multiple. But you can safely include one, and it can rest for an attribute you choose as it arrives. Plus, you can instead rest it to give a resonator with your selected attribute +200/+200 for the turn, a respectable boost that can mean the difference between a safe and unsafe attack or block.
2. Magic Stone of Corruption
Attribute: Darkness
Darkness has been a popular element in recent championship decks, partially thanks to this excellent stone. Like its regular version, it can rest for one darkness will, but it can also rest, banish itself, and spend two darkness to force your opponent to discard.
That's a fairly hefty activation fee, but it's great later in the match when you have excess will and cards matter much more than resources. An easy pick for my own darkness decks, Corruption is also surprisingly cheap, costing just one dollar!












1. Two-Attribute Stones
- Light and Wind: Magic Stone of Gusting Skies
- Light and Fire: Magic Stone of Heat Ray
- Light and Water: Stone of Light Vapors
- Light and Darkness: Magic Stone of Heaven's Rift
- Light and Moon: Moonbreeze's Memoria
- Wind and Fire: Magic Stone of Blasting Waves
- Wind and Water: Magic Stone of Deep Wood
- Wind and Darkness: Magic Stone of Black Silence
- Fire and Water: Magic Stone of Hearth's Core
- Fire and Darkness: Magic Stone of Scorched Bales
- Darkness and Water: Magic Stone of Dark Depth
- Darkness and Moon: Black Moon's Memoria
Listed above are the corresponding stones for each will pairing. These guys enter recovered and ready to use, able to provide either element with no strings attached. As Magic's original two-color lands show, that's a valuable ability that goes a long way towards consistency in multi-attribute builds.
The Magic Stone Deck in Force of Will
Remember, your stone deck can contain anywhere from 10-20 randomized stone cards. Lower numbers provide better consistency, so most players simply run 10, but having more can help in the rare cases where games extend beyond 20 turns, or you want to decrease your chances of making the same true stone.
Remember that your J/ruler can't procure a magic stone the turn they awaken, so time your judgment carefully, but for now, vote for your favorite stone and I'll see you at our next FoW countdown!
© 2020 Jeremy Gill