The Gathering's Final Fantasy Commander Precon Decks, ranked

The Final Fantasy set is a crossover set, part of Magic: The Gathering Universe off the product line. Final Fantasy contains a full standard set, a handful of secret Lair drops, a starter package and four commanders. Each of the commander is built around a specific game, with four of the most popular chosen (VI, VII, X and XIV).

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The power levels for each commander vary, with some on the weaker side and other fantastic directly from the box. If you have trouble selecting only one, you can choose to choose it more powerful to reduce the need for upgrades.

4

Scions & Spellcraft (Final Fantasy XIV)

Slinger Troll formulas and make symbols

Final Fantasy XIV tires are the weakest of the party. But it doesn't make it bad in any way. All four tires are powerful in their own way, but Scions & Spellcraft has the lowest power potential. It is built around throwing various non -creative magic formulas, and either burning your opponents if you use Y'shtola as your commander, or collect a battlefield of tokens if you use G'Raha.

One of the major problems with the strategy is that its colors take a while to have surplus man to throw your large magic formulas with, so it is a naturally slow tire. Some cards in the tire can help discount magic formulas, but this is just a band help to the bigger problem. When you have a lot of mana available, it becomes much easier to start running with the game.

The payout of creating tokens to throw spellings that are not created is the main focus. One problem with spellinger tires is to balance non -creative magic formulas with creatures, and token generators are a great way to balance things.

Scions & Spellcraft is a decent tire from the box, but between the four commanders' tires it is the one who will need the most upgrades to match the power of other commanders. There are many cards to upgrade it, so if you like to do that, it's a good choice for you.

3

Revival Trance (Final Fantasy VI)

Reanimate your heroes

Final Fantasy VI tires are based on the second half of the game in the ruin world, where you play as Celes, find your party members all over the world and recruit them back to your party. This is represented by reusing your creatures from the cemetery (and a reference to Celes who believe that many of her previous allies are dead until she finds them again).

While Revival Trance has a taste, it is on the lower half of the power compared to the other Final Fantasy Commander tires. This is largely due to the fact that it is very easy on cards that can actually reuse your creatures. If you use Terra as your commander, you have access to constant reanimization but only for creatures of a certain manavärde (and Celes can only set your cemetery). The magic formulas that reuse are not too abundant, which makes it more difficult to achieve your primary goals.

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Revival Trance is almost There, but lacks some important reanimate formulas to really make it shine. As such, Revival Trance requires some upgrades to really make it a powerful tire. This applies to both Creature-line-up and the reanimation agreement, but if you do this you have a solid commander to play with.

2

Limit Break (Final Fantasy VII)

Equip and attack

Limit Break is a tire all about equipment. In Final Fantasy VII, your weapons are a huge factor in the material you can use, and equipment is the magical counterpart, which is why the tire was built around it. The two commanders' options also have a subtitle with your creatures that have seven or more power.

Because you want your creatures to have seven or more power, the equipment is extra important as it helps to increase your creatures to hit that threshold. Each equipment costs mana to actually equip your creatures, but the tire has many ways to cheat around equipment by making them either discounted or completely free, depending on what your board is.

One thing that limits Break has gone against it is the equipment itself. While there is a good piece of equipment, many of the best are missing. In addition, there is no handful of cards that make it easier to equip your best equipment without paying mana. As such, it is very good for tire upgrades, but even if you refrain from upgrading it, Limit Break is still a good tire to play with the box without any changes.

1

Counter Blitz (Final Fantasy X)

Spread counters everywhere

The best of Final Fantasy Commander Precons, Counter Blitz, as the name implies, is about putting counters on your creatures. The tire is strongly based on the Final Fantasy X's sphere network system (which even gets its own dedicated card in the tire), where each party member can learn all abilities. Spreading counters in the tire is trivial, which makes it easy for all creatures to become a massive threat. The tire even has an endless combination that is included in it with walks, cured scales and gatta and Luzzu.

Both commanders are good for the tire, and unlike most cases, where there is a clear “best” commander, the choice between Tidus and Yuna is entirely up to personal preference (although Yuna is the stronger of the two). So many of the cards in the tire put +1/ +1 counters on your creatures for minimal effort, and with some other cards these counters can stay around even if the creatures with them are removed.

Counter Blitz already has many of the best counter -support cards, and the need for upgrades is very minimal. There are some permanent ones that offer more doubled counters, as well as those who save counters from removed creatures, but even without these, Counter Blitz is very powerful out of the box. Counter Blitz is not only the best commander in Final Fantasy, it is one of the best commanders for all time.

Magic collection protection

Franchise

Magic: The collection

Original release date

August 5, 1993

Player count

2+

Age recommendation

13+

Length per game

Variable


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