The Final Fantasy set is a crossover set, a part ofMagic: The Gathering’sUniverses Beyond product line. Final Fantasy includes a full Standard set, a handful of Secret Lair drops, a Starter Kit, and four Commander decks. Each of the Commander decks is built around a specific game, with four of the most popular ones being chosen (VI, VII, X, and XIV).

The power levels of each Commander deck vary, with some on the weaker side and others fantastic right out of the box. If you’re having trouble picking out just one, you’re able to opt to pick the more powerful one to lessen the need for upgrades.

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4Scions & Spellcraft (Final Fantasy XIV)

Sling Spells And Make Tokens

The Final Fantasy XIV deck is the weakest of the lot. However, that doesn’t make it bad by any means. All four decks are powerful in their own way, but Scions & Spellcraft has the lowest impact potential. It’s built aroundcasting various noncreature spells, and either burning your opponents if you use Y’shtola as your commander, or amassing a battlefield of tokens if you’re using G’raha.

One of the big problems with the strategy is that its colors take a while to have excess mana to cast your big spells with, so it’s a naturally slow deck. Certain cards in the deck can help to discount spells, but this is only a band-aid to the bigger problem. Once you do have a lot of mana available, it becomes much easier to start running away with the game.

Thepayoff of creating tokensfor casting noncreature spells is the main focus. A problem with spellslinger decks is balancing noncreature spells with creatures, and token generators are a great way to balance things out.

Scions & Spellcraft is a decent deck out of the box, but between the four Commander decks, it’s the one that will need the most upgrades to match the power of other Commander decks. There are a lot of cards to upgrade it, so if you enjoy doing that, it’s a good pick for you.

3Revival Trance (Final Fantasy VI)

Reanimate Your Heroes

The Final Fantasy VI deck is based on the second half of the game in the World of Ruin, where you play as Celes, finding your party members all throughout the world and recruiting them back to your party. This is represented by reanimating your creatures from the graveyard (and a reference to Celes believing many of her former allies are dead until she finds them again).

While Revival Trance has flavor, it is on the lower half of power when compared to the other Final Fantasy Commander decks. This is largely because it is very light on cards that can actually reanimate your creatures. If you use Terra as your commander, you have access to constant reanimation but only for creatures of a certain mana value (and Celes can only set up your graveyard). The spells that reanimate aren’t too plentiful, making it harder to achieve your primary goals.

Revival Trance isalmostthere, but is missing some key reanimation spells to really make it shine. As such, Revival Trance does require some upgrades to really make it a powerful deck. This is true forboth the creature line-upand the reanimation spell count, but if you do this, you have a solid Commander deck to play with.

2Limit Break (Final Fantasy VII)

Equip And Attack

Limit Break is a deck all about Equipment. In Final Fantasy VII, your weapons are a huge factor in the materia you may use, and Equipment is the Magic equivalent, hence why the deck was built around it. The two commander options also have a sub-theme with your creatures having seven or more power.

Since you want your creatures to have seven or more power, the Equipment is extra important as it helps to boost your creatures' stats to hit that threshold. Every Equipment costs mana to actually equip to your creatures, but the deck has plenty of ways to cheat around equip costs by making them either discounted or completely free, depending on what your board state is.

The one thing that Limit Break has going against it is the Equipment itself. While there’s a good bit of Equipment, it’s missing a lot of the best ones. In addition, it’s missing a handful of cards that make it easier to equip your best Equipment without paying mana. As such, it lends itself very well to deck upgrades, but even if you forgo upgrading it, Limit Break is still a great deck toplay with out of the box without any alterations.

1Counter Blitz (Final Fantasy X)

The best of the Final Fantasy Commander precons, Counter Blitz, as the name implies, is all about putting counters on your creatures. The deck is heavily based on Final Fantasy X’s Sphere Grid system (which even gets its own dedicated card in the deck), where every party member can learn any ability. Spreading counters in the deck is trivial, making it easy for any creature to become a massive threat. The deck even has an infinite combo included in it with Walking Ballista, Hardened Scales, and Gatta and Luzzu.

Both commander choices are great for the deck, and unlike most cases, where there’s a clear “best” commander, thechoice between Tidus and Yunais completely up to personal preference (although Yuna is the stronger of the two). So many of the cards in the deck put +1/+1 counters on your creatures for minimal effort, and with certain other cards, those counters can stick around even if the creatures with them get removed.

Counter Blitz has a lot of the best counter support cards already, and the need for upgrades is very minimal. There are a few permanents that offer more doubling up of counters, as well as ones that save counters from removed creatures, but even without these, Counter Blitz is very powerful right out of the box. Counter Blitz isn’t just the best Commander precon in Final Fantasy, it’s one of the best Commander precons of all time.