Even if you're not a regular player of Magic: The Gathering, you've likely heard about its exciting crossovers with popular video game franchises like Fallout, Tomb Raider, and Assassin’s Creed. Now, prepare for an even more thrilling collaboration: Final Fantasy. This unique partnership isn't just about one game; it spans four iconic mainline Final Fantasy titles—6, 7, 10, and 14—each represented in a distinct preconstructed Commander deck.
**Explore the image gallery below** to get a sneak peek at the lead card and packaging for each deck. Keep reading for insights from Wizards of the Coast on what you can expect from these decks, the rationale behind selecting these four games, and much more.
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Set to launch on June 13, Magic's Final Fantasy crossover will feature a fully draftable, Standard-legal set, complemented by four themed preconstructed decks showcased above. Each deck contains 100 cards, a mix of reprints with new Final Fantasy-themed art and brand-new cards tailored for the popular Commander format. These decks are uniquely themed around specific Final Fantasy games, ensuring a deep dive into the lore and beloved moments from each game's storyline.
"Final Fantasy games are rich with flavor, beloved characters, and unique settings, providing ample material to design a full deck around each game," says Senior Game Designer Daniel Holt, who leads the Commander aspect of the set. "Focusing on a single game allowed us to delve deeply into its lore, capturing even more beloved moments that we might not have been able to otherwise."
The selection of Final Fantasy 6, 7, 10, and 14 was driven by a balance of gameplay considerations and the recognition of each game's story. Holt notes that while Final Fantasy 7 and 14 were straightforward choices, 6 and 10 required more discussion due to team favorites. "This project was special because everyone at Wizards of the Coast was invested, given our team's passion for Final Fantasy."
When it comes to Final Fantasy 7, with its ongoing remake trilogy, the deck's narrative sticks to the original 1997 game, while incorporating modern aesthetics from the remakes. Dillon Deveney, Principal Narrative Game Designer and Narrative Lead for the set, explains, "We aimed to capture the original PS1 game's narrative while enhancing it with the modern aesthetics of the remakes, providing a fusion of nostalgia and new visuals."
For Final Fantasy 6, the challenge was to balance nostalgia with modern art. Deveney elaborates, "We wanted to stay true to the pixel art and limited concept art while expanding upon them. Our goal was to create character designs that feel like how fans remember them, blending various references and new ideas."
Choosing the lead characters for each deck involved careful consideration. Cloud was a clear choice for Final Fantasy 7, but other games required brainstorming. Holt mentions considering Celes for 6 and Yuna for 10, but ultimately, they opted for the lead characters. For Final Fantasy 14, Y’shtola was chosen due to her popularity and spellcasting abilities, focusing on her Shadowbringers arc.
Crafting a deck to represent an entire game's story, characters, and themes within Magic's five-color system was a significant challenge. "We had to decide on the color identity for each game and the gameplay we wanted," Holt explains. Each deck has its unique strategy, from rebuilding your party in Final Fantasy 6 to leveraging equipment in 7, and from empowering creatures through the Sphere Grid in 10 to focusing on noncreature spells in 14.
While Commander decks focus on their leaders, the Final Fantasy games are about the whole party. Holt assures fans that "each deck will include many favorite characters as new legendary creatures and exciting spells."
Magic's Final Fantasy set will be available on June 13, with all mainline games set to be represented across accompanying products. Like the Warhammer 40,000 Commander decks, these will come in both regular and Collector’s Edition versions, the latter featuring a special Surge foil treatment for all 100 cards.
For a deeper dive into the development process, read on for the full, unedited interview with Wizards of the Coast’s Daniel Holt and Dillon Deveney.
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