Every few years a Magic: The Gathering release stops behaving like a card set and starts behaving like an event game launch. The Final Fantasy crossover, released worldwide on 13 June 2025, was that kind of release. Alongside a full Standard-legal set sat four ready-to-play Commander decks, each built around a single beloved game in the series, and the obvious question at every shop counter that weekend was disarmingly simple: if you can only take one box home, which one earns the money?
With hindsight, the scale of the moment is easier to appreciate. On Hasbro’s second-quarter 2025 earnings call, chief executive Chris Cocks said the set was already the highest-grossing Magic release in history after roughly five weeks on sale. It generated about $200 million in a single day, a figure the previous record holder, The Lord of the Rings: Tales of Middle-earth, needed six months to reach, and Hasbro had increased production runs four times before launch and still could not satisfy demand. Cocks also credited it with record new-player growth, bringing in more newcomers during its opening fortnight than any earlier set managed across an entire season. Commander decks are normally the quiet, practical corner of a release. Here, they were one of the main doors into the hobby for a wave of Final Fantasy fans who had never shuffled a hundred-card deck before.
So this is our own comparison, built from the published decklists and the cards themselves rather than anybody else’s scores. Each box holds the same basic package: a hundred cards with twenty-five designs created specifically for these decks, two traditional-foil legendary creatures who can each lead it, a two-card Collector Booster sample pack, tokens, a deck box and a strategy insert. A Collector’s Edition version of each deck also exists with surge foil treatment across all hundred cards and identical decklists. What differs — sharply — is what each deck wants to do at the table, how much proven cardboard value sits inside, and how far a modest upgrade budget can push it.
Revival Trance — Final Fantasy VI’s graveyard never stays quiet

Magic players at the table during a game. Photo: Wikimedia Commons. A general tabletop photo, not the Revival Trance deck itself.
Colours: red, white and black (Mardu). Face commander: Terra, Herald of Hope. Featured commander: Celes, Rune Knight.
Revival Trance is a reanimator deck with a twist of restraint. Terra is a 3/3 who, at the start of your combat step, mills two cards and gains flying for the turn. When she connects with a player, you may pay two mana to return a creature card with power three or less from your graveyard to the battlefield, tapped. That power cap shapes everything. This is not a deck about cheating one enormous monster into play on turn four. It is about a steady procession of small, irritatingly useful creatures dying, returning and dying again, each trip generating value.
The supporting cast is built to exploit exactly that loop. Stitcher’s Supplier and Millikin stock the graveyard early. Morbid Opportunist and Pitiless Plunderer reward the churn. Sun Titan — a reprint that returns a small permanent whenever it enters or attacks — is practically a second commander here, and newcomers such as Siegfried, Famed Swordsman are sneakier than they look: a modest body in the graveyard can arrive carrying a pile of +1/+1 counters based on what your milling has buried. Gogo, Mysterious Mime copies another attacking creature and grants haste, which turns one good attack trigger into two. General Leo Cristophe and Cyan, Vengeful Samurai round out a party that feels faithful to Final Fantasy VI’s huge ensemble cast rather than a one-hero show.
Swap in Celes and the deck tilts a few degrees. On entry she lets you discard any number of cards and then draw that many plus one, which is both card selection and graveyard fuel in a single motion, and whenever creatures you control return from a graveyard she puts a +1/+1 counter on each creature you control. She is arguably the smoother engine for players who find Terra’s need to connect in combat unreliable against a table of blockers.
On reprint value this is the quietest of the four boxes. Its headline returns when the lists were revealed were useful rather than spectacular — Reanimate, the mass-return sorcery Rise of the Dark Realms, board-wipe-with-consequences Ruinous Ultimatum and the filter land Graven Cairns led the way, supported by solid role-players such as Tragic Arrogance and Combustible Gearhulk. Nobody should buy Revival Trance to crack it for parts. Buy it because Mardu reanimator is a durable Commander archetype, because the graveyard gives it natural resilience against board wipes, and because a handful of cheap additions — more sacrifice outlets, more self-mill, a couple of aristocrats payoffs — turn its gentle loop into a genuine engine. Best for: patient players, graveyard fans, and anyone whose favourite Final Fantasy is the Super Nintendo-era one.
Limit Break — Final Fantasy VII swings the biggest sword

Magic cards and dice on a tabletop. Photo: Wikimedia Commons. A general tabletop photo, not the Limit Break deck itself.
Colours: red, green and white (Naya). Face commander: Cloud, Ex-SOLDIER. Featured commander: Tifa, Martial Artist.
If Revival Trance whispers, Limit Break shouts. Cloud costs five mana for a hasty 4/4, arrives already attaching an Equipment you control to himself for free, and then pays you for aggression: whenever he attacks, you draw a card for each equipped attacking creature you control, and if his power has reached seven or more he also creates two Treasure tokens. Read that again and the deck’s entire shopping list writes itself. Make Cloud big, keep him alive, attack every turn, and let the cards and mana snowball.
The equipment package out of the box is the strongest single theme package in any of the four decks. Colossus Hammer offers the raw power Cloud’s Treasure trigger craves. Sword of the Animist converts attacks into extra lands. Skullclamp remains one of the most efficient draw engines the format has ever printed. Lightning Greaves and Darksteel Plate protect the plan, while Champion’s Helm, Conqueror’s Flail and Hero’s Blade all reward a Voltron strategy that wants one suited-up threat to dominate combat. Around that core sit proven reprints including Clever Concealment, Hellkite Tyrant and Professional Face-Breaker, plus a land base headlined by Fire-Lit Thicket.
That is also why, on the numbers circulating when the decklists were revealed, Limit Break carried the heaviest reprint value of the four: it was the only box with several reprints sitting in the ten-to-twenty-dollar bracket at once, led by Fire-Lit Thicket and Clever Concealment, with Darksteel Plate and Sword of the Animist close behind. Prices moved quickly during a launch this overheated, so treat any single figure as a snapshot rather than a promise — but the pattern was unmistakable. This deck concentrated its value in cards Commander players already wanted for other decks.
The new designs hold up their end too. Tifa, the alternate commander, uses melee and grants an additional combat phase the first time a creature you control with power seven or greater deals combat damage, which pairs obscenely well with a hammer-carrying Cloud even when she is in the ninety-nine. Zack Fair passes his counters onward when he dies, Barret, Avalanche Leader and Aerith, Last Ancient support a wider go-tall team, and Yuffie, Materia Hunter brings ninjutsu to mono-red for the first time. The weakness is equally clear: a deck built around one attacker folds hardest to repeated removal, and its out-of-the-box interaction is thinner than its aggression. Best for: Final Fantasy VII devotees, Voltron players, and anyone who wants the surest resale floor under their purchase.
Counter Blitz — Final Fantasy X counts everything, then counts it again

A card game in progress at the table. Photo: Wikimedia Commons. A general tabletop photo, not the Counter Blitz deck itself.
Colours: green, white and blue (Bant). Face commander: Tidus, Yuna’s Guardian. Featured commander: Yuna, Grand Summoner.
Counter Blitz is the most mechanically distinctive deck in the set, and the only one that ships with punch-out counter cards in the box — a small, telling detail. Everything here revolves around counters: putting them on creatures, moving them where they are needed, multiplying them, and profiting when countered creatures punch through. Tidus, a 3/3, starts each of your combat steps by letting you move a counter from one creature you control onto another. His Cheer ability then rewards success — the first time each turn that creatures you control carrying counters deal combat damage to a player, you may draw a card and proliferate, adding another counter of each kind already present.
Proliferate is the accelerant that makes this deck feel unfair in the best way when it gets rolling. Hardened Scales doubles down on +1/+1 placement, Forgotten Ancient hoards counters and redistributes them, and support pieces such as Gyre Sage, Incubation Druid and Fathom Mage convert a growing board into mana and cards. Walking Ballista is both a mana sink and a classic combo piece. The new cards lean hard into Final Fantasy X flavour: the Sphere Grid, borrowed from that game’s levelling system, rewards the counter strategy directly, while Summon: Ixion, Summon: Yojimbo, Summon: Valefor and Summon: Magus Sisters bring the game’s aeons in as Saga creatures, and Sin, Unending Cataclysm looms as the late-game catastrophe the source material demands.
Yuna deserves special mention because she might be the most interesting alternate commander across all four decks. She taps for any colour of mana and ensures the next creature you cast that turn arrives with two additional +1/+1 counters; better still, when another permanent you control dies carrying counters, those counters effectively live on by moving onto a target creature. Under Yuna the deck becomes less about one blitz and more about an ecosystem where nothing invested is ever fully lost.
Reprint value sits second overall in our assessment. Farewell is one of the most flexible board wipes in Commander, Damning Verdict is a near-one-sided wipe in a deck where your creatures carry the counters that spare them, and Three Visits, Bane of Progress and Generous Patron are all cards with homes in plenty of other decks. The caveat is synergy-dependence: strip the counter theme away and several cards lose their shine, so this box rewards commitment. It is also, honestly, the fiddliest deck for a complete beginner — tracking counters, triggers and proliferate decisions asks more of a new player than swinging with Cloud does. Give it a few games, though, and it teaches timing better than any of the others. Best for: tinkerers, +1/+1 counter devotees, and players who enjoy a board state that grows like a well-tended garden.
Scions & Spellcraft — Final Fantasy XIV plays the long game

A player weighing up a hand of Magic cards during a tournament. Photo: Wikimedia Commons. A general tabletop photo, not the Scions & Spellcraft deck itself.
Colours: white, blue and black (Esper). Face commander: Y’shtola, Night’s Blessed. Featured commander: G’raha Tia, Scion Reborn.
The Final Fantasy XIV deck is the control deck of the group, and it contains the single commander who broke away from the pack after launch. Y’shtola is a vigilant 2/4 who deals two damage to each opponent and gains you two life whenever you cast a noncreature spell costing three or more mana — with no once-per-turn limit — and who draws you a card at any end step in which a player lost four or more life that turn. Note the wording: any player, any end step. Opponents hurting each other feeds you cards. Your own spells nudge the whole table toward the threshold. Later reporting on EDHREC deck data placed her among the most-built commanders of the two years that followed, and playing against the design for five minutes explains why: she converts the ordinary act of casting removal, draw spells and board wipes into a clock that never stops ticking.
The deck around her is stocked accordingly. Dig Through Time and Sublime Epiphany for card selection, Torrential Gearhulk flashing back instants, Archmage Emeritus rewarding spellcasting and Baleful Strix doing its usual efficient work give the deck a genuine control spine, while wipes including Cleansing Nova, Final Judgment and Crux of Fate reset boards Y’shtola’s incremental damage has softened up. New cards add a second, go-wide gear: Champions from Beyond creates Hero tokens and rewards attacking with a full party in a direct nod to XIV’s light-party and full-party duties, and G’raha Tia, the alternate commander, can pay life equal to a noncreature spell’s mana value to create a Hero token carrying that many +1/+1 counters, once per turn. Alisaie and Alphinaud Leveilleur arrive as a partner pair, and Emet-Selch of the Third Seat gives XIV fans the antagonist they would have rioted without.
Reprint value lands third in our ordering — respectable rather than headline-grabbing. Sunken Ruins was among the priciest single reprints in any of the four decks when lists were revealed, and Snuff Out, Archaeomancer’s Map and Authority of the Consuls are all quietly excellent inclusions that see play far beyond this box. The honest reservation is about the out-of-the-box experience: control decks live or die on drawing the right half of the deck, and Scions & Spellcraft can spend early games durdling while the other three decks are already doing their thing. Its ceiling after upgrades, though, is the highest here, because Esper spellslinger-control has decades of powerful staples waiting to be slotted in. Best for: Final Fantasy XIV’s enormous player base, control players, and anyone buying a deck to grow into rather than master in one evening.
The verdict: ranked three ways, because one ranking lies
Any single one-to-four ordering of these decks pretends they are all trying to do the same job. They are not. So here is our verdict split by the three questions buyers actually ask.
Out-of-the-box power: first, Counter Blitz — its counters snowball gives it the most coherent, self-reinforcing game plan straight from the cellophane. Second, Limit Break, which hits hardest early but leans on one creature. Third, Revival Trance, steady and resilient without being explosive. Fourth, Scions & Spellcraft, whose best commander is superb but whose stock list is the least consistent at the table.
Upgrade path: first, Scions & Spellcraft — Y’shtola scales with every strong Esper noncreature spell ever printed, and the deck’s ceiling is nowhere in the box. Second, Limit Break, because equipment is one of Commander’s deepest card pools and Tifa gives it a second viable leader. Third, Counter Blitz, powerful but increasingly specialised as you optimise. Fourth, Revival Trance — a good path, simply a narrower one, bounded by its power-three-or-less reanimation clause.
Reprint value: first, Limit Break, and it is not especially close — the density of desirable equipment and staples made it the value box of the four at reveal. Second, Counter Blitz, carried by Farewell, Damning Verdict and Walking Ballista. Third, Scions & Spellcraft, with a thinner spread topped by Sunken Ruins and Snuff Out. Fourth, Revival Trance, whose returns are useful cards rather than valuable ones.
And if you force us to name one box for one first-time buyer standing in that June 2025 shop queue? Limit Break. It teaches Commander fastest, it stars the most famous game in the series, its reprints hold the purchase up if tastes change, and there is a specific, childish joy in attaching a Colossus Hammer to Cloud Strife that no amount of analytical distance survives. Counter Blitz is the better deck for the player who already knows they love engines. Scions & Spellcraft is the better deck for the player who will still be tuning it in a year’s time. Revival Trance is the better deck for the player who hears “the graveyard is a second hand” and immediately smiles. Four games, four genuinely different decks, and — for once in crossover history — no wrong answers: just be honest about which kind of player you are.
