Top Commanders with Final Fantasy Set MTG

Summary

  • Magic: Final Fantasy Set The sictoring offers legendary creatures for the impressive commander's deck.

  • Commanders such as Y'Shtola, KEFKA, TIFA and more, have unique abilities or powerful combinations for construction.

  • Each commander in the Final Fantasy set offers different Playtyles: from control to Agroto, for different deck options.

Of the 16 games you need to pull out, Magic: The Final Fantasy Set The Finaling has a lot of legendary creatures ready to become the face of your next commander's deck. Heroes, villains, chocolates, bizarre and all that the hell is enough, and some can become the highest forming decks.

Related

Where to find each card type in magic: Final Fantasy set with the collection

Find your favorite cards with Magic: Final Fantasy Crossover The Sictoring.

These commanders have unique abylitis or amazing efficiency levels that will make you build around them. Maybe one of them will even become your favorite Final Fantasy character by deciding to make them a deck of a common manipulator?

10

Y'shtola rhul

Blinks – this is the least what this card does

At first glance, y'Shtola may look like a mono-blue fibrillation. Bringing and returning something on the battlefield to go, its Enter effects are always powerful, and y'shtola gives you a way to do it for free every time. Having Cabinet Conjuter in the command zone is good rhivs.

Y'Shtola gives you a second step that includes a second free blinking every step. More importantly, everything else that launches on the final step is also coming again. The Sainity milling effect is doubled, the artificer class makes another copy of the tokens, and if you are a monarch, you will draw an additional map.

9

Kefka, the Judge Mag

Niv-mizzet again on this

The front face of Kefka is all good and good. Forcing your opponents to throw cards is always nice, and then for eight mana you can also make them donate something. This is a good enough alternative commander to hide Tergrid, Bog of Scaright In, even if it is not the most powerful or depressing ability if -no.

On the other hand, back face is a combined killer. Whenever the opponent loses life, you draw a card. Stop me when you have heard about it before, but it goes with NIV-Mizzet, Dracogenius and NIV-Mizzet, Firemind. Draw a postcard by pumping them for one damage, draw another card, rinse and repeat.

Kefka takes things a little further, giving you access to black in your deck, however, giving you access to creatures and tutoring right for NIV-Mizzet to get out quickly.

8

Tifa Lockhart

New Bestie Bill New Bill

The session decks can be scary to fight the best of times, but here comes the tiffe with the potential to open the opponent to just a few rpm. Whenever you play in the ground, the tiff force doubles to the end of the turn, which makes almost any ramp a great threat.

Ancient Greenvarden in this pelvis, thanks to the doubling of triggers by conclusions. Drop the chirped bill, the doubling of the tiffe goes further. Add ashad and any other creature you play, you will also cause TIFA. Then, when you are ready to defeat, just drop the land to double its power in a row and break the face with the commander's damage.

7

Yuna, hope for a spiral

New best statement commander?

The decks “The Black” always rotated around the game as many combors as possible, and then shooting them with cards such as the presence of a bowl and sitis, Harvest's Hard's. While young does not give a map that makes these decks work so well, it offers enough other abilities to make it.

You are going to launch fascinating creatures, and young gives the deck of magicians a little more aggressive play -style, giving them Lifelink. You will also be able to regularly redo the bowl's abilities by returning things to the battlefield with the counter. Just make sure one of these bowls is a celebration to get back as often as you need.

6

Aerit Gainesbar

She just likes to die

The fact that the young is the charm of the deck, the aeritis is a proven strategy of beginner Ajani and a tone of the savior. The plan is simple: increase greetings, brazen speakers, and the case of ambiguous feasts and accumulate as much life as possible, which each time supply +1/ +1 counters on Aerith.

Aerit is a little different in that it has a legendary subteme, which gives you a way to put these shelves on all other legendary creatures. Ideally, you would put it on something with Lifelink to keep a profit, or even feces, invented ayani to enlarge the lover when it waves other creatures.

5

Terra, charming agile

Don't wait for your saga

Saga had several commanders, but nothing that binds them together, so comprehensive as the terra. Thank you for the Monasty Pypses on the ultimate rear capacity, it is a Wubrg commander that allows you to play virtually any saga, which is printed.

It is worth noting that if you put three knowledge of the copies you make with the first three sections of the Esper Terra, you will also run the first three sections at the same time. This can completely clear the saga for you, otherwise it can help you fasten the best things at the end of the Longert One.

4

Lightning, army one

Press twice the tough

Between the army of one and its reprinted as Ishina, two heavens, as one in the bonus sheet of centuries, lightning has excellent commanders focused on fighting. This version wants you to either do harm later, whether it is through additional combat steps or damage that is not included in the main stage.

In particular, if you are able to strike a lightning blow, the first blow will cause lightning capacity and double the damage to the second attack. You can build it as a Voltron commander and take advantage of this to damage your path to winning, or fill it in other ways to harm, such as a whirlwind and a gutters.

3

Cloud, Middle -level mercenary

Send the Basteur blade, and the Kolas hammer, as well as the sword of the focus at home, and the helm of the master …

The question of the lips for everyone was enough to replace many of the already ten -color equipment commanders such as SRAM and Balan. And the answer to it, shocking, yes, that's it. Tutoring for the equipment when it enters, mature for abuse with flickering and flickering effects, and then doubling the effects of the equipment can easily connect the game before it even started.

Probably the worst game you can do is the blade yourself. You will make six cloud instances that then go and look for six more equipment (before delete from the legend's rule), and repeat the process of each turn. There is also a hiring the host for a more permanent alternative, a sword of feasts and hunger to unleash all your lands twice for the peak of combat tricks, as well as the sword of wealth and power for a large number of copying and treasures.

2

Sephiroh, fables soldiers

An unknown blood artist

Emblems are the only thing in magic: a meeting you can't remove. Usually they are limited to the final abilities of the aircraft, and an opponent who receives an emblem often writes the end of the game. The sefirot is a little different, and it is as simple as it is as simple as sacrificing several creatures.

Once at least four creatures were killed, you don't even need to play a secfirot because each death will drain the opponent into one life. Of course, you want to overheat the secfirot to make it all again on the second, third, fourth, fifth or sixth emblem and make every death as much as possible.

1

Vivi ornitier

No one expected that Vivi Final Fantasy 9 on the Chase card, and yet here with a red and blue commander, who could very easily shake not only the commander, but also almost every format he affects.

Vivi does everything that loves the deck that loves. With each spell you threw, it becomes increasingly, writes every opponent, and then turns into a tremendous amount of mana, ready to throw even more spells. The best bit is so easy to get around the turn restriction if you just blink it with the kitten and start everything again.

The magic of the brazen cover

Franchise

Magic: Collection

Original release date

August 5, 1993

The number of players

2+

Age recommendation

13+

Length per game

Variable


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