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Final Fantasy 7 Commanders - The Limit Break Legends

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Final Fantasy VII isn't just another RPG to me - it's my favorite game. I even have a buster sword tattooed on my right arm, because this world and its characters are carved into me just as deeply. So, when Wizards of the Coast announced a Universes Beyond crossover set for FFVII, and then followed it up with a full-fledged preconstructed Commander deck, I knew I was all in. This set really brings back the magic in Magic: The Gathering for me.

I'm focusing on the nine playable protagonists featured in the upcoming Limit Break precon - Cloud and crew, as they appear together in Commander form. Yes, there are alternate versions of many of them in the broader Final Fantasy set. Yes, there are other legends in the deck too. But this one's about the core party. The heroes of Midgar and beyond.

Cloud, Ex-SOLDIER

Cloud, Ex-SOLDIER

Cloud comes out swinging with haste and a massive buster blade ready to go. He attaches equipment the moment he lands, then starts drawing cards based on how many equipped creatures go to war under your banner. If he's powerful enough, he even makes Treasure tokens mid-combat like it's just part of the mission. Cloud rewards aggressive, equipment-based strategies with a reliable stream of gas and value - all while looking really, really cool.

What makes Cloud shine is his synergy with go-wide equipment decks. He doesn't need to be Voltron to be effective - though he can be. The more you spread your swords around, the more cards he draws, and hitting that power 7 threshold is just the cherry on top.

  • Puresteel Paladin - Reduces equip costs and replaces equipment with cards.
  • Sigarda's Aid - Instant-speed equipping with Cloud on the field? Let's go.
  • Forge Anew - Read the card. Recursion. Instant-speed equipping AND a free equip? Mandatory.

Check out my full article on Cloud, Ex-SOLDIER too!

Tifa, Martial Artist

Tifa, Martial Artist

Tifa is the combo combat queen of the precon. She comes in with melee, which scales her power based on how many opponents you attacked that turn. But her real limit break happens when you start dealing damage with multiple power-7 hitters. Do that, and she grants you an extra combat phase.

If you enjoy the satisfaction of chaining combats and punching your way through life totals, Tifa delivers. Building around her means playing with high power creatures, untap tech, and ways to keep the pain train rolling.

Barret, Avalanche Leader

Barret, Avalanche Leader

Let's be clear: this is the good version of Barret. The one that turns every piece of gear into a rebel-generating factory. Not only does he grant your deck token velocity, but he also equips your Rebels for free every combat step. Barret plays like a Red-Green-White go-wide commander with an Equipment twist.

There's something incredibly satisfying about having a fresh Rebel army every time you drop a sword.

Aerith, Last Ancient

Aerith, Last Ancient

If you've got a thing for graveyards and lifegain, Aerith is your girl. With lifelink and an end-step ability called Raise, Aerith can recur creatures from your graveyard - or cheat them into play if you gained enough life that turn. On theme as she was the party's main healer.

Aerith offers inevitability and midrange value. She's not just about keeping your board alive - she's about bringing back what's been lost. Thematically and mechanically, that's kind of perfect.

Vincent, Vengeful Atoner

Vincent, Vengeful Atoner

Vincent is the late-game punisher of the group. He grows when your team lands combat damage, and once he hits power 7, he nukes the table.

Vincent thrives in decks that spread the love: token generators, combat tricks, and evasive beaters. Vincent punishes the table equally, with unrelenting emo justice.

Red XIII, Proud Warrior

Red XIII, Proud Warrior

Red XIII is all about being modified. Equipment, Auras, counters - he doesn't care how you do it. In return, he gives them vigilance and trample, and when he shows up, he even brings back an Aura or Equipment from your grave.

He rewards a deck filled with small creatures who swing above their weight thanks to gear or buffs. Red XIII plays more like a support-buff engine than a traditional commander-beater, and he's efficient at it.

Yuffie, Materia Hunter

Yuffie, Materia Hunter

Yuffie is a ninja. Literally. She has ninjutsu and plays like a rogue equipment thief. When she enters, she temporarily steals a noncreature artifact, and you get to slap an equipment onto her too.

She's not built for grindy, long games - she shines in low-to-the-ground builds that get under the radar. Her ability to disrupt opponents while boosting her own power gives her a unique playstyle.

Cait Sith, Fortune Teller

Cait Sith, Fortune Teller

Look, Cait Sith is weird. At the beginning of each combat, you scry, exile the top card, and can play it that turn. That same card's mana value becomes a combat buff for one of your creatures.

Cait Sith thrives in chaos-lite decks that love topdeck manipulation. He may not be the strongest, but he can turn even the most random flips into advantage, especially when you build around him like a proper gambler.

Cid, Freeflier Pilot

Cid, Freeflier Pilot

Cid makes Equipment and Vehicle spells cheaper, gains flying during your turn, and can bring dead Equipment or Vehicle back to your hand. He's a clean support commander who smooths out the rough edges of an Equipment-focused deck.

On his own, Cid doesn't win games, but he makes sure your other legends can. He's particularly potent in Mono-White decks that rely on value over flash.

From Memory Cards to Command Zones

There's something unmistakably magical about seeing the cast of Final Fantasy VII in Commander form. These characters have been with me since memory cards were a thing - and now they're ready to storm tabletops and break a few limits, too.

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