Even if you're not a Magic: The Gathering player, you've likely seen its numerous video game crossovers in recent years, including Fallout, Tomb Raider, and Assassin's Creed. But get ready for one of the most exciting yet: an exclusive first look at a Final Fantasy crossover! From Terra to Y'shtola, four mainline games are represented in the preconstructed Commander decks leading this set.
Browse the image gallery below for a sneak peek at the key card and packaging for each deck. Then, join us for a conversation with Wizards of the Coast about what to expect, the game selection process, and more.
Final Fantasy x Magic: The Gathering - Commander Decks Revealed

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Launching this June, Magic's Final Fantasy crossover includes a fully draftable, Standard-legal set and four preconstructed decks (shown above). Each deck contains 100 cards: reprints with new Final Fantasy art and brand-new cards designed for Commander. While Commander precons usually focus on characters, colors, or strategies, these decks are uniquely built around individual Final Fantasy games: 6, 7, 10, and 14.
"The richness of Final Fantasy—its flavor, characters, and settings—provided ample material for designing a full deck around a single game," explains Senior Game Designer Daniel Holt, Commander Lead for the set. "This approach allowed us to delve deep into each game's lore, capturing beloved moments we might have missed otherwise."
"...so many passionate Final Fantasy fans in the building.”The team selected these four games based on gameplay desires and story recognition. While Final Fantasy VII and XIV were easy choices, VI and X required more discussion, ultimately chosen due to team favorites. "Everyone was invested in every stage of development—we have so many passionate Final Fantasy fans here," Holt adds.
Even within those choices, directional decisions were necessary. Final Fantasy VII's remake trilogy coincided with the set's development. Does the Commander precon follow the original or its reimagining? Principal Narrative Game Designer Dillon Deveney, Narrative Lead for the set, explains a blend of both:
"We captured the original PS1 game's narrative, using Final Fantasy VII Remake and Rebirth's modern aesthetics to enhance character design, story moments, and locations," Deveney says. "Where scenes existed in both games, we chose between the original, the modern interpretation, or a unique fusion. Hopefully, it feels familiar and nostalgic to players of both."
AnswerSee ResultsNostalgia presents challenges, especially with Final Fantasy VI's pixel art. Deveney explains their approach: staying true to fan expectations while expanding upon the limited source material. "The character designs should feel like how you remember them, a hybridization of references and new ideas." WOTC even consulted the Final Fantasy VI team to update character designs for Magic art.
"Our workflow involved concept and card artists pulling from Yoshitaka Amano's concept art, original sprites, and Pixel Remaster portraits. We synthesized consistent design elements into something new, enhancing details and exploring textures. Then, we'd meet with the Final Fantasy VI team for feedback."
"It's our hope that the [FF6] character designs should feel like how you ‘remember’ them..."
The game selection was only half the battle; character choices were crucial. Cloud was an obvious choice for VII, but others required brainstorming. Celes was considered for VI (focusing on the World of Ruin), and Yuna for X. Ultimately, they chose "lead" characters. Final Fantasy XIV, being an MMO, presented a unique challenge:
"For Y'shtola, it was her popularity as a spellcaster, and her story offered a wide range of abilities," Holt explains, noting her Shadowbringers arc representation. A "Warrior of Light" commander was explored, but those ideas were complex. Even without leading the deck, the Warrior of Light still features prominently.
Fitting an entire game's story into a deck, while adhering to Magic's color restrictions, required careful planning. Holt notes that all four decks include White, "for theming and to encompass the wide range of heroes."Deck VI centers on rebuilding your party from the graveyard. VII uses Cloud's swordplay, incorporating green for "power matters" cards and references to the Planet and lifestream. X's Sphere Grid system inspires its white-blue-green strategy. XIV's theme was challenging, but its color identity allowed for a noncreature spellcasting theme with key characters.
"...fans can expect to see some of their favorite characters in the 99 of each deck..."
While Commander focuses on the leader, supporting characters matter. "Getting loveable AND villainous characters into these decks was important," Holt states. "While I can't reveal specifics, fans can expect to see many favorite characters as new legendary creatures and on spells."
Magic's Final Fantasy set releases June 13th. If your favorite game or character isn't featured (or even if it is!), don't worry—all sixteen mainline games will have their moments in accompanying products, Holt assures.
Following the 2022 Warhammer 40,000 Commander decks, these four decks will be available in regular ($69.99 MSRP) and Collector's Edition ($149.99 MSRP) versions. The Collector's Edition features all 100 cards with special Surge foil treatment.
Read on for the full, unedited interview with Wizards of the Coast’s Daniel Holt and Dillon Deveney:
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