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Sephiroth, Stiltzkin, Terra, Celes | Final Fantasy Commander Gameplay

The Dankest Dungeon

Commanders featured in this video Reviewed & Verified

Deck Strategies

  • Sephiroth, Planet's Heir

    Sephiroth, Planet's Heir

    Control and disruption-focused deck aiming to stab opponents in the back through targeted removal, tutoring, and flash creatures to maintain tempo and card advantage.

  • Stiltzkin, Moogle Merchant

    Stiltzkin, Moogle Merchant

    A tempo and value deck that gifts opponents unwanted cards to draw cards and uses creature control effects to maintain board presence and disrupt opponents.

  • Terra, Herald of Hope

    Terra, Herald of Hope

    A graveyard-centric reanimator and aristocrat combo deck that mills cards to fuel recursion of creatures with power three or less, gaining life and evading blockers to win.

  • Celes, Rune Knight

    Celes, Rune Knight

    A discard synergy deck that draws extra cards by discarding, creates elemental tokens, and strengthens creatures with +1/+1 counters when creatures enter from the graveyard.

Gameplay Insights

  • 1

    Terra's strategy of milling cards during combat to fill the graveyard and recurring creatures with power three or less created a resilient and growing board state.

  • 2

    Celes utilized discard outlets to draw cards and generate elemental tokens, synergizing with her ability to place +1/+1 counters on creatures entering from the graveyard, accelerating board development.

  • 3

    Sephiroth's use of flash creatures like Mastermind and tutoring via Demonic Tutor allowed for reactive plays that disrupted opponents’ tempo and card advantage.

  • 4

    Stiltzkin’s mechanic of forcing opponents to gain control of unwanted permanents enabled card draw but sometimes hampered his own board development.

  • 5

    The deployment of Blind Obedience and Deafening Silence effectively curtailed opponents’ ability to cast multiple spells per turn and slowed down aggressive strategies.

  • 6

    Flicker effects on commanders were used not only for evasion and protecting key creatures but also to generate additional card draw through discard triggers.

Notable Cards

  • Mystic Remora

    Mystic Remora

  • Blind Obedience

    Blind Obedience

  • Deafening Silence

    Deafening Silence

  • Flicker of Fate

    Flicker of Fate

  • Seasoned Pyromancer

    Seasoned Pyromancer

  • Altar of Dementia

    Altar of Dementia

  • Spellseeker

    Spellseeker

  • Mana Drain

    Mana Drain

  • Jinxed Ring

    Jinxed Ring

  • Talisman of Conviction

    Talisman of Conviction

  • Keeper of the Accord

    Keeper of the Accord

Summary

The game unfolded with four players piloting unique Final Fantasy-themed commanders, each pursuing distinct strategies. Early turns involved establishing mana bases and deploying key cards such as Mystic Remora, Blind Obedience, and early creatures to set up board presence and card advantage. Sephiroth, Planet's Heir, adopted a backstabbing and control-oriented approach, leveraging tutors and flash creatures to disrupt opponents and gain incremental advantage. Stiltzkin, Moogle Merchant focused on exchanging unwanted cards with opponents and maintaining a tempo advantage through card draw and creature deployment. Terra, Herald of Hope, pursued a reanimator and aristocrat combo style, milling cards to fuel her graveyard-based recursion and leveraging flying and life gain triggers to sustain pressure. Celes, Rune Knight utilized a graveyard-focused synergy with discard and reanimation, aiming to grow board-wide power via plus-one counters and card filtering effects. Key turning points included Terra milling and returning multiple creatures from the graveyard to the battlefield, rapidly developing a threatening board state. Celes's ability to discard cards and draw more, creating elemental tokens and boosting creatures with counters, shifted momentum in her favor. Meanwhile, Sephiroth’s tutoring for disruption spells and flash creatures enabled timely interference with opponents’ plans. Stiltzkin's use of creature control effects and card gifting created dynamic board states but struggled to keep pace with graveyard recursion and token production. The game featured important interactions such as the use of flicker effects on commanders for card draw, the deployment of board control enchantments like Blind Obedience and Deafening Silence to limit opponents’ plays, and sacrifice outlets that pressured opponents’ resources. The eventual win condition appeared centered on Terra's repeated reanimation of key creatures combined with incremental life gain and evasion, supported by Celes's growing army and card advantage, overwhelming the board with synergistic value.

Description

More Final Fantasy commanders with Sephiroth, Planet’s Heir vs. Stiltzkin, Moogle Merchant vs. Terra, Herald of Hope vs. Celes, Rune Knight!

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