Deck & Commander Strategies
Kefka, Court Mage // Kefka, Ruler of Ruin
Focuses on forcing all players to discard cards whenever Kefka enters or attacks, then drawing cards for each card type discarded to fuel his flip into a more powerful form, enabling chaotic board control.
Clive, Ifrit's Dominant // Ifrit, Warden of Inferno
A mono-red deck that discards the hand to draw new cards equal to red devotion, aiming to flip Clive into Ifrit to unleash powerful red spells and aggressive combat damage.
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
A wizard tribal deck generating tapped wizard tokens and dealing damage through non-creature spells, aiming to flip Kuja by controlling multiple wizard tokens and applying steady incremental damage.
Terra, Magical Adept // Esper Terra
A five-color enchantment deck centered on casting and copying enchantments to gain card advantage and life, eventually flipping Terra to Esper Terra to enhance enchantment interactions and board presence.
Gameplay Insights
- 1
Players balanced aggressive discarding effects with maintaining board presence, notably through Ivora which grew stronger with each discarded card and combat damage.
- 2
Kuja’s creation of tapped wizard tokens and damage triggers from non-creature spells added pressure to opponents incrementally.
- 3
Terra’s enchantment synergies with Cynthus allowed for sustained card draw and life gain, providing resilience against aggressive strategies.
- 4
The tension of combat was heightened by selective attacks and damage redirection, as players attempted to weaken threats without overextending.
- 5
Commander flipping conditions were a central focus, with players carefully timing their plays to reach the transformative states of Kefka, Clive, and Kuja for maximal impact.
Notable Cards
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Ballad of the Black Flag
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Scalding Tarn
Gameplay Summary
The game featured a four-player Commander match pitting two Final Fantasy heroes against two villains, each piloting uniquely themed decks.
Early turns saw players developing mana bases with shock lands and ramp artifacts, setting up for their commanders' abilities.
Kefka and Clive each focused on leveraging their enter-the-battlefield and flip-triggered effects, while Kuja generated incremental damage through wizard tokens and non-creature spells, and Terra concentrated on enchantment synergies with card draw and life gain.
A key moment unfolded when players began to aggressively discard cards and build board presence, with Ivora, Insatiable serving as a significant threat by growing larger with discarded cards and generating blood tokens.
Meanwhile, Kuja's damage output and Terra's enchantment recursion kept the board dynamic and interactive.
The shifting alliances and combat phases highlighted the tension, especially as players balanced aggression with survival, leading to multiple attacks and strategic plays to control the board.
The game progressed with milling, card advantage, and incremental damage, setting up for potential flips of Kefka, Clive, and Kuja, which promised to escalate the power level dramatically.
The final outcome hinged on leveraging commander transformations and maximizing synergies across the board.