
Whether or not you’re a fan of Magic: The Gathering, it’s hard to miss its exciting collaborations with various video game franchises over the past few years. Recent highlights include crossovers with Fallout, Tomb Raider, and Assassin’s Creed. Now, we are thrilled to provide an exclusive first look at a highly anticipated addition: a collaboration with Final Fantasy. This new set showcases characters from four major installments of the series, including beloved figures like Terra and Y’shtola.
Explore the image gallery below to see the primary cards and packaging for each preconstructed deck. Keep reading for insights from Wizards of the Coast, detailing what players can expect from these decks, the rationale behind selecting these four games, and much more.
Launching in June, this Magic: The Gathering and Final Fantasy crossover will feature a fully draftable, Standard-legal set alongside four preconstructed Commander decks showcased in the gallery above. Each deck will consist of 100 cards, including reprints adorned with new Final Fantasy artwork and entirely new cards specifically crafted for Commander players. Notably, each deck centers on one Final Fantasy title: 6, 7, 10, and 14, each with its own unique theme.
“Final Fantasy titles are densely packed with immersive lore, iconic characters, and distinct environments, making it feasible to base an entire deck around a single game,” shares Senior Game Designer Daniel Holt, the Commander Lead for this project. “This approach not only deepens our understanding of each game’s lore but also highlights memorable moments that might not have made the cut otherwise.”
The selection of these four games was carefully balanced based on gameplay aspirations and the overall recognition of their narratives. Holt mentions that while Final Fantasy 7 and 14 were straightforward choices, 6 and 10 required more deliberation, as they were popular among the development team. “Everyone in the building felt involved in these discussions, as we have numerous passionate Final Fantasy fans working here.”
Deciding on a narrative direction was also crucial. For instance, with Final Fantasy 7’s remake trilogy in motion during this project, the design team pondered whether the deck would reflect the original story or its reimagining. Dillon Deveney, Principal Narrative Game Designer at Wizards of the Coast, clarifies that the art will blend elements from both, with the narrative primarily grounded in the original 1997 classic.
“Our primary goal for Final Fantasy VII was to encapsulate the original PS1 game’s storyline while drawing upon the modern aesthetics of Final Fantasy VII Remake and Final Fantasy VII Rebirth to elevate character designs and iconic locations,” explains Deveney. “If a particular scene appeared in both iterations, we had the creative liberty to choose how to represent it — either in its original form, as seen in the modern adaptation, or a unique blend of the two. We aimed for players of both the original and modern series to experience a sense of nostalgia.”
Final Fantasy 6 presented a unique challenge due to its vintage art style. Deveney notes that they wanted to remain true to fans’ memories based on pixel art and limited concept designs while simultaneously expanding the characters’ visuals. “We aimed for the designs to evoke how players remember them, merging classic references with fresh ideas.” To achieve this goal, Wizards of the Coast consulted directly with the original Final Fantasy 6 team to ensure the characters were adapted to meet the artistic standards necessary for Magic.
“We developed a collaborative process where concept and card artists examined hallmark designs from Yoshitaka Amano’s iconic art, original sprites, and character portraits from the FFVI Pixel Remaster. This assisted in synthesizing a cohesive visual identity for the characters while giving our artists the freedom to enhance details like fabrics and textures. Our discussions with the Final Fantasy VI team helped us preserve crucial elements while incorporating exciting new features,” said Deveney.
The chosen games were just the start; the next step was identifying which iconic characters would helm each deck. Cloud naturally emerged as the lead for Final Fantasy 7, but the selection for others required brainstorming sessions. Celes was considered for the Final Fantasy 6 deck, reflecting its narrative focus on the World of Ruin, while Yuna was contemplated for 10, given her popularity. Ultimately, the team decided to stick with the main protagonists for each game, except for Final Fantasy 14, an MMO that presented its own unique challenges.
“Y’shtola was chosen for her popularity and spellcasting abilities, as her character arc provides a variety of abilities and moments to shape the deck,” explains Holt. “This deck specifically showcases her during the Shadowbringers storyline. Although we did consider a custom ‘Warrior of Light’ commander option, these ideas were complex, and players will still find plenty of personal hero moments throughout the deck.”
Crafting a deck that encapsulates the entire narrative, characters, and thematic elements of a video game while adhering to Magic’s color restrictions was no small feat. “We had to determine the color identity for each game as well as the desired gameplay experience,” admits Holt. “It’s worth noting that all decks include White, which aligns with the themes we wanted to highlight along with the variety of heroes featured.”
As mentioned, the deck for Final Fantasy 6 centers around rebuilding your party; therefore, it will harness graveyard mechanics to bring creatures back into play. The Final Fantasy 7 deck highlights Cloud wielding his iconic Buster Sword within a white-red equipment archetype, while the inclusion of green allows for powers related to the Planet and lifestream to be incorporated.
Though Tidus’ ability to pass counters may lead you to associate the Final Fantasy 10 deck with Blitzball, it primarily revolves around the Sphere Grid leveling system and the empowerment of creatures. The theme for Final Fantasy 14 was complex to finalize, but its white-blue-black identity allows for a strategic focus on casting non-creature spells while featuring the desired characters.
While Commander emphasizes the leader, RPGs thrive on a complete party system, and Wizards of the Coast has made sure to honor the supporting casts from these games. “Final Fantasy is teeming with both likable and villainous characters, and including them in these decks was essential,” Holt affirms. “While I can’t divulge specifics regarding character abilities just yet, players can look forward to encountering familiar faces among the 99 cards in each deck, including new legendary creatures and spells.”
Scheduled for release on June 13, this Magic: The Gathering Final Fantasy set promises to be a treat for fans. And even if your favorite game or character isn’t featured in this release, Holt reassures us that “all sixteen mainline titles will get their moments to shine in future products.”
Returning to the successful model established with the Warhammer 40,000 Commander decks from last year, the four decks will be available in both a standard version (MSRP $69.99) and a Collector’s Edition (MSRP $149.99), which features all cards in a special Surge foil treatment.
Read on for the complete unedited interview with Daniel Holt and Dillon Deveney from Wizards of the Coast.
IGN: What inspired you to center each commander deck around an entire game this time?
Daniel Holt, Senior Game Designer: Final Fantasy titles are infused with rich narratives, memorable characters, and distinctive settings, allowing us to build a comprehensive deck based on a single game. This format also offered us the chance to delve deeply into each game’s lore and capture more cherished moments from the storyline that might have eluded us otherwise.
How did you select these particular four games? Were there any strong contenders you debated over?
DH: In the design exploration phase, we brainstormed which games could provide essential gameplay experiences while also being widely recognized narratives. Final Fantasy VII stood out as a fitting choice due to its prominence in media. On the other hand, Final Fantasy XIV—a popular MMORPG—offered a fresh gameplay perspective that we knew would resonate with its active player base. Ultimately, other beloved titles like Final Fantasy X and VI were included due to their popularity among our team. We believe all sixteen mainline games will have their moments to shine in related products down the line.

Will non-creature reprints and lands also have themes tied to their respective games?
DH: Absolutely! We want players to feel immersed in the world of each game while summoning creatures and casting spells. Non-land reprints will reflect the theme of each game while the lands can be inspired by any of the four titles in this product.
Can you elaborate on your approach to color identities in relation to the Final Fantasy games?
DH: Developing these decks required deliberate decisions surrounding the color identities for each game and the anticipated gameplay dynamics. Each deck comprises three colors, allowing us a wider scope of character and narrative engagement. Notably, all four decks incorporate White to highlight the diverse array of heroes featured.
For Final Fantasy VI, we’re producing a graveyard reanimator deck embodying a white-black-red color scheme; this thematic design mirrors the story of rebuilding characters in the World of Ruin. In the case of Final Fantasy VII, the equipment-centric white-red deck aligns well with the game’s iconic battling style, while the inclusion of green facilitates interactions with ‘power matters’ cards and connections to the Planet.
While Tidus’ ability to distribute counters may hint at a Blitzball-themed strategy for Final Fantasy X, the strategy revolves around the Sphere Grid system to enhance creatures. The color identity for Final Fantasy XIV turned out to be trickier; however, its white-blue-black arrangement allows for a rich non-creature spellcasting archetype incorporating desired characters.
While Commander places emphasis on the leader, RPGs highlight entire party dynamics, and Wizards of the Coast aims to celebrate the ensemble of characters from these games. “Final Fantasy is brimming with endearing and antagonistic characters, so their inclusion in these decks held great importance,” confirms Holt. “Although I can’t reveal specifics regarding character abilities just yet, fans can look forward to discovering familiar faces among the 99 cards and experiencing their legendary powers in action.”
The Magic: The Gathering Final Fantasy set is set to debut on June 13. If your personal favorite game or character hasn’t been featured here, rest assured that all sixteen mainline games will eventually get the spotlight in upcoming products.
Similar to the acclaimed Warhammer 40,000 Commander decks from 2022, these four decks will be available in a standard version (MSRP $69.99) as well as a Collector’s Edition (MSRP $149.99), featuring a special Surge foil treatment for each card.
Proceed below for the complete, unfiltered interview with Daniel Holt and Dillon Deveney from Wizards of the Coast:
IGN: What motivated the decision to build each commander deck around an entire game this time?
Daniel Holt, Senior Game Designer: The richness of Final Fantasy’s lore, cherished characters, and distinctive worlds provided more than enough content to craft an entire deck around a singular title. This structure permitted thorough exploration of each game’s narrative, capturing more treasured moments from their storylines.
How did you arrive at these specific four games, and were there any strong contenders you considered?
DH: During our exploratory design phase, we debated which games would offer engaging gameplay while being recognizable to audiences. Final Fantasy VII stood out due to its widespread media references, while Final Fantasy XIV presented a unique gameplay style through its MMORPG format. Ultimately, our favorites, including Final Fantasy X and VI, cemented our final choices. Rest assured, every mainline game will have its moment in future products.

Can you explain if non-creature reprints and lands will reflect the theme of each game?
DH: Definitely! We aim for players to feel as if they’ve entered the world of each game while casting spells and summoning creatures. Non-land reprints will be inspired by the game they belong to, and lands can feature elements from any of the four titles.
Can you discuss your approach to color identities for these decks in connection with Final Fantasy?
DH: Constructing these decks required careful consideration of the color identity relative to both gameplay, but also to feel authentic to each game’s theme. Each deck includes three colors, empowering a broader array of character representation. Importantly, all four decks feature White to encapsulate the wide range of heroes represented.
For Final Fantasy VI, we’ve designed a deck focused on graveyard mechanics, rooted in a white-black-red color identity, highlighting the story of character restoration in the World of Ruin. Final Fantasy VII features an equipment-focused white-red color strategy, which allows for the inclusion of green cards that resonate with the overarching Planet narrative.
Although Tidus’ ability to maneuver counters may suggest a Blitzball theme for Final Fantasy X, the underlying concept primarily captures the game’s Sphere Grid experience system, allowing for the enhancement of creatures. For Final Fantasy XIV, the white-blue-black color palette enhanced our ability to develop spellcasting strategies while integrating beloved characters.
Commander decks emphasize leadership, but RPGs thrive on teamwork. Wizards of the Coast intended to represent the wide range of characters drawn from these games. “Final Fantasy has a diverse cast of lovable and villainous characters, and including them was paramount,” Holt stresses. “Although I can’t disclose specific abilities yet, players can anticipate encountering familiar faces in the 99 cards of each deck as new legendary creatures and captivating spells.”
The Magic: The Gathering Final Fantasy expansion is set for release on June 13. Even if your cherished game or character isn’t featured here, Holt reassures users that all sixteen central titles will eventually be highlighted in upcoming offerings.
Similar to the successful Warhammer 40,000 Commander decks release from last year, these four decks will be available in both a standard edition (MSRP $69.99) and a Collector’s Edition (MSRP $149.99), with the latter featuring all cards adorned in a striking Surge foil treatment.
Continue for the complete, unedited interview featuring insights from Daniel Holt and Dillon Deveney at Wizards of the Coast:
IGN: What led to the decision to create each commander deck based on an entire game?
Daniel Holt, Senior Game Designer: The diverse character arcs and immersive environments within Final Fantasy provide a rich tapestry from which to develop entire decks. This thematic approach enables a comprehensive exploration of narratives, leading to more memorable gameplay experiences.
What influenced your selection of these four specific games? Were there significant alternatives that you pondered?
DH: Initially, we explored possible games that could deliver fulfilling gameplay and resonated with players’ familiarity. Final Fantasy VII emerged as an obvious choice given its extensive historical significance, while Final Fantasy XIV appealed for its unique MMO characteristics. Ultimately, titles like Final Fantasy X and VI were selected based on personal preferences from our team. Remember, all sixteen mainline games will find their place across future product offerings.
