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Limit Break Precon Guide - Final Fantasy

Nick Wolf PhotoNick Wolf

May 15, 2025

Let's check out Limit Break, the Equipment-themed precon based on Final Fantasy VII. Does it work? What cards should you add? Find out here.

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We're heading to Final Fantasy VII to check in on Cloud and the gang with Limit Break, the second of our four Magic: The Gathering x Final Fantasy preconstructed decks. Does the deck bring a fresh take to Equipment strategies?

Limit Break Precon Contents

For Magic: The Gathering x Final Fantasy, each Commander preconstructed deck will have two versions; a base-level deck and a Collector's Edition version. Here's what's contained within each for Limit Break:

Base

  • 1 Ready-to-play 100-card Commander deck
    • 1 Traditional foil face commander
    • 1 Traditional foil featured commander
    • 98 Non-foil cards
  • 10 Double-sided tokens
  • 1 Collector Booster Sample Pack
  • 1 Reference card
  • 1 Deck box

Collector

  • 1 Ready-to-play 100-card Commander deck
    • 1 Surge foil face commander
    • 1 Surge foil featured commander
    • 98 Surge foil cards
  • 10 Double-sided surge foil tokens
  • 1 Collector Booster Sample Pack
  • 1 Reference card
  • 1 Deck box

Limit Break Face Commander

Cloud, Ex-SOLDIER

Limit Break Featured Commander

Tifa, Martial Artist

Limit Break Precon Decklist

Limit Break - Final Fantasy Commander

Cloud, Ex-SOLDIER

New Cards in the Limit Break Precon

With Aerith, Last Ancient, we're looking to gain life, but the question is whether you want to focus on small increments to ensure you're triggering the card's Raise ability every turn, or waiting to cash in a good chunk of life gain at once to ship the resurrected creature straight to the battlefield. This deck has a small motif featuring the number seven, and with Aerith, it's probably best to gain seven life once than one life over seven turns.


Avalanche of Sector 7 is the latest in a long line of red creatures that punish opponents for being greedy with artifacts. It's no Dockside Extortionist, of course, but its power could be significantly enormous in a lot of Commander games. It's the incidental damage of the second ability, though, that will find this card a home in decks outside of a preconstructed environment.


A 4/4 with reach for four mana, Barret, Avalanche Leader fits the theme of Equipment established by the deck's lead Cloud, complementing it by providing an army of creatures able to wield all manner of swords, boots, and shuriken. And any card that lets you circumvent equip costs is worth a look, especially if you're playing a deck that features cards like Colossus Hammer.


A perfect complement to plenty of green-based strategies, Bugenhagen, Wise Elder doesn't care if you have a creature with seven power the natural way, or with artificial enhancement by way of stacked Equipment - you're drawing a card each turn either way. In that sense, it's similar in practice to Gilanra, Caller of Wirewood, but allows for more flexibility.

Don't be surprised to see Bugenhagen pop up in other decks that care about big green creatures, like Goreclaw, Terror of Qal Sisma.


Four mana gets you a 3/3 with a very interesting ability when it comes to Cait Sith, Fortune Teller. That ability, Lucky Slots, provides both card advantage and a temporary stat boost. It won't be long before a deck featuring Cait Sith uses a Sensei's Divining Top to make sure you strike it rich with a Draco on top of the library.


Cid, Freeflier Pilot is here to do two things: make your Equipment and Vehicles cheaper, and make them come back from the dead. In a deck like Limit Break, the Vehicle part isn't exactly relevant, but buying back a Sword of the Animist that ate a removal spell isn't anything to sneeze at.


There's only one other Assassin creature in Limit Break other than Elena, Turk Recruit, and that's Vincent, Vengeful Atoner. So as long as you don't accidentally try to return Vincent to your hand, you've got a ton of options in this deck. Of the 99 non-Cloud cards in Limit Break, 38 count as historic.


Much better suited for a Soldier strategy than here in Limit Break, Heidegger, Shinra Executive is among only five Soldiers in the deck (and one enchantment that makes Soldier tokens). Luckily, as is often the case with modern Magic design, Heidegger brings his own synergy in the form of creating 1/1 white Soldiers every turn. Look for this one to begin making frequent appearances in Soldier decks, as in that shell, Heidegger will make an immediate impact.


We've come a long way from Pegasus Courser. That's a cherry-picked comparison, but Helitrooper packs a lot of value into two mana. There's a lot of Equipment that can be attached to Helitrooper for free after that cost reduction, both in Limit Break and in Magic at-large.


Speaking of cost reductions, Professor Hojo also allows for frugality, but for any cost targeting a creature you control. That could be equip costs, but it could also be something like, say, Gilraen, Dúnedain Protector, reducing the cost to a simple tap. As for Limit Break, however, you're really only reducing the cost of equipping things, which is still pretty good.


Sephiroth, Fallen Hero is one of Limit Break's heavy hitters, and that's before picking up a Colossus Hammer. For only five mana, you're getting a 7/5 with the ability to share that stat line with any of your other creatures, and should Sephiroth die, The Reunion ability ensures death be only temporary. That's a lot of upside, and no discernable downside for an undercosted legend. Sephiroth will be the way many games featuring Limit Break end.


The lone Saga creature in Limit Break, Summon: Kujata doesn't waste any time making its presence felt. It's already a 7/5 with trample and haste for six mana that gives you a free Jagged Lightning as a treat, but the lore continues to build after that. Each chapter of Summon: Kujata is designed to provide a bunch of words that can be summarized by "deal damage." You'll never be sad to draw this one in a precon battle.


We're looking to add three +1/+1 counters onto Vincent, Vengeful Atoner each combat step (or more if we can manage some double strike action), but really, it's all about triggering Chaos. Once Vincent is at seven or greater power, the real damage begins. This one will see attention in plenty of non-Final Fantasy decks in the near-future.


Our one and only instance of Ninjitsu in Limit Break, Yuffie, Materia Hunter makes good use of the ability by surprising opponents with a sudden theft. Thematically, we want to be sniping an opponent's Equipment to make use of Yuffie's free one-time equip effect, but we've got plenty of our own as well if needed. And remember, Yuffie doesn't have to steal a noncreature artifact controlled by the opponent you're attacking.


There are only three cards with the Tiered ability: Cloud's Limit Break, Ice Magic, and Fire Magic. When it comes to the one here in the precon, all three modes are very powerful in a Bracket 2 (Core) sort of game, shifting from a Swift Response to an instant-speed Guan Yu's 1,000-Li March. As history shows us, modular cards are always powerful, and Cloud's Limit Break will be no different, especially when you cast it for full value after an opponent declares a massive attack.


Foretell returns with Lifestream's Blessing, giving us a one-mana discount and a big chunk of life to cast it from exile. With all our power-enhancing Equipment in Limit Break, we should be drawing plenty of cards with Lifestream's Blessing.


Another foretell effect, this time on a very solid defensive spell, Ultimate Magic: Holy serves as our Unbreakable Formation with the added upside of making your face equally unbreakable for a turn. It might be tricky to keep mana open to cast this sort of instant with all our equipping, but it'll be worth it.


From one Ultimate Magic to another, this time it's Ultimate Magic: Meteor, looking to flatten the battlefield with a generous seven damage to all creatures. Of course, the idea here is to always utilize the foretell cost to trigger the caveat of destroying an artifact or land along with all the creatures. Don't forget that "if this spell was cast from exile" doesn't require foretell - decks like Faldorn, Dread Wolf Herald or Maelstrom Wanderer can find ways to get that added value without the need to foretell.


Conformer Shuriken is the first of three new pieces of Equipment courtesy of Limit Break, and it'll function as a sort of mega-evolve for our equipped creature. Neatly moving a blocker aside, we'll appreciate the Shuriken giving our creature the +1/+1 counters instead of it being a temporary boost or storing the counters on the Equipment itself, a la Umezawa's Jitte.


There's a lot going on with Summoning Materia, which turns any one of our creatures into a Vizier of the Menagerie. At the end of the day, it's card advantage, and for preconstructed decks like Limit Break, that's one of the biggest roadblocks to success.


Similar to Blackblade Reforged, we've got dual equip costs with Wrecking Ball Arm depending on how important the wielder might be. In practice, Wrecking Ball Arm allows for any of your creatures to experience what it's like to be a Greater Sandwurm, which is powerful enough if you're equipping it to a legendary creature.


Reinforcing the minor Soldier subtheme in Limit Break isSOLDIER Military Program, a three mana enchantment that gets more powerful when your commander's on the field. Both modes are fine in their own right, with a guaranteed token being the better of the two, but if you can reliably keep Cloud alive, this enchantment goes from adequate to excellent. That might be easier said than done, though, once your commander starts swinging a bunch of Equipment at people.


How the Limit Break Precon Deck Plays

We're following Cloud's lead here, seeking to adorn one of our creatures with Equipment to create a massive threat. We're going to win or lose via the combat step as a result, but we're fortunate that our deck features plenty of ways to ensure combat steps go in our favor.

Aside from the Equipment we've already discussed, there are several reprints that we're happy to see in our 99:

There are certainly much better options throughout the history of Magic, but for a preconstructed deck, it's not a bad lineup. There are others as well, like Hero's Blade and Explorer's Scope, but those are considerably less interesting than the above list.

Many of the creatures we've already discussed are nearly as good as Cloud at swinging a hammer, and we've got a few reprints that fit our theme in that regard as well:

From there, it's all about building up a stable economy of violence before clearing the way for our attacks, which we'll do with a number of spells in Limit Break:

Combos and Synergy

There are plenty of cards contained within Limit Break that serve as one half of famous two-card combos, and if we wanted to go that route, it would be as simple as a few one-for-one swaps.

First up is our copy of Vandalblast. Veteran players likely already know exactly which card to pair with an Overloaded Vandalblast:


As Commander Spellbook informs us, all you need is a Mycosynth Lattice on the field to blow up every permanent, lands included, that your opponents control. Is it friendly? No. Is it effective? Yes.

If we wanted to go a more straightforward route, in the sense that we want to win by removing an opponent each turn during the combat step with one giant attacking creature, then we can pair our Lightning Greaves with a Crackdown Construct:


Lands and Mana Rocks

As with any Equipment-themed deck, we're going to be very mana-hungry. As our opponents answer our threats with removal, we'll find ourselves in situations where we're going to be paying equip costs multiple times throughout the game, maybe even in the same turn. What do we have to facilitate that?

That's not a ton. We already mentioned that we've got a trio of land-fetching spells, and we've taken a look at some Equipment that helps us maximize our mana at-hand, but Limit Break might suffer from a lack of resources in some games.

As for the 37 lands themselves, we've got what you'd expect from a three-color preconstructed deck, as well as nine basics in the form of three each of Mountain, Plains and Forest. There are also a few more interesting choices:

Upgrading the Limit Break Precon Deck

Budget Alternatives

Each of these inclusions, at the time of writing, is under $1.

Out

In

If we're going to be an Equipment deck, then let's be an Equipment deck. We'll want to trim anything that doesn't synergize with that theme, while adding more redundancy in the way of equip cost reduction. At a sub-$1 budget per card, our choices are a bit limited, but they aren't dire, either.

Value Alternatives

If money were not an option, our armory grows exponentially. It's unfortunate that the best Equipment and Equipment enabling is and always will be pricy, but if you already have some of these options laying around, a souped-up Limit Break is a great place for them:

Bracket Upgrades

Which Game Changers might you want to add to Limit Break? Let's take a peek:

A Limit Break Archetype Change

It'll be hard to get away from the Equipment theme of Limit Break when nearly the entire deck is devoted to it in one way or another. That's how Equipment decks tend to operate, and to Limit Break's credit, it's very synergistic in that regard.

Maybe we can take a step back and instead of focusing on the artifact subtype of Equipment, we can just build around artifacts in general. Here are some suggestions to get us started:

Value vs. MSRP of the Limit Break Precon Deck

As we mentioned in our guide to Revival Trance, the Final Fantasy preconstructed decks are much harder to put value on due to the intense hype surrounding the product. Prices for a copy of each deck's Collector version have crossed four-digit territory for a bundle of all four.

That said, looking at the reprints in the deck, we can get a slight idea as to how well Limit Break might retain its value post-hype. Here are the most expensive among the deck's reprints:

It's not really a surprise that most of our more expensive reprints are Equipment.

Overall Rating and Final Thoughts on Limit Break

For a deck based around Equipment, Limit Break brings a lot of new and interesting things to the table to keep the strategy fresh. Equipment as a theme has been one thoroughly explored in Magic's history, especially with preconstructed decks, so it's saying a lot that there's enough here to avoid inducing a collective groan when the word "Equipment" is mentioned. Overall, we'll give it a B.

Other Final Fantasy Precons

Nick Wolf

Nick Wolf

Nick Wolf is the Media Communications Manager for Space Cow Media. He has over a decade of newsmedia experience and has been a fan of Magic: The Gathering since Tempest.

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