I can rarely think of a transmedia cross-over Magic: The collecting X final fantasyA adjacent expansion to assemble the favorite card and to bathe with the tabletop title that brings the world of final fantasy in the mechanics of Magic.
The fans are still eagerly waiting to get their hand on the set, but during the last several days, the wizards of the coast have started to continuously disclose more and more expansion content. This is all a heartfelt propaganda practice, but it is practically not necessary: ​​so there are curious fans and so correct that this cross-over is ideologically that FF is already Best selling magic set in history,
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Nevertheless, people are thrilled to see the cards that will be emerging from the booster pack in June – in turn learning which characters, locations and classic FF icography will cut. Seeing this, and being one of themselves, who already disclose despite the previous-ordereds running in hundreds of places, I have realized one thing: how many cards they include this set will never be enough. The Wizards of the Coast has opened a cosmic pendora box.
The final imaginary is rich, wide, and its prediction to throw everything for each counted entry and starts to start that it is too deep to be summarized in only a few hundred cards. Already, I can move the discourse between fans. There is some hope for more than 12 cards, or less immediately from prestigious NES classics. People with love and light in their hearts hope that the final imaginary 9 is particularly well represented.
A curious paradigm has emerged in the nature of FF expansion, which are directly said that there are four games that are particularly well representing. The final imagination 6, 7, 10, and 14 are all depicted as sports running four ‘commander decks’ that create a major component of release. The commander is a unique MTG format that supports large decks, and the most spin-offs have made a major part of ‘beyond the universe’ sets. But for FF, these four decks feel strangely insufficient.

For example, with a fallout, four commanders decks felt really enough. The two decks broadcast Fallout 4 and Fallout 3, offering various gameplay styles that develop the subjects of each game. A third was about New Vegas, and the final set honored the original two CRPG. Broadly, the entire series was represented.
The wizards of the coast have clearly chosen carefully for FF. You have the most loved 2D FF, the most important 3D FF, and on-going concern with a huge fan. And 10, which is wildly dear. I respect it – but I also look at this release slate and conclude that the Wizards of the Coast is going to leave this expansion with an incomplete business as far as the final fantasy is done.
While every other FF is represented in the normal set of normal boosters and cards, the vast nature of the commander deck means that there was a commander deck around them, which is four FFs, they naturally have a big advantage – their characters, stories and the world represent more than others.

A part of the problem is of its creation of WOTC, of ​​course. This is such a magnificent synergistic fit, card art and game design is so carefully and surprisingly designed that fans cannot resist. This is clearly no cash-in, it is one Shame! product. People want more good stuff! Who knew?
But the door is now open – people want it more. Fans of Rabid FF want more than this. These people will not be satisfied with this one detail. Certainly, if you consider raising the representation level in the counted chain and turning into some spin-offs, there is enough scope for each other FF expansion. And this first drop is already set as its best -selling expansion pack, WOTC should consider well to give it in time.
For now, I wait for my pre-order and further card, better FF9 prays for representation as we have seen so far, and also hoping that 13 and 15 are usually not fully shared. And I wonder how the people behind the MID FF Trading Card Game from Square Enix. Those poor people.

