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The Glitched Goblet

Where Magic Meets Technology

Limit Break Precon Upgrade

June 30, 2025

Intro - What Makes Limit Break Tick?

The Limit Break Precon is incredibly fun and powerful, with a focus on equipping Cloud, Ex-SOLDIER to gain cards and treasure. This deck is a classic Voltron style deck, where you focus on building up a single creature to win the game. The deck is already quite strong out of the box, but with some upgrades, it can become a formidable force in any game.

My intention with these upgrades is to keep the deck's core Final Fantasy VII theme intact while enhancing its power and consistency. Keeping your wallet in mind, we'll focus first on budgeted upgrades, then move on to more expensive options that can take the deck to a whole new level.

Upgrade Philosophy & Budget Scope

Flavor first, fun second, power a close third. When I tune any precon, I start by asking, “What story do I want this deck to tell once the sleeves hit the table?” In Limit Break, that story is Final Fantasy VII: Cloud hefting a comically huge sword, materia flashing, comrades at his back.

Card picks, therefore, must pass three tests

  • Does it keep the FF VII vibe? Names, art, or mechanics that feel like Midgar get automatic priority. (Sorry, Fallout staples. You can't play here.)
  • Does it create memorable play moments? I’d rather whiff spectacularly with a thematic piece than win sterilely with an on-rate staple. Commander is a camp-fire RPG in cardboard form. Let’s roll for narrative.
  • Does it actually help Cloud close the game? After theme and fun are locked in, I tighten the screws: efficient ramp, redundancy for key lines (extra Colossus-Hammer effects), and just enough interaction to keep the Buster Sword swinging.

The result is a deck that looks like fan-fic, plays like a movie climax, and still clocks a respectable power level at casual pods. If that’s your jam, read on.

Baseline Stats

The spread of categories is pretty uniform with what is typically seen in a precon deck. Lands, Ramp, and Draw are already in pretty good spots. It's not as big of a deal considering Cloud will also be drawing us cards. Interaction is a bit low, but that's par for the course with precons. We have quite a bit of protection, which is great for a Voltron style deck. The odd duck standing out to me is the number of Wipe effects. I understand the incentive is to clear the board so that Cloud can be cast and attack FTW, but I think that we can remove a few of those to make room for more interaction and card advantage.

Note: Some of the cards overlap and can count for multiple categories.

Category Count What it Means
Draw/Card Advantage 12 Cards that draw or give you access to more cards.
Ramp 11 Cards that give you more mana or access to more lands
Lands 37 Land cards
Interaction 7 Cards that remove or interact with opponents boards.
Protection 9 Cards that protect your creatures
Wipe 5 Cards that destroy all creatures or permanents
Recur 5 Return cards from your graveyard to hand or battlefield
Equipment 16 Cards with Equip abilities
Other 5 Cards that are too small to be their own category. (Pinging opponents, free attaching equipment, etc.)

Cards on the Chopping Block

First off, we need to remove some cards that don't quite fit the decks theme. Again, trying to keep the Final Fantasy VII theme intact, we will keep some of the underperforming cards that still have a connection to the game, but we will remove some of the weaker cards that don't contribute to the deck's overall strategy.

Some of the cards that I feel can be removed are:

  • Furious Rise - This is nice for card advantage, but there are better options.
  • Hellkite Tyrant - Though it does care about artifacts, we want to focus more on equipment and heroes.
  • Summon: Kujata - Good card, deals damage, allows for attack, and adds draw, but doesn't care about equipment.
  • Cait Sith, Fortune Teller - Good for card advantage, but doesn't fit the theme of the deck.
  • Bastion Protector - This card is good for protecting your commander, but we have many other options.
  • Heidegger, Shinra Executive - This card mainly cares about soldiers, and we don't have many of those in the deck. (We have 4 others not including bastion protector)
  • Ultimate Magic: Meteor - This card is way to expensive for what it does.
  • Decimate - You MUST have all legal targets to play this spell and too often you will not have enough targets to play it.
  • Avalanche of Sector 7 - Relies on your opponents have artifacts. It's difficult to rely on consistently.
  • Explorer's Scope - This card isn't efficient enough to be worth it, especially because it doesn't apply any buffs.
  • Bronze Guardian - This card is a great attacker, and has good protection for your artifacts, but we have plenty of other cheaper protection options that fit better.
  • Ultimate Magic: Holy - This one was a bit difficult to remove, but in the end, I felt that we didn't need the protection it provides. We already have plenty of protection in the deck as is.
  • Vanquish the Horde - Same thought process as above. We only need about 3 wipes in the deck, and we really need our creatures, so this one doesn't help us much.

Budget Boosts (≈ $20)

Limit Break (FF VII) - Budget Upgrade Archidekt Link

I understand that a lot of the Fallout cards from the Dogmeat precon are quite useful in this deck, but it doesn't fit the theme of Final Fantasy VII. This add list focuses an adding more on theme cards that still work with the theme, but provide better draw, protection, and ramp in order to get Cloud out and swinging.

Total cost at last check (06/30/2025): about $20. cheaper than a Midgar pizza.

Unfortunately, all of the fun cards from the FF set are still super expensive, and will be listed in the Expensive upgrade section.

Honorable Mentions

Premium Power-Ups

Limit Break (FF VII) - Expensive Upgrade Archidekt Link

Now for the more expensive upgrades. This list doesn't change too much, other than adding some generally stronger creatures. It's unfortunate that the FF set has so many expensive cards, but they are also very powerful. Most of the additions are really just more efficient cards and tutors to make the deck more consistent.

Honorable Mentions

Alternate Build Paths

If I were to remake this deck from scratch while being able to remove more cards, I would like to create an extra combats build. With every attack from Cloud drawing us more cards and making treasures, it'd be pretty easy to ramp out an unstoppable army of equipment and heroes.

On the other hand, I think it'd also be fun flavorfully to make this a Soldier typal deck. There are already a few cards that care about the Soldier type in the deck.

Final Thoughts & Resources

The Limit Break Precon is very fun right out of the box and can be upgraded to become even more formidable. The suggested budget upgrades focus on enhancing the deck's core theme while providing better draw, protection, and ramp. While he expensive upgrades really just make the deck more consistent and efficient with better equipment, buffs, and tutors.

I hope you enjoyed this upgrade guide for the Limit Break Precon. If you have any suggestions or ideas for further upgrades, feel free to reach out! Remember, the most important part of Magic is to have fun and enjoy the game with friends. Happy brewing! Next week I'll be creating a completely new deck for Clive, Ifrit's Dominant!