June 30, 2025
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.
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
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.
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.) |
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:
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.
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.
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.
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!