Limit Break (FINAL FANTASY VII)

Summary

Limit Break (FINAL FANTASY VII) is a Commander deck led by Cloud, ExSOLDIER. Key cards include Aerith, Last Ancient, Arcane Signet, Armory Automaton, and Ash Barrens. Explore this public list on MTG Master for strategy ideas, upgrades, and table fit planning.

Commander

Cloud, Ex-SOLDIER

Commander background

Limit Break (FINAL FANTASY VII)

Deck description
Limit Break (FINAL FANTASY VII) is a Naya (red-green-white) Commander deck led by Cloud, Ex-SOLDIER, blending aggressive combat with an Equipment engine. Cloud arrives ready to suit up immediately, then turns every attack into velocity by drawing cards for each equipped attacker; once his power hits 7, the extra Treasure pushes mana and tempo even further. Multiple iconic weapons and support pieces encourage going wide with armed creatures, then turning a single turn of combat into a big resource swing that keeps the pressure on. Games tend to move at a brisk pace, with proactive board development backed by flexible interaction like Chaos Warp, Vandalblast, and sweepers such as Austere Command and Vanquish the Horde. The list is resilient for a combat deck thanks to protective Equipment and value staples like Puresteel Paladin and Skullclamp, and it can pivot into a decisive finish via overwhelming combat damage or a surprise Hellkite Tyrant line. Players who enjoy attacking while steadily refilling their hand will find plenty of natural upgrade paths in stronger Equipment, tutors, and additional combat payoffs.
Deck total
$79.96
Missing cost
Deck cards
100
Run an AI analysis to unlock power metrics.
AI
MTG Master AI

Commander (1)

  • 1
    {2}{R}{G}{W}

Creatures (24)

  • 1
    {2}{G}{W}
  • 1
    {3}
  • 1
    {2}{R}
  • 1
    {3}{R}
  • 1
    {2}{R}{G}
  • 1
    {2}{W}
  • 1
    {4}{W}
  • 1
    {1}{G}
  • 1
    {3}{R}
  • 1
    {1}{W}
  • 1
    {2}{W}
  • 1
    {3}{W}
  • 1
    {1}{W}
  • 1
    {4}{R}{R}
  • 1
    {2}{R}
  • 1
    {1}{G}
  • 1
    {W}{W}
  • 1
    {1}{R}{G}
  • 1
    {3}{R}{W}
  • 1
    {5}{R}
  • 1
    {1}{R}{G}{W}
  • 1
    {2}{R}
  • 1
    {2}{R}
  • 1
    {W}

Sorceries (11)

  • 1
    {4}{W}{W}
  • 1
    {2}{G}
  • 1
    {2}{R}{G}
  • 1
    {2}{G}{G}
  • 1
    {1}{G}
  • 1
    {1}{G}
  • 1
    {1}{W}{W}
  • 1
    {5}{R}
  • 1
    {3}{W}{W}
  • 1
    {R}
  • 1
    {6}{W}{W}

Instants (6)

  • 1
    {2}{R}
  • 1
    {2}{W}{W}
  • 1
    {1}{W}
  • 1
    {W}
  • 1
    {4}{G}{G}
  • 1
    {2}{W}

Artifacts (19)

  • 1
    {2}
  • 1
    {1}{G}{W}
  • 1
    {3}
  • 1
    {1}
  • 1
    {2}
  • 1
    {2}
  • 1
    {3}
  • 1
    {1}
  • 1
    {2}
  • 1
    {2}
  • 1
    {3}
  • 1
    {2}
  • 1
    {2}
  • 1
    {1}
  • 1
    {1}
  • 1
    {2}{G}
  • 1
    {2}
  • 1
    {2}
  • 1
    {2}

Enchantments (2)

  • 1
    {2}{R}
  • 1
    {2}{W}

Lands (37)

  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1

Mana pressure & alignment

How your colored demand lines up with the mana base during your game.

Color pressure

Demand vs support share by color.

{W}White
Critical
Demand: 45%Support: 28%
{R}Red
Aligned
Demand: 28%Support: 28%
{G}Green
Surplus
Demand: 27%Support: 31%
{C}Colorless
Surplus
Demand: 0%Support: 13%
{W}Delta-4.0Critical
{R}Delta+1.3Aligned
{G}Delta+2.7Surplus
{C}Delta+4.8Surplus

Mana integrity

Overall alignment score for your mana base.

85Score
Grade
Good
Highlights
  • Mana integrity is in a good spot.
  • White sources are under-supported for this deck.
Warnings
  • Early-game White commitments are heavy.
  • Many mana sources enter tapped; early turns may slow down.
Recommendations
  • Swap tapped White sources for untapped options.
  • Reduce early White triple-pip spells or move them up the curve.

Early turn stress

Where color requirements cluster across turns.

White
Red
Green
Colorless
1
2
3
4
5
6
7+

Mana Base

Benchmark-backed view of how the deck develops mana, fixes colors, and reaches commander timing in the first turns.

low
Main bottleneck: Turn 1 live color via Tapped-land tempo

Mana readiness snapshot

Compact early-game checks for whether the mana base turns on cleanly.

Turn 1 live color
Live colored mana for turn-1 plays.
47%
2 mana by turn 2
Keeps the early curve on schedule.
97%
All colors by turn 3
Gets the full color mix online early.
86%
Double pip by turn 3
Checks early UU, BB, RR, or GG requirements.
65%
Benchmark target: Puresteel Paladin
Higher percentages mean the mana base supports the deck's early asks more consistently.

Commander and color timing

Shows when the mana base turns colors on and when commander timing becomes reliable.

  • All colors online
  • Commander castable
T3T4T5T60255075100
Main bottlenecks

Benchmarks that miss most often, plus the dominant reasons behind those misses.

53% Main bottleneck: Turn 1 live color via Tapped-land tempo
Tapped-land tempo: 100%No untapped color source: 4%
Want the full opener diagnosis?

Open the full analysis for mulligans, risky openers, benchmark miss causes, and the complete why-hands-fail breakdown.

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