Overview
The ex-SOLDIER from Midgar arrives as one of the most equipment-friendly commanders in recent memory. Limit Break is built around the simple idea that attaching powerful weapons to creatures and swinging wide is more fun than most people admit. The deck's 19-artifact package is nearly unprecedented for a precon and gives the deck unusual density and consistency in finding and deploying equipment.
Cloud has haste, auto-equips an Equipment you control the moment he enters, and whenever he attacks he draws a card for each equipped attacking creature you control, with a bonus pair of Treasures if his power has been pumped to 7 or more. The supporting cast from FFVII fills the creature suite: Tifa, Zack, Barret, Yuffie, Aerith, Cait Sith, Red XIII, Vincent, and Sephiroth all appear. The non-FF support cards include Puresteel Paladin for card draw, Inspiring Statuary to let your artifacts help pay for other spells, and Hellkite Tyrant as an alternative win condition through artifact theft.
Key Cards
Playing the Deck
The early game is ramp and setup. Nature's Lore, Rampant Growth, and Cultivate get you to four mana by turn three. Cloud wants to come down early and start attacking with equipment already attached, so prioritise landing a cheap piece of equipment in the first two turns. Explorer's Scope and Mask of Memory provide card advantage on attack, keeping the hand full even as resources are spent.
The mid game is about loading up and swinging. Puresteel Paladin with metalcraft active makes every subsequent equipment free to attach, enabling explosive turns where multiple weapons land on a single attacker. Bastion Protector gives your commander indestructible, and Champion's Helm adds +2/+2 plus hexproof as long as the equipped creature is legendary, which covers Cloud himself. Inspiring Statuary gives your nonartifact spells improvise, letting any artifact you control, equipment included, tap once to help pay their generic costs.
The late game uses Austere Command and Vandalblast to reset opponents while keeping your own artifacts intact. Unfinished Business recurs key creatures and reattaches equipment. Hellkite Tyrant closes games either through combat damage or the alternate win condition, particularly effective against other artifact-heavy strategies.
Strengths & Weaknesses
Strengths: The artifact density makes the deck remarkably consistent. With 19 artifacts, Puresteel Paladin almost always has metalcraft active, and the equipment suite is varied enough to answer most board states. The deck applies early pressure and maintains it throughout the game. Hellkite Tyrant provides a surprise win condition that few opponents anticipate from a voltron deck.
Weaknesses: The deck is vulnerable to mass artifact removal (Vandalblast, Shatterstorm) which can strip all the equipment and leave creatures as vanilla bodies. The creature package is not deep, meaning losing Cloud and two or three support creatures can leave the board empty. The deck also lacks ways to protect equipment from targeted removal, making powerful swords and hammers vulnerable to Disenchant effects.
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All 100 cards from the out-of-the-box Limit Break precon, enriched with current prices. Click any card to expand it.