Zack Fair Illustrates That Magic: The Gathering's Universes Beyond Can Tell Emotional Narratives.
A core part of the charm within the *Final Fantasy* crossover release for *Magic: The Gathering* lies in the way so many cards narrate well-known tales. Cards like the Tidus, Blitzball Star card, which provides a snapshot of the hero at the very start of *Final Fantasy 10*: a celebrated professional athlete whose key technique is a unique shot that pushes a defender out of the way. The gameplay rules represent this with subtlety. This type of flavor is prevalent across the whole Final Fantasy offering, and they aren't all fun and games. Some act as heartbreaking callbacks of sad moments fans still mull over decades later.
"Moving narratives are a central element of the Final Fantasy series," wrote a senior game designer involved with the set. "They created some overarching principles, but ultimately, it was mostly on a card-by-card basis."
Though the Zack Fair is not a competitive powerhouse, it stands as one of the collection's most refined instances of storytelling through rules. It masterfully reflects one of *Final Fantasy 7*'s most important story moments in spectacular fashion, all while utilizing some of the product's central gameplay elements. And while it avoids revealing anything, those acquainted with the story will immediately grasp the emotional weight within it.
How It Works: Story Through Gameplay
For one white mana (the color of good) in this set, Zack Fair enters with a base stat line of 0/1 but comes into play with a +1/+1 marker. By spending one colorless mana, you can remove from play the card to give another unit you control indestructible and put all of Zack’s counters, as well as an Equipment, onto that target creature.
This design portrays a scene FF fans are extremely familiar with, a moment that has been reimagined multiple times — in the classic *FF7*, *Crisis Core*, and even new iterations in *FF7 Remake*. And yet it lands just as hard here, conveyed completely through rules text. Zack makes the ultimate sacrifice to save Cloud, who then takes up the Buster Sword as his own.
A Spoiler for the Moment
For backstory, and here is your *FF7* warning: Prior to the primary events of the game, Zack and Cloud are left for dead after a clash with Sephiroth. Following years of experimentation, the pair manage to escape. The entire time, Cloud is delirious, but Zack ensures to protect his comrade. They finally arrive at the plains outside Midgar before Zack is fatally wounded by troops. Left behind, Cloud then takes up Zack’s Buster Sword and adopts the persona of a first-class SOLDIER, leading directly into the start of *FF7*.
Playing Out the Moment on the Game Board
In a game, the rules essentially let you recreate this whole event. The Buster Sword appears as a strong piece of equipment in the set that costs three mana and gives the wielding creature +3/+2. Therefore, using six mana, you can make Zack into a formidable 4/6 with the Buster Sword attached.
The Cloud, Midgar Mercenary also has deliberate combo potential with the Buster Sword, letting you to find for an artifact card. In combination, these three cards play out as follows: You cast Zack, and he gets the +1/+1 counter. Then you cast Cloud to pull the Buster Sword out of your deck. Then you play and equip it to Zack.
Owing to the manner Zack’s key mechanic is designed, you can technically use it during combat, meaning you can “intercept” an attack and trigger it to prevent the attack completely. So you can do this at any time, transferring the +1/+1 counter *and* the Buster Sword to Cloud. He is transformed into a strong 6/4 that, every time he deals combat damage a player, lets you draw two cards and cast two cards for free. This is exactly the kind of experience alluded to when discussing “emotional resonance” — not spoiling the scene, but letting the mechanics trigger the recollection.
Extending Past the Central Synergy
However, the thematic here is deeply satisfying, and it reaches beyond just these cards. The Jenova, Ancient Calamity appears in the collection as a creature that, at the start of combat, puts a number of +1/+1 counters on a target creature, which then becomes a Mutant. This sort of implies that Zack’s initial +1/+1 token is, figuratively, the SOLDIER conditioning he underwent, which included experimentation with Jenova cells. It's a small reference, but one that subtly connects the entire SOLDIER program to the +1/+1 counter mechanic in the set.
This design does not depict his end, or Cloud’s confusion, or the rain-soaked bluff where it happens. It doesn't have to. *Magic* allows you to recreate the passing personally. You make the ultimate play. You transfer the sword on. And for a brief second, while engaged in a strategy game, you are reminded of why *Final Fantasy 7* remains the most beloved game in the series ever made.