🔗 Share this article The Zack Fair Card Proves That Magic: The Gathering's Crossover Sets Are Capable of Telling Emotional Narratives. A significant element of the charm of the *Final Fantasy* Universes Beyond collection for *Magic: The Gathering* lies in the manner countless cards narrate iconic tales. Take for instance the Tidus, Blitzball Star card, which gives a glimpse of the protagonist at the outset of *Final Fantasy 10*: a wildly famous Blitzball pro whose signature move is a specialized shot that takes a defender out of the way. The card's mechanics mirror this perfectly. These kinds of flavor is found across the entire Final Fantasy set, and not all fun and games. Some are poignant callbacks of sad moments fans still mull over decades later. "Emotional tales are a vital component of the Final Fantasy legacy," explained a senior designer on the project. "We built some overarching principles, but finally, it was largely on a individual basis." Though the Zack Fair card isn't a competitive powerhouse, it is one of the collection's most elegant instances of storytelling through mechanics. It artfully reflects one of *Final Fantasy 7*'s most important story moments brilliantly, all while capitalizing on some of the set's key mechanics. And while it doesn't spoil anything, those familiar with the saga will quickly recognize the meaning embedded in it. The Mechanics: A Narrative in Play For one white mana (the color of heroes) in this set, Zack Fair is a starting power and toughness of 0/1 but comes into play with a +1/+1 marker. By paying one colorless mana, you can destroy the card to give another unit you control protection from destruction and transfer all of Zack’s counters, plus an artifact weapon, onto that other creature. This design depicts a moment FF fans are all too remember, a moment that has been reimagined throughout the years — in the first *FF7*, *Crisis Core*, and even alternate-timeline retellings in *FF7 Remake*. But somehow it hits just as hard here, conveyed completely through card abilities. Zack gives his life to save Cloud, who then takes up the Buster Sword as his own. The Story Behind the Scene Some necessary backstory, and here is your *FF7* warning: Years before the primary events of the game, Zack and Cloud are left for dead after a confrontation with Sephiroth. After extended imprisonment, the pair break free. The entire time, Cloud is delirious, but Zack ensures to protect his companion. They finally arrive at the plains outside Midgar before Zack is gunned down by forces. Left behind, Cloud in that moment claims Zack’s Buster Sword and assumes the persona of a first-class SOLDIER, which leads right into the start of *FF7*. Playing Out the Passing of the Torch on the Tabletop Through gameplay, the rules essentially let you reenact this entire event. The Buster Sword is featured as a top-tier piece of armament in the set that costs three mana and grants the wielding creature +3/+2. So, for a total of six mana, you can transform Zack into a solid 4/6 while the Buster Sword equipped. The Cloud Strife card also has deliberate synergy with the Buster Sword, enabling you to search your deck for an equipment card. When used in tandem, these three cards unfold like this: You cast Zack, and he receives the +1/+1 counter. Then you play Cloud to pull the Buster Sword from your deck. Then you play and equip it to Zack. Because of the design Zack’s sacrifice ability is designed, you can technically use it during combat, meaning you can “intercept” an attack and activate it to prevent the damage completely. This allows you to make this play at any time, transferring the +1/+1 counter *and* the Buster Sword to Cloud. He is transformed into a strong 6/4 that, whenever he deals combat damage a player, lets you draw two cards and play two spells for free. This is precisely the kind of interaction alluded to when discussing “emotional resonance” — not revealing the scene, but letting the gameplay evoke the memory. More Than the Central Interaction And the flavor here is deeply satisfying, and it extends past just these cards. The Jenova, Ancient Calamity is part of the set as a creature that, at the start of combat, places a number of +1/+1 counters on a target creature, which then becomes a Mutant. This kind of suggests that Zack’s starting +1/+1 token is, in a way, the SOLDIER enhancement he underwent, which included modification with Jenova cells. This is a small reference, but one that implicitly links the whole SOLDIER program to the +1/+1 counter theme in the expansion. This design doesn't show his end, or Cloud’s confusion, or the memorable location where it concludes. It isn't necessary. *Magic* allows you to recreate the passing yourself. You make the ultimate play. You pass the legacy on. And for a fleeting moment, while enjoying a strategy game, you recall why *Final Fantasy 7* is still the most beloved game in the franchise ever made.