Commander Precons›Final Fantasy›Revival Trance (FINAL FANTASY VI)
Commander precon · Final Fantasy · released June 13, 2025

Revival Trance (FINAL FANTASY VI) Precon: Decklist, Value, and Verdict

Everything in the Revival Trance (FINAL FANTASY VI) Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 25 new cards, and whether it is worth buying.

Terra, Herald of Hope
Commander · Mardu

Terra, Herald of Hope

Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn. Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.

Singles value
$46.71
TCGplayer market, 90 cards, basic lands counted at $0
Sealed price
$30.30
TCGplayer price for the box (Amazon $38.74) · singles are 1.5× that
New cards
25 / 100
First printings in this deck
Bracket
2
Core, out of the box

Is Revival Trance (FINAL FANTASY VI) worth buying?

Draftsim's Final Fantasy review: Final Fantasy Commander Decks: Are They Worth It? by

Revival Trance falls into the classic precon trap of cramming too many strategies into a single deck, and it falls apart; this deck has an identity crisis between its commander, a mishmash of sacrifice cards, and a strong reanimation theme. It also has a slew of random legends; something I recognize in several Universes Beyond precons, and it likely has to do with printing as many legendary Easter eggs as possible.

In addition to too many themes, the deck’s curve is incredibly high, and it has one of the worst interaction packages I’ve seen in a precon in a while—nothing but 3-mana, single-target removal and a board wipe.

How Revival Trance (FINAL FANTASY VI) plays

primer from Revival Trance Upgrade Guide: 23 Easy Changes You Can Make by

Revival Trance falls into the classic precon trap of cramming too many strategies into a single deck, and it falls apart; this deck has an identity crisis between its commander, a mishmash of sacrifice cards, and a strong reanimation theme. It also has a slew of random legends; something I recognize in several Universes Beyond precons, and it likely has to do with printing as many legendary Easter eggs as possible.

In addition to too many themes, the deck’s curve is incredibly high, and it has one of the worst interaction packages I’ve seen in a precon in a while—nothing but 3-mana, single-target removal and a board wipe.

There’s some nasty tension between the mostly reanimator-focused deck and Terra, Herald of Hope. While Terra wants to reanimate small, impactful creatures, most of the deck focuses on reanimating big creatures that exceed the 3-power restriction on Terra. There’s a lot of weaknesses to shore up in this one.

Most valuable cards in Revival Trance (FINAL FANTASY VI)

TCGplayer market · foil-only printings at their foil price

The 25 new cards

first printings in Final Fantasy

Revival Trance (FINAL FANTASY VI) decklist

100 cards · new card · prices are TCGplayer market, basics $0 · foil only printed in foil

Commander 1

Creatures 35

Instants 6

Upgrading Revival Trance (FINAL FANTASY VI)

First and foremost, let’s address that snarl of themes. When your deck has a mishmash of themes, you lose tons of consistency and power because you’ll draw random cards that just don’t do anything. I’m cutting the sacrifice stuff to focus on that strong reanimator theme, since cutting the latter seems like it would take more of an overhaul than a strict upgrade.

Draftsim's upgrade guide makes 21 changes to this deck. The first picks (hover for the card):

More on Revival Trance (FINAL FANTASY VI) and the Final Fantasy precons

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Draftsim's take on the whole set: Final Fantasy Commander Decks: Are They Worth It? by
Revival Trance (FINAL FANTASY VI) Commander Deck
Singles value $46.71 · sealed $30.30 at TCGplayer · 1.5× the box price in singles · Final Fantasy