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.
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.
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.
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.
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):