Zack Fair Illustrates How Magic: The Gathering's Universes Beyond Can Tell Meaningful Stories.
A significant aspect of the allure of the *Final Fantasy* crossover set for *Magic: The Gathering* lies in the way so many cards tell familiar tales. Cards like the Tidus, Blitzball Star card, which gives a snapshot of the hero at the beginning of *Final Fantasy 10*: a wildly famous Blitzball pro whose signature move is a unique shot that knocks a defender out of the way. The card's mechanics reflect this in nuanced ways. This type of storytelling is prevalent throughout the complete Final Fantasy offering, and some are not fun and games. Some serve as somber callbacks of emotional events fans remember vividly to this day.
"Powerful narratives are a central element of the Final Fantasy franchise," explained a principal game designer on the set. "We built some overarching principles, but ultimately, it was largely on a card-by-card basis."
Even though the Zack Fair may not be a top-tier card, it is one of the set's most refined instances of flavor by way of mechanics. It masterfully echoes one of *Final Fantasy 7*'s most pivotal dramatic moments brilliantly, all while utilizing some of the expansion's key mechanics. And although it steers clear of spoiling anything, those who know the saga will quickly recognize the meaning within it.
The Card's Design: A Narrative in Play
At a cost of one white mana (the hue of good) in this collection, Zack Fair has a base stat line of 0/1 but comes into play with a +1/+1 counter. By spending one generic mana, you can remove from play the card to grant another unit you control protection from destruction and move all of Zack’s bonuses, along with an Equipment, onto that target creature.
These mechanics depicts a moment FF fans are all too familiar with, a moment that has been retold throughout the years — in the original *FF7*, *Crisis Core*, and even reimagined versions in *FF7 Remake*. And yet it resonates with equal force here, expressed solely through card abilities. Zack sacrifices himself to save Cloud, who then inherits the Buster Sword as his own.
The Context of the Card
Some necessary context, and take this as your *FF7* spoiler alert: Prior to the main events of the game, Zack and Cloud are left for dead after a clash with Sephiroth. Following extended imprisonment, the duo break free. During their ordeal, Cloud is barely conscious, but Zack vows to protect his comrade. They finally reach the plains outside Midgar before Zack is fatally wounded by forces. Presumed dead, Cloud then takes up Zack’s Buster Sword and adopts the role 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 abilities in essence let you recreate this whole event. The Buster Sword is featured as a powerful piece of equipment in the set that requires three mana and provides the equipped creature +3/+2. So, for a total of six mana, you can turn Zack into a formidable 4/6 with the Buster Sword wielded.
The Cloud Strife card also has deliberate synergy with the Buster Sword, enabling you to search your deck for an artifact card. Together, these three cards function in this way: You play Zack, and he gains the +1/+1 counter. Then you summon Cloud to retrieve the Buster Sword from your deck. Then you play and equip it to Zack.
Because of the manner Zack’s signature action is structured, you can actually use it in the middle of battle, meaning you can “block” an attack and activate it to prevent the attack altogether. Therefore, you can perform this action at any time, passing the +1/+1 counter *and* the Buster Sword to Cloud. He subsequently becomes a powerful 6/4 that, whenever he strikes a player, lets you pull extra cards and play two spells for free. This is exactly the kind of interaction referred to when talking about “emotional resonance” — not explaining the scene, but letting the card design make you remember.
Extending Past the Obvious Interaction
However, the flavor here is oh-so-delicious, 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 sort of hints that Zack’s initial +1/+1 token is, in a way, the SOLDIER enhancement he underwent, which included experimentation with Jenova cells. This is a small nod, but one that cleverly connects the whole SOLDIER program to the +1/+1 counter theme in the set.
The card doesn't show his demise, or Cloud’s breakdown, or the stormy bluff where it all ends. It isn't necessary. *Magic* allows you to relive the moment personally. You perform the ultimate play. You hand over the weapon on. And for a brief second, while playing a card battle, you are reminded of why *Final Fantasy 7* remains the most beloved game in the franchise to date.