In a four-person game, in order to go off and blow up the world, it has to be three against one

Creature 1 Tidus, Yuna's Guardian 1 Yuna, Grand Summoner 1 Auron, Venerated Guardian 1 Chocobo Knights 1 Gatta and Luzzu 1 Lord Jyscal Guado 1 Summon: Ixion 1 Summon: Yojimbo 1 Lulu, Stern Guardian 1 O'aka, Traveling Merchant 1 Rikku, Resourceful Guardian 1 Summon: Valefor 1Maester Seymour 1 Summon: Magus Sisters 1 Tromell, Seymour's Butler 1 Kimahri, Valiant Guardian 1 Shelinda, Yevon Acolyte 1 Sin, Unending Cataclysm 1 Wakka, Devoted Guardian 1 Luminous Broodmoth 1 Scholar of New Horizons 1 Sunscorch Regent 1 Chasm Skulker 1 Bane of Progress 1 Forgotten Ancient 1 Generous Patron 1 Gyre Sage 1 Incubation Druid 1 Rampant Rejuvenator 1 Tireless Tracker 1 Altered Ego 1 Fathom Mage 1 Walking Ballista 1 Grateful Apparition 1 Duskshell Crawler Artifact 1 Blitzball Stadium 1 Arcane Signet 1 Everflowing Chalice 1 Sol Ring Enchantment 1 Summoner's Sending 1 Sphere Grid 1 Resourceful Defense 1 Together Forever 1 Inexorable Tide 1 Fight Rigging 1 Hardened Scales 1 Path of Discovery 1 Bred for the Hunt Instant 1 Protection Magic 1 Yuna's Whistle 1 Pull from Tomorrow 1 Endless Detour 1 Destroy Evil 1 Path to Exile 1 An Offer You Can't Refuse 1 Inspiring Call Sorcery 1 Yuna's Decision 1 Collective Effort 1 Damning Verdict 1 Farewell 1 Promise of Loyalty 1 Farseek 1 Three Visits Land 1 Brushland 1 Canopy Vista 1 Exotic Orchard 1 Flooded Grove 1 Fortified Village 1 Glacial Fortress 1 Hinterland Harbor 1 Overflowing Basin 1 Port Town 1 Prairie Stream 1 Skycloud Expanse 1 Sungrass Prairie 1 Sunpetal Grove 1 Temple of Enlightenment 1 Temple of Mystery 1 Temple of Plenty 1 Vineglimmer Snarl 1 Ash Barrens 1 Evolving Wilds 1 Forge of Heroes 1 Idyllic Beachfront 1 Nesting Grounds 1 Path of Ancestry 1 Radiant Grove 1 Seaside Citadel 1 Tangled Islet 1 Temple of the False God 1 Command Tower 3 Island 3 Forest 3 Plains 4) Scions & Spellcraft (WUB - FFXIV) Esper is easily my favorite MTG deck archetype, so seeing FFXIV as the final FF Commander precon filled me with joy

Whenever a permanent an opponent controls is put into a graveyard, put that card onto the battlefield under your control unless that opponent pays 3 life. Suddenly every lost permanent is a potential ally for you, and if not, your opponents have to lose life just to stop you from stealing their stuff
It works like Parallel Lives in doubling your tokens with the extra benefit of using some tokens to give itself indestructible
It's still a land
Asmodeus the Archfiend Hello fans of a dialed back Griselbrand