Precons › Final Fantasy Commander

Scions & Spellcraft Collector's Edition (FINAL FANTASY XIV)

Commander precon · Final Fantasy Commander · 2025 · led by Y'shtola, Night's Blessed

Main theme: Spellslinger · Synergy 4.6/5 (tight) · Bracket 1–2 · Y'shtola, Night's Blessed works with 32 of its cards

Upgrades at bracket 1–2

No Game Changers and no infinite combos: the level of an unchanged precon. Game Changers are cards on WotC's official list of cards that make a deck much stronger.

15 swaps, and after them the report reads the deck at bracket 1–2.

Its cards work together a little more: synergy 4.6 → 4.7 of 5, still tight. Its consistency is unchanged: Build stays at 5.0 of 5, on target. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Choked Estuary: Choked Estuary enters tapped. Put in Morphic Pool: Morphic Pool never enters tapped and makes blue or black.
  2. Take out Contaminated Aquifer: Contaminated Aquifer enters tapped. Put in Underground Sea: Underground Sea never enters tapped and makes blue or black.
  3. Take out Shineshadow Snarl: Shineshadow Snarl enters tapped. Put in Godless Shrine: Godless Shrine never enters tapped and makes white or black.
  4. Take out Sunlit Marsh: Sunlit Marsh enters tapped. Put in Scrubland: Scrubland never enters tapped and makes white or black.
  5. Take out Idyllic Beachfront: Idyllic Beachfront enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  6. Take out Port Town: Port Town enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  7. Take out Drowned Catacomb: Drowned Catacomb can enter tapped. Put in Watery Grave: Watery Grave never enters tapped and makes blue or black.
  8. Take out Isolated Chapel: Isolated Chapel can enter tapped. Put in Vault of Champions: Vault of Champions never enters tapped and makes white or black.
  9. Take out Glacial Fortress: Glacial Fortress can enter tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
  10. Take out Island: Island makes only blue. Put in Tundra: Tundra never enters tapped and makes white or blue.

Cards that work together

  1. Take out Authority of the Consuls: Authority of the Consuls works with no other card in this deck; The Vision works with 4 cards, 2 of them on it. Put in The Vision: When an instant is cast thanks to Emet-Selch of the Third Seat, The Vision triggers
  2. Take out Sage's Nouliths: Sage's Nouliths works with 3 cards in this deck, none of them on its theme; Kykar, Zephyr Awakener works with 11 cards, 2 of them on it. Put in Kykar, Zephyr Awakener: Astrologian's Planisphere gives Kykar, Zephyr Awakener an extra ability
  3. Take out Hildibrand Manderville // Gentleman's Rise: Hildibrand Manderville // Gentleman's Rise works with 9 cards in this deck, none of them on its theme. Put in Aether Syphon: When Transpose makes a player draw a card, Aether Syphon mills a card
  4. Take out Dancer's Chakrams: Dancer's Chakrams works with 3 cards in this deck, none of them on its theme; Monastery Mentor works with 5 cards, 2 of them on it. Put in Monastery Mentor: When an instant is cast thanks to Emet-Selch of the Third Seat, Monastery Mentor makes a token
  5. Take out Reaper's Scythe: Reaper's Scythe works with 3 cards in this deck, none of them on its theme; Whispering Wizard works with 6 cards, 2 of them on it. Put in Whispering Wizard: Astrologian's Planisphere gives Whispering Wizard an extra ability

Upgrades at bracket 3

Up to three Game Changers, and no two-card infinite combo that costs 6 or less.

15 swaps, and after them the report reads the deck at bracket 1–2. These are the same swaps as at bracket 1–2: none of the stronger cards bracket 3 allows does any of these jobs strictly better, so aiming higher changes nothing for this deck.

Its cards work together a little more: synergy 4.6 → 4.7 of 5, still tight. Its consistency is unchanged: Build stays at 5.0 of 5, on target. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Choked Estuary: Choked Estuary enters tapped. Put in Morphic Pool: Morphic Pool never enters tapped and makes blue or black.
  2. Take out Contaminated Aquifer: Contaminated Aquifer enters tapped. Put in Underground Sea: Underground Sea never enters tapped and makes blue or black.
  3. Take out Shineshadow Snarl: Shineshadow Snarl enters tapped. Put in Godless Shrine: Godless Shrine never enters tapped and makes white or black.
  4. Take out Sunlit Marsh: Sunlit Marsh enters tapped. Put in Scrubland: Scrubland never enters tapped and makes white or black.
  5. Take out Idyllic Beachfront: Idyllic Beachfront enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  6. Take out Port Town: Port Town enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  7. Take out Drowned Catacomb: Drowned Catacomb can enter tapped. Put in Watery Grave: Watery Grave never enters tapped and makes blue or black.
  8. Take out Isolated Chapel: Isolated Chapel can enter tapped. Put in Vault of Champions: Vault of Champions never enters tapped and makes white or black.
  9. Take out Glacial Fortress: Glacial Fortress can enter tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
  10. Take out Island: Island makes only blue. Put in Tundra: Tundra never enters tapped and makes white or blue.

Cards that work together

  1. Take out Authority of the Consuls: Authority of the Consuls works with no other card in this deck; The Vision works with 4 cards, 2 of them on it. Put in The Vision: When an instant is cast thanks to Emet-Selch of the Third Seat, The Vision triggers
  2. Take out Sage's Nouliths: Sage's Nouliths works with 3 cards in this deck, none of them on its theme; Kykar, Zephyr Awakener works with 11 cards, 2 of them on it. Put in Kykar, Zephyr Awakener: Astrologian's Planisphere gives Kykar, Zephyr Awakener an extra ability
  3. Take out Hildibrand Manderville // Gentleman's Rise: Hildibrand Manderville // Gentleman's Rise works with 9 cards in this deck, none of them on its theme. Put in Aether Syphon: When Transpose makes a player draw a card, Aether Syphon mills a card
  4. Take out Dancer's Chakrams: Dancer's Chakrams works with 3 cards in this deck, none of them on its theme; Monastery Mentor works with 5 cards, 2 of them on it. Put in Monastery Mentor: When an instant is cast thanks to Emet-Selch of the Third Seat, Monastery Mentor makes a token
  5. Take out Reaper's Scythe: Reaper's Scythe works with 3 cards in this deck, none of them on its theme; Whispering Wizard works with 6 cards, 2 of them on it. Put in Whispering Wizard: Astrologian's Planisphere gives Whispering Wizard an extra ability

Upgrades at bracket 4–5

No limits on Game Changers or combos.

15 swaps, and after them the report reads the deck at bracket 1–2. These are the same swaps as at bracket 3: none of the stronger cards bracket 4–5 allows does any of these jobs strictly better, so aiming higher changes nothing for this deck.

Its cards work together a little more: synergy 4.6 → 4.7 of 5, still tight. Its consistency is unchanged: Build stays at 5.0 of 5, on target. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Choked Estuary: Choked Estuary enters tapped. Put in Morphic Pool: Morphic Pool never enters tapped and makes blue or black.
  2. Take out Contaminated Aquifer: Contaminated Aquifer enters tapped. Put in Underground Sea: Underground Sea never enters tapped and makes blue or black.
  3. Take out Shineshadow Snarl: Shineshadow Snarl enters tapped. Put in Godless Shrine: Godless Shrine never enters tapped and makes white or black.
  4. Take out Sunlit Marsh: Sunlit Marsh enters tapped. Put in Scrubland: Scrubland never enters tapped and makes white or black.
  5. Take out Idyllic Beachfront: Idyllic Beachfront enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  6. Take out Port Town: Port Town enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  7. Take out Drowned Catacomb: Drowned Catacomb can enter tapped. Put in Watery Grave: Watery Grave never enters tapped and makes blue or black.
  8. Take out Isolated Chapel: Isolated Chapel can enter tapped. Put in Vault of Champions: Vault of Champions never enters tapped and makes white or black.
  9. Take out Glacial Fortress: Glacial Fortress can enter tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
  10. Take out Island: Island makes only blue. Put in Tundra: Tundra never enters tapped and makes white or blue.

Cards that work together

  1. Take out Authority of the Consuls: Authority of the Consuls works with no other card in this deck; The Vision works with 4 cards, 2 of them on it. Put in The Vision: When an instant is cast thanks to Emet-Selch of the Third Seat, The Vision triggers
  2. Take out Sage's Nouliths: Sage's Nouliths works with 3 cards in this deck, none of them on its theme; Kykar, Zephyr Awakener works with 11 cards, 2 of them on it. Put in Kykar, Zephyr Awakener: Astrologian's Planisphere gives Kykar, Zephyr Awakener an extra ability
  3. Take out Hildibrand Manderville // Gentleman's Rise: Hildibrand Manderville // Gentleman's Rise works with 9 cards in this deck, none of them on its theme. Put in Aether Syphon: When Transpose makes a player draw a card, Aether Syphon mills a card
  4. Take out Dancer's Chakrams: Dancer's Chakrams works with 3 cards in this deck, none of them on its theme; Monastery Mentor works with 5 cards, 2 of them on it. Put in Monastery Mentor: When an instant is cast thanks to Emet-Selch of the Third Seat, Monastery Mentor makes a token
  5. Take out Reaper's Scythe: Reaper's Scythe works with 3 cards in this deck, none of them on its theme; Whispering Wizard works with 6 cards, 2 of them on it. Put in Whispering Wizard: Astrologian's Planisphere gives Whispering Wizard an extra ability

Opens a route: Tinybones Joins Up. 12 of its cards reach Astrologian's Planisphere through it.

The decklist

Creatures

Alisaie Leveilleur · Alphinaud Leveilleur · Archmage Emeritus · Ardbert, Warrior of Darkness · Baleful Strix · Emet-Selch of the Third Seat · Estinien Varlineau · Fandaniel, Telophoroi Ascian · G'raha Tia, Scion Reborn · Hermes, Overseer of Elpis · Hildibrand Manderville // Gentleman's Rise · Hraesvelgr of the First Brood · Hypnotic Sprite // Mesmeric Glare · Krile Baldesion · Lyse Hext · Murderous Rider // Swift End · Papalymo Totolymo · Summon: Good King Mog XII · Tataru Taru · Thancred Waters · Torrential Gearhulk · Urianger Augurelt

Instants and sorceries

Circle of Power · Cleansing Nova · Crux of Fate · Cut a Deal · Dig Through Time · Exsanguinate · Final Judgment · Into the Story · Lethal Scheme · Lingering Souls · Rite of Replication · Snuff Out · Sublime Epiphany · Swords to Plowshares · Syphon Mind · Transpose · Vindicate · Void Rend

Artifacts and enchantments

Arcane Signet · Archaeomancer's Map · Astrologian's Planisphere · Authority of the Consuls · Bastion of Remembrance · Blue Mage's Cane · Champions from Beyond · Coveted Jewel · Dancer's Chakrams · Eye of Nidhogg · Observed Stasis · Propaganda · Reaper's Scythe · Relic of Legends · Sage's Nouliths · Sol Ring · Talisman of Dominance · Talisman of Hierarchy · Talisman of Progress · Thought Vessel · Tome of Legends · White Auracite

Lands

Arcane Sanctum · Ash Barrens · Choked Estuary · Command Tower · Contaminated Aquifer · Darkwater Catacombs · Demolition Field · Desolate Mire · Drowned Catacomb · Evolving Wilds · Exotic Orchard · Fetid Heath · Glacial Fortress · Idyllic Beachfront · 3 Island · Isolated Chapel · Path of Ancestry · 4 Plains · Port Town · Prairie Stream · Scavenger Grounds · Shineshadow Snarl · Skycloud Expanse · Sunken Hollow · Sunken Ruins · Sunlit Marsh · 4 Swamp · Temple of the False God · Underground River

Other Final Fantasy Commander precons