Zack Fair Illustrates How Magic: The Gathering's Crossover Sets Can Tell Emotional Narratives.
A significant aspect of the allure within the Final Fantasy crossover release for *Magic: The Gathering* comes from the fashion countless cards depict familiar narratives. Cards like the Tidus, Blitzball Star card, which provides a snapshot of the character at the outset of *Final Fantasy 10*: a wildly famous Blitzball pro whose key technique is a unique shot that pushes a defender aside. The card's mechanics reflect this perfectly. Such storytelling is prevalent throughout the whole Final Fantasy set, and some are not fun and games. Some act as poignant reminders of sad moments fans remember vividly years after.
"Moving tales are a central component of the Final Fantasy legacy," noted a senior designer for the collaboration. "We built some broad guidelines, but in the end, it was primarily on a card-by-card level."
Even though the Zack Fair may not be a tournament staple, it is one of the release's most clever instances of narrative design by way of rules. It artfully captures one of *Final Fantasy 7*'s most important story moments in spectacular fashion, all while leveraging some of the product's key mechanics. And while it avoids revealing anything, those familiar with the tale will instantly understand the significance embedded in it.
The Mechanics: Story Through Gameplay
At a cost of one white mana (the hue of heroes) in this collection, Zack Fair has a starting stat line of 0/1 but comes into play with a +1/+1 marker. By spending one colorless mana, you can destroy the card to grant another ally you control protection from destruction and put all of Zack’s counters, along with an artifact weapon, onto that other creature.
This card portrays a sequence FF fans are very familiar with, a moment that has been retold multiple times — in the classic *FF7*, *Crisis Core*, and even new retellings in *FF7 Remake*. But somehow it lands powerfully here, conveyed completely through card abilities. Zack makes the ultimate sacrifice to save Cloud, who then inherits the Buster Sword as his own.
The Context of the Card
Some necessary history, and here is your *FF7* warning: Years before the primary events of the game, Zack and Cloud are left for dead after a clash with Sephiroth. Following years of experimentation, the duo get away. During their ordeal, Cloud is delirious, but Zack vows to take care of his friend. They eventually make it the outskirts outside Midgar before Zack is gunned down by troops. Left behind, Cloud in that moment claims Zack’s Buster Sword and takes on the identity of a first-class SOLDIER, setting the stage for the start of *FF7*.
Simulating the Passing of the Torch on the Battlefield
On the tabletop, the rules in essence let you reenact this whole scene. The Buster Sword is a a powerful piece of armament in the collection that requires three mana and provides the equipped creature +3/+2. Therefore, using six mana, you can turn Zack into a solid 4/6 while the Buster Sword wielded.
The Cloud Strife card also has clear interaction with the Buster Sword, allowing you to look through your library for an equipment card. Together, these pieces play out in this way: You summon Zack, and he gets the +1/+1 counter. Then you play Cloud to retrieve the Buster Sword from your deck. Then you play and equip it to Zack.
Because of the way Zack’s key mechanic is structured, you can actually use it in the middle of battle, meaning you can “block” an assault and activate it to negate the attack entirely. So you can do this at a key moment, moving the +1/+1 counter *and* the Buster Sword to Cloud. He then becomes a powerful 6/4 that, whenever he deals combat damage a player, lets you pull extra cards and play two cards at no cost. This is just the kind of experience alluded to when talking about “narrative impact” — not explaining the scene, but letting the gameplay trigger the recollection.
Extending Past the Central Combo
But the narrative here is deeply satisfying, and it goes beyond just this combo. The Jenova, Ancient Calamity is part of the set as a creature that, at the start of combat, puts a number of +1/+1 counters on a chosen creature, which additionally gains the type of a Mutant. This in a way suggests that Zack’s starting +1/+1 token is, figuratively, the SOLDIER treatment he underwent, which included experimentation with Jenova cells. It's a subtle reference, but one that cleverly ties the whole SOLDIER program to the +1/+1 counter ecosystem in the expansion.
Zack’s card avoids showing his end, or Cloud’s breakdown, or the rain-soaked location where it concludes. It isn't necessary. *Magic* lets you reenact the legacy personally. You choose the sacrifice. You transfer the sword on. And for a brief second, while enjoying a card battle, you are reminded of why *Final Fantasy 7* remains the most impactful game in the saga ever made.