One Grotesque 1999 Card Makes an Underrated Final Fantasy Commander a Total Powerhouse
🎮 Multi-platformNews
🎮 Final Fantasy#Magic: The Gathering#Final Fantasy 8#Final Fantasy#Tabletop Games#Trading Card Game

One Grotesque 1999 Card Makes an Underrated Final Fantasy Commander a Total Powerhouse

Polygon RSS FeedCorey Plante9 min read(about 4 hours ago)

Overview & Key Takeaways

A forgotten 1999 Magic card transforms Squall, SeeD Mercenary into a powerful Commander while capturing his Final Fantasy 8 character arc.

Four days after Final Fantasy 8 launched in Japan on Feb. 11, 1999, Magic: The Gathering released an unassuming little creature called Bone Shredder as part of its Urza’s Legacy expansion. I was 9 years old and oblivious to both events. Somewhere out there, while Japanese players were exploring Balamb Garden as Squall Leonhart for the first time, people were cracking open packs of Magic containing a nasty little Phyrexian that grinds up bones. 27 years later, I realized how perfectly they belong together.

Final Fantasy 8 was the first Final Fantasy game that truly felt like mine. I borrowed it from my cousin in the summer of 1999 and was blown away by the cinematic quality and epic storytelling of JRPGs. That newfound obsession quickly brought me to Final Fantasy 7, Final Fantasy Tactics, and then the older games in the franchise until the ninth mainline entry was released. That FF-driven obsession with high fantasy probably helped lead me to Magic sometime in the early 2000s.

When Magic’s Final Fantasy Universes Beyond set transformed Squall into a white-black legendary creature, I decided to build a Commander deck around him regardless of whether he was actually any good. At first glance, Squall, SeeD Mercenary looks like a fairly ordinary Voltron Commander, which refers to a kind of strategy that sees you load one creature with equipment, auras, and other buffs until it becomes capable of killing players almost single-handedly.

squall seed mercenary cards Image: Wizards of the Coast

For two white, one black, and one colorless mana, Squall is a 3/4 Human Knight Mercenary with two abilities. The first, named for his Rough Divide Limit Break, gives double strike to any creature you control that attacks alone. The second returns a permanent card with mana value three or less from your graveyard to the battlefield whenever Squall deals combat damage to a player.

The obvious strategy is to buff Squall, have him attack alone, and try to knock out each opponent with 21 points of Commander damage. But if Voltron is your preferred strategy, there are a lot of better Commanders out there. Squall costs four mana and has no built-in evasion or protection. A single removal spell can derail your entire game plan. His recursion ability initially looks like a useful bonus attached to an otherwise unremarkable Voltron Commander. Building him becomes much more interesting when you reverse those priorities, which is a thought that occurred to me when I discovered a copy of Bone Shredder in a box I’ve had for about 25 years.

The secret to Squall is letting things die

bone shredder

Art for Bone Shredder.

Image: Wizards of the Coast

Bone Shredder is an uncommon creature that looks like a flying stomach crossed with a biological wood chipper. In a retrospective published by Bogleech, original artist Ron Spencer recalled being asked to design a flying mollusk or crustacean, an assignment that forced him to think outside his “usual monster formula.” Rather than simply attaching insect wings to a crab, Spencer used a milkweed pod as the basis for its shell, assembled its jaws from assorted lobster and crab claws, and covered the edges of its coral-like wings with tiny eyes surrounded by hairlike cilia. The hook rising from its body is a stinger meant to paralyze its prey before the mass of legs and pincers below grind up the victim’s bones. Hence… Bone Shredder.

Spencer reportedly even gave the species a mock taxonomic name in an old issue of InQuest magazine: Pterogastrula osteophagus, or, roughly, “winged stomach bone-eater.” It is delightfully revolting, but oh-so-elegant for a Squall deck.

Bone Shredder - Urza's Legacy 49 Image: Wizards of the Coast

When Bone Shredder enters the battlefield, it destroys a nonartifact, nonblack creature. It also has echo, an old mechanic that forces you to pay its three-mana cost during your next upkeep or sacrifice it. Yet I realized that’s oddly perfect for Squall. If you can trigger his recursion ability consistently, you’ve got a way to destroy a creature every single round before you let Bone Shredder die from echo and then drag it back out again. Bone Shredder sets up a highly effective loop, but filling up the graveyard through other means is a priority.

Buried Alive, a three-mana sorcery, lets me search my library for three creature cards and put them directly into my graveyard. With that, I can grab Bone Shredder (potentially in turn three) and two more cards like Mother of Runes for some much-needed protection, along with Fang, Fearless l’Cie so I get to draw a card every time a creature leaves my graveyard. By round five, I’m (hopefully) connecting with Squall and dragging two of these cards to the battlefield.

But Squall’s ability targets any permanent card that costs three mana or less, which means he can recover artifacts, enchantments, auras, equipment, and even lands. If someone destroys Land Tax or Black Market Connections, Squall can bring them back to keep those engines active. Other than cards like Bone Shredder and Accursed Marauder, some of my removal comes from carefully chosen enchantments like Chains of Custody and Sheltered by Ghosts. Go ahead. Destroy them! (But please do not exile them or I will cry.)

My robust artifact package is a mix of equipment that offers more firepower (Sword of Hearth and Home, Machinist’s Arsenal) and protection (Swiftfoot Boots, Darksteel Plate). But there are also artifacts like Dispeller’s Capsule and Wayfarer’s Bauble that are middling in most decks but suddenly deliver consistent value when Squall is able to bring them back from the graveyard.

Cards like All That Glitters make Squall a considerable Voltron threat as it scales with the number of artifacts and enchantments I put on the board (there are 29 in the deck). I don’t have to win through Commander damage, but if I manage to get All That Glitters and Machinist’s Arsenal on Squall at the same time, that’s +15/+15 when there are only five artifacts in play. Once Squall gets trample from Shadowspear and/or flying from Foot Chopper — or even combat damage negation from Dolmen Gate — survival and dealing some kind of damage to a player becomes that much more certain.

In practice, it’s the kind of quiet, unpredictable deck structure that doesn’t draw a lot of attention at first. But my opponents can’t afford to let Squall connect, because I can rebuild my entire board if Squall connects just once. Even if I trade some of my other creatures in combat, most of them cost three or less mana anyway, so Squall can bring them back later.

Squall fights alone, but he never stays that way

final fantasy 8 remastered Image: Square Enix

When I first saw Squall’s card, I have to admit that I was pretty disappointed. Some Final Fantasy cards do a terrific job at showcasing a snapshot of a character’s journey, or in the case of Zack Fair (who is also in this deck), they tell an entire story through their mechanics. Returning cheap permanents from a graveyard initially seemed pretty generic.

Rough Divide is the obvious exception. In FF8, Squall performs the Limit Break by charging toward an enemy, slashing upward with his gunblade, and firing its chamber at the moment of impact to create an explosion. Double strike perfectly represents the sword connecting and then the gun firing.

Even the requirement that a creature attack alone feels tailor-made for Squall. He begins FF8 as a withdrawn teenager who is emotionally guarded, thanks to trauma he can’t even remember. Squall convinces himself that relying on other people will only give them the opportunity to leave him.

The more I worked on the deck, the more I realized that Squall’s recursion ability reflects his entire character arc in an abstract way. Squall ultimately becomes a leader willing to risk everything in order to bring people home. Over the course of the game, he carries an unconscious Rinoa across the Horizon Bridge in search of Ellone, rescues her after she is abandoned in space, and breaks her out of the Sorceress Memorial when Esthar tries to imprison her.

FF8 plays a lot with memory and relationships, and Squall ultimately becomes the glue that holds all of his amnesiac companions together. It’s a story preoccupied with recovering what has been lost. Guardian Forces cause Squall and his companions to lose their memories. Ellone’s mysterious power lets people revisit the past through someone else’s memories. The final conflict against Ultimecia takes place within Time Compression, a surreal attempt to collapse past, present, and future into a single moment.

squall and rinoa Image: Square Enix

Squall’s card reaches into the graveyard to find what has been lost, and then he brings those things back into the present. The fact that he must attack alone to do it is kind of brilliant — and it sort of feels like that iconic moment where he and Rinoa are reaching out to one another. (It’s kind of a shame that she’s in white-green, so you can’t reenact their romance in a game of Magic).

Squall, SeeD Mercenary is hardly one of Commander’s biggest powerhouses, though he is more popular than I expected: According to data from EDHREC, he is currently the 350th most popular Commander over the last two years. Most of those decks, however, lean on auras and equipment to buff Squall and use cheap creatures that make all players sacrifice a creature in play. There are a few more costly cards I’d love to get that are perfect — like Teval’s Judgment, Sigarda’s Aid, Buster Sword, Entomb, or even Esper Sentinel. But many of those are kind of generic goodstuff cards in these colors, or simply emphasize equipment.

Building this deck delivered exactly the kind of challenge I want out of Commander. The process is the most satisfying when it sends me digging through decades of Magic history for some undervalued card that suddenly becomes indispensable. Bone Shredder is a perfect example: a forgotten creature from last century that nobody plays all that much because of an annoying ability that makes it perfect in this deck.

Bone Shredder and Squall entered the world four days apart, then spent 27 years taking separate routes into the same deck. Every time Squall attacks alone and brings that strange little Phyrexian assassin back with him, two pieces of my childhood finally connect.

I still have some tinkering to do, mainly to remove some generic creatures and incorporate some worthy cards from The Hobbit set into the mix. But check out my decklist on Moxfield — it’s named Renzokuken after Squall’s ultimate Limit Break — and offer up any suggestions in the comments.

Share:

More in Multi-platform

Unlike The Big Console Makers, Playdate Is Refunding You Those Tariff Fees🎮 Multi-platform

Unlike The Big Console Makers, Playdate Is Refunding You Those Tariff Fees

As with so many other companies, including video game console makers, Panic increased the price of its Playdate handheld when US President Donald Trump implemented sweeping tariffs. When those tariffs were deemed unlawful and refunds become available to companies, most kept the money for themselves--but Panic has now confirmed it will be passing those refunds on to customers. Word of the refunds was emailed(https://bsky.app/profile/mrgan.com/post/3mtwxeiq2kc2o) out to impacted customers recently. In the email, Panic explained how it had charged extra to compensate for its increased costs due to the tariffs, and that it had now received refunds from the government. With that money secured, it's automatically refunding the tariff amount--$12.36--to anyone who paid that surcharge, and the money should automatically end up in their accounts within the next few days. !(https://www.gamespot.com/wp-content/uploads/2026/08/playdate.jpg?w=636) A Playdate system This move is in marked contrast to companies like Sony, Nintendo, and Microsoft, among others. Although many companies have sidestepped addressing the possibility of tariff refunds directly, there have been instances of them touting the impact of those refunds on their financials: both Sony(https://www.gamespot.com/articles/playstation-parent-company-made-more-money-thanks-to-tariffs-it-shouldnt-have-paid/) and Nintendo(https://www.gamespot.com/articles/nintendos-profits-jump-300-million-after-tariff-refunds-and-strong-software-sales/) highlighted the positive impact on their revenue from suddenly having a bunch of free money show up in their bank accounts. The lack of refunds has led to class-action lawsuits(https://www.gamespot.com/articles/nintendo-sued-by-fans-who-want-tariff-refunds/1100-6539543/) that remain undecided. Nintendo, for its part, claimed in a court filing that it only imposed "modest and selective price adjustments," highlighting that it avoided increasing the Switch 2 price last year. “Nintendo or one of its retailers set a price for each product, and consumers decided whether that price was worth paying,” Nintendo said. “Those who bought Nintendo’s products received exactly what they bargained and paid for: a console, game and/or accessory at a price to which both parties agreed.” "If a consumer did not want to pay the advertised price, they were free to abstain from purchasing the product or seek out competing products," it added. On its website, Panic had provided a detailed rundown(https://help.play.date/orders/tariffs/) on what it was doing and why, explaining that due to the low margins it makes on the hardware, it couldn't afford to absorb the cost of tariffs. "Just so you know: We hate this. We know money is tight for everyone. We thank you for your patience and your kind understanding. Our deepest dream is that we can delete this line item, and this page, entirely, someday soon," it wrote back in February, shortly after the Supreme Court ruled against the tariffs. Whether or not that page does go away, Panic is now refunding these charges, despite the work it took to secure the refunds. "It's just not our money to keep, and it felt really good to give it back," Panic's Cabel Sasser told Game Developer(https://www.gamedeveloper.com/business/playdate-maker-is-refunding-tariff-fees-to-customers). "That's an easy way to know you made the right decision." "Still, it took a lot of work for us to file all the paperwork to get the refund from the government, and it took work to build a little system to process the refund, and sometimes it felt like, wait, why are we seemingly doing more work than even gigantic companies are on this issue? That felt weird," he added. "But I guess it makes sense in a way, because our small size means we’re far more directly affected by something like a tariff." Panic's Neven Mrgan added on Bluesky(https://bsky.app/profile/mrgan.com/post/3mtwxeiq2kc2o), "Refunding tariffs took a bit of work on our end, ande definitely lost sales over the stupid thing after it was announced, but we still all agreed refunding them to customers was the right call." While this move by Panic is unlikely to put any real pressure on bigger companies to follow suit, it does demonstrate that such a move is possible. If nothing else, it helps to spotlight a delightful little gaming system that you might otherwise be unaware of.

🎮 Playdate
GameSpotNewsabout 2 hours ago
How Switching Between GTA 6’s Two Protagonists Works🎮 PlayStation, Xbox, Multi-platform

How Switching Between GTA 6’s Two Protagonists Works

Despite the "heartbreaking" leaks(https://www.gamespot.com/articles/rockstar-finally-comments-on-all-those-gta-6-leaks-heartbreaking-for-our-team/) plaguing Rockstar Games right now, the team is speaking a bit more about what you can expect when Grand Theft Auto 6(https://www.gamespot.com/games/grand-theft-auto-vi/) hits PlayStation 5 and Xbox Series X|S on November 19. This includes detailing how switching between the dual protagonists, Jason Duval and Lucia Caminos, works. British youth-culture magazine Dazed released its Autumn 2026 Issue(https://www.dazeddigital.com/life-culture/article/70859/1/gta-6-grand-theft-auto-vi-rockstar-exclusive-deep-dive-game-unparalleled-world), which features some fascinating quotes from key members of Rockstar Games' development team and some interesting tidbits about GTA 6. Within the feature is a bit of a breakdown of what it's like jumping between the game's two protagonists. While you can choose to play as a couple or wreak havoc independently in Leonida, you can also freely jump between Jason and Lucia as you play the full game. More specifically, as Jason is driving on the highway, you (as Lucia) could scroll the in-game phone in the passenger seat. When things take a turn for the worse, as they always do in GTA, the game will fluidly let you switch between Jason to swerve through traffic and Lucia to shoot at folks. And as a reward for a job well done, the two can hop on a jet ski to soak in the sun while snuggling in bloody matrimony. As Dazed notes, GTA 6 will undoubtedly be the franchise's first demonstration of true romance, with the story focusing on a romantic, crime-ridden relationship where the choices you make have consequences. Although GTA as a franchise isn't known for its romance, it has featured multiple playable protagonists before. The last entry, Grand Theft Auto 5(https://www.gamespot.com/games/grand-theft-auto-v/), let you swap between three characters: Franklin Clinton, Michael Townley, and Trevor Philips. In almost any given moment, you could control any of the three characters as the camera zoomed out and zoomed back in to wherever they were in the world. What's being described in GTA 6, although reminiscent of GTA 5, sounds much more fluid and seamless, particularly because Jason and Lucia are a romantic couple and not just friends doing crimes together. Thankfully, with the game just two months away, we'll learn just how fluid and seamless character swapping is when GTA 6 launches on November 19 for PlayStation 5 and Xbox Series X|S. That is, if we don't learn more about the game from all the recent leaks(https://www.gamespot.com/articles/gta-6-leaks-a-timeline-of-the-events-so-far/) circulating on the internet.

🎮 GTA🎮 Grand Theft Auto
GameSpotNewsabout 2 hours ago
This D&D Game Made A Better First Impression Than Warlock🎮 Multi-platform

This D&D Game Made A Better First Impression Than Warlock

Most Dungeons & Dragons games over the years have put you in the shoes of an adventurer who sets out to explore a fantasy world, defeat dangerous monsters, and bask in the riches you're rewarded. But what about the people those adventurers interact with during their journey? In Dungeons & Dragons: Long Rest Tavern, you'll have the chance to experience a very different side of D&D, running an inn full of weary travelers who just want a nap and some beer. Developed by Homo Ludens and set in a section of Faerûn known as the Dalelands, Long Rest Tavern (a play on the "long rest" mechanic in D&D) will let you grow your humble, small tavern into a formidable operation, with adventurers making use of your new recipes to enhance their abilities. You'll also have to deal with a rival innkeeper looking to stifle your business, so success is far from guaranteed. https://www.youtube.com/watch?v=P2eSIp9QjRw We get a quick look at gameplay in the official reveal trailer, showing a Sims-like interface for building out the tavern. You'll be able to hire staff, each with their own specialties, strengths, and weaknesses, and you can assign challenges to the adventurers who stay at the inn. Dice will factor into this part of the experience, much like they do for so many elements of traditional D&D. To be honest, the quick reveal trailer for Long Rest Tavern made a better first impression on me than the Warlock gameplay trailer(https://www.gamespot.com/articles/warlock-dungeons-dragons-doesnt-seem-too-concerned-with-the-dd-part-of-its-title/) shown during Gamescom Opening Night Live. It's too early to make any judgments, but it certainly looks like a novel and creative way to experience D&D. Dungeons & Dragons: Long Rest Tavern will be available in 2027 on PC.

GameSpotNewsabout 2 hours ago