We developed a workflow that asked concept artists and card artists to pull hallmark character designs from Yoshitaka Amanos original (and legendary) concept art, the original FFVI sprites, and the FFVI Pixel Remaster character portraits, to synthesize the most consistent elements of each characters design into something new. We also encouraged our artists to punch up finer details and bsexplore elements where they thought they could push (fabric, patterns, textures, etc.) Then, we would meet with the Final Fantasy VI review team, and they would give us feedback on what core elements they wanted to preserve and what new elements they were excited about. "It's our hope that the [FF6] character designs should feel like how you 'remember' them..." So they had the four games decided, but when it comes to Commander, thats only half the equation WOTC also needed to figure out which characters would lead each deck

Archetype, mechanic, or theme - The second part either describes the strategy 'archetype' it uses to win games (e.g
Monetization (or how to open more packs per day) Opening two packages a day can be a real pain, and this is where monetization comes in
The answer to that question for a while was Extended, but that format was retired when Modern was introduced
do you really think a 5 year old will go buy some of the older cards that cost upwards of 50 dollars
It just isnt a commander that you can play early